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Surrak, the Hunt Caller
Legendary Creature — Human Warrior
Formidable — At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn.
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Surrak, the Hunt Caller Discussion
3 weeks ago
well it is mono green and you are likely to have a lot of green devotion. I still recommend Surrak, the Hunt Caller anyways
3 weeks ago
ok, first of all great deck. I made a deck very similar to this about a year ago. here are some suggestions:
in -> 4 Elvish Mystic
in -> Reverent Hunter
Reverent Hunter is incredible in a mono green devotion deck which brings me to my next card.Surrak, the Hunt Caller. I would definitely run at least 2 of this if not 4. it is in essence a 4 mana 5/4 haste and if your opponent isn't dead already. your next Reverent Hunter has haste. (3 mana 9/9 haste is pretty good on turn 4) also I like to run Vorapede just because if the deck eventually runs out of steam you still have a trick up your sleeve. now in addition Khalni Hydra seems good although it has not fit the flow of my deck it min fit yours better. also I am exited for Ghalta, Primal Hunger and you might consider Rhonas's Last Stand it seems pretty good. but most important of these suggestions are Elvish Mystic and Surrak, the Hunt Caller. I hope these have been of help and also I was using Bond Beetle to activate Avatar of the Resolute but Experiment One is definitely better. also you may consider Harmonize
1 month ago
Ulvenwald Tracker has worked quite well as creature removal in my experience and I'd like to try more fighting mechanics. However, fighting, being fundamentally conditional removal (requiring a big creature on board), also being at sorcery speed is a bit too unreliable for me, so of the cards you mentioned I think I'll only consider Unnatural Aggression. I would also like to try Arena and also perhaps Sylvan Scrying to tutor for either it or Nykthos, Shrine to Nyx.
For the 1/1 counter synergy I discussed before, I'm not sure if it is enough to support the hydras I have cut, as they mainly make the hydras bigger - which is also achieved by ramp, which I have no shortage of - and don't supply any other utility. The main problem with the hydras I have cut is primarily the lack of trample, and consequently a weak ability to pressure opponents. This can be solved with trample enablers like Nylea, God of the Hunt, Brawn, and Rhonas's Monument, but I don't feel these are worth slots as most of the bigger threats I have already got already have trample.
1 month ago
I have a deck vaguely similar to this one that uses Yisan, the Wanderer Bard as it its commander. If I had any suggestion to make, it would be that since you want to focus on hydras, put some more +1/+1 counter interactions in. You might like things like Mighty Emergence, Soul's Might, Nissa's Judgment, Hardened Scales, Inspiring Call, or Death's Presence. Also, since many hydras have an "X" in their cost, you can get more counters on them by having cards that reduce the cost, like Rhonas's Monument, Emerald Medallion, or Conduit of Ruin. Again, since most hydras are 0/0 and work off counters, a fun card to run with them is Gigantomancer, who would just give them +7/+7. There also some good hydras I'm not seeing here. Ones like Protean Hydra, Lifeblood Hydra, or Ulvenwald Hydra. I'm sure you have your reasons, but I'd consider those.
As for what's on the maybeboard, Hydra Broodmaster seems like an obvious choice for a hydra deck and I'm curious why you cut it, especially in a deck with this much ramp. Pathbreaker Ibex would do amazing work if you can guarantee at least two other big creatures attack along side it. Shamanic Revelation is a great source of draw and recovery since you're almost guaranteed to meat the ferocious requirement. Surrak, the Hunt Caller is another pick that has some real potential in this deck. The others I personally don't think much of.
Hope this helps
1 month ago
Hey, I have several suggestions.
You don't need 41x lands since you're only three colors. 36x lands is enough especially since there's already land ramp, Signets (very good adding Signets). I suggest replacing some two drop dorks, Zhur-Taa Druid and Whisperer of the Wilds with one drop dorks.
For the manabase I recommend these budget lands:
- Pain Lands
- Yavimaya Coast
- Shivan Reef
- Karplusan Forest
- Grand Coliseum
- Command Tower
- Exotic Orchard
- Cinder Glade
These land suggestions are lands that ETB untapped you can use them for mana the turn they're played. Command Tower is one of the best lands in Commander budget or not because it can make any color that your Commander is as well as always ETB untapped.
I suggest adding the mana dorks:
If you ask me what's the best card for Temur? I would say Rattleclaw because it's a two drop dork who can make one mana or any of the colors you need. The runner up would be Temur Ascendancy which you're already playing, very nice.
As you play more Commander you'll understand how important the avg. CMC of the deck is. This deck is 4.15. What this means is consistently you will not have anything to play until turn four. This is a causal deck and not being able to consistently play any cards until turn four is okay, but even causal budget Commander decks I make the avg. CMC is 3 or below. I recommend trying to reduce it to 3. The only way to do this is to cut a quite a few high casting cost cards for lower casting cost cards such as two drops, three drops and four drops.
One thing that excited players just learning Commander and building decks for the first time tend to do is jam all the biggest best creatures/cards into a deck. But you don't need or really want to do this because it completely destroys the mana curve. The mana curve is important because it's how you determine the avg. CMC of the deck ultimately determining how fast you can consistently play the cards in the deck. The approach I use when teaching new players Commander is pick 10-12x big creatures/cards you want to play. When I say big I mean cards with five to six plus mana costs. Here you're playing 25x cards that have five or higher costs, this too many. You risk consistently getting many opening hands with nothing but these high cost cards which you won't be able to play until the late game.
Examining the high cost cards here these are in my opinion the best ones:
- Acidic Slime
- Sarkhan Unbroken
- Xenagos, God of Revels
- Hellkite Charger
- See the Unwritten
- Ruric Thar, the Unbowed
- Savage Ventmaw
- Intet, the Dreamer
- Dragonlord Atarka
- Atarka, World Render
- Stonehoof Chieftain
To help the mana curve start with keeping these good high cost cards and cutting all the rest I didn't list.
What can you add in the place of the cards I recommend you cut? Here are some budget Commander staples in Temur colors. Each is less than $1:
- Rattleclaw Mystic
- Elvish Mystic
- Llanowar Elves
- Reclamation Sage
- Coiling Oracle
- Soul of the Harvest
- Surrak, the Hunt Caller
- Altered Ego
- Mystic Snake
- Savage Knuckleblade
- Trygon Predator
- Genesis Hydra
- Farhaven Elf
- Kiora's Follower
- Loaming Shaman
- Reality Shift
- Hull Breach
- Lifecrafter's Bestiary
- Elemental Bond
These suggestions are mostly two drops, three drops with three four drops, one five drop and one six drop. Adding these cards will drastically reduce the mana curve. You're not playing very much draw other than Ascendancy I suggest adding Bond, Bestiary and Harvest to help with this.
Good luck with your deck.
1 month ago
2 months ago
some other win-cons to consider;
pretty simple, you'll be drawing infinite cards so a win without combat damage is pretty great.
to kill their lands before cyclonic rifting their tokens
haste enablers so you don't have to wait.
Great list you have.
2 months ago
I know with the Humans lists I've messed around with, the problem I had was getting that "oomf!" a lot of other tribal decks have. Goblins has Goblin Chieftain. Merfolk have 29,834,891 bazillion different lords. Elves can snowball into Craterhoof Behemoth...and so on and so forth.
I also think the list is just a few pieces away from becoming an established archetype. I already think it's stronger than Slivers. If I had to put my finger on one thing in particular, it'd probably be some type of top-deck finisher. Exava, Rakdos Blood Witch saw some play in Vintage because she smashes Jace, the Mind Sculptor. She also works with Experiment One and Champion of the Parish. Surrak, the Hunt Caller and Samut, Voice of Dissent are also options.