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Skip your draw step.
(1), Tap two untapped creatures you control: Draw a card.
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Symbiotic Deployment Discussion
1 week ago
also Symbiotic Deployment might be an interesting add.
1 month ago
Glad you could extract something useful from my questionable ramblings, have some more:
For the purpose of ramp, would you consider Mana Echoes? Now hold on, I know this isn't a tribal deck, but from what I can see there's a decent amount of overlap when it comes to the subtypes of the large quantities of creatures your cards can generate, either for yourself or others (it works in either case):
- Human: 8 creature cards
- Scout: 4 creature cards
- Cleric: 3 creature cards
- Cat, Shaman: 2 creature cards
Spider, Samurai, Angel, Troll, God, Advisor, Monk, Golem, Giant, Rogue (10): 1 creature card
Elf, Warrior: 5 creature card + tokens: on tap + X on 2 cards
- Insect: 3 creature card + tokens: active mana ability + damage provocation + on opponent casting + EoB
- Dragon: 2 + tokens on all upkeeps
- Spirit: 2 creature card + tokens: 1 land tapping + 1 card
- Goblin: 1 creature card + tokens on opponent step
- Ogre: 1 creature card + X tokens on hostile declared attacks
Beast, Knight: 1 creature card + token on 1 card (doubt you ever use Selesnya Charm for this purpose though)
Soldier: tokens: on upkeep + X on 1 card
- Elemental: tokens: on all upkeeps + X on 1 card
- Saproling: X tokens on 2 spells (maybe there's room for a minor Saproling subtheme somewhere by virtue of Psychotrope Thallid & Utopia Mycon?)
- Treefolk: tokens on 1 card
- Fairy: enemy tokens on 1 card (only works with changeling)
(Also Rhys' cloning, which is potentially massive even if it only works for your own tokens.)
Obviously the exact amount of mana you'll get will probably vary a lot between both different turns and games, but I think on average it will be pretty high. (If you do decide to get Mana Echoes, also switch Beast Within for Crib Swap. Less arms dealing but much more ramp. If you want to amplify ETBs I guess you could also include a championing changeling creature.) The fact that you'll get some extra mana during other people's phases might be a little awkward though, but you could maybe use some combination of Symbiotic Deployment, Carnage Altar, Slate of Ancestry, Book of Rass, (Mind's Eye) and Inheritance as card advantage mana sinks (in that category there's also Seer's Sundial, Mangara's Tome and your old friend Mentor of the Meek, although I don't think they're very reliable on turns other than your own). (On a related note, I assume you've already looked into Pursuit of Knowledge, Abundance and Sylvan Library?)
Finally, mandatory killjoy condescension: This might be a silly question, but is Mystic Barrier still giving you a net positive of enjoyment? The reason I'm asking is that while I can see why the card is fun from a broad perspective, it seems to me that it conflicts with the two main aspects of the deck, which I think would make things less fun since it limits the escalating purpose of the deck. (Man, do I sounds square right now.) First of all, one person is forced to attack only you, which conflicts with the pillow fort cards' point of encouraging the opponent to go for someone else, which also kinda means any tokens they've been given go to waste for the purpose inter-enemy damage. Second, escalating curses like Curse of Opulence become less powerful when they can't pain a target on someone, which both detracts from the previously mentioned inter-enemy damage, the relative deterrence of your pillow fort (why attack someone with Ghostly Prison if you can get Gold from a cursed player?) and your own ability to broadly benefit from such general chaos both directly and indirectly. I'm well aware the deck is more about entertainment than winning all day every day, so it's not irrational to keep the card if it's doing you more good than harm, but I think it's worth considering. (Also, since you've got Academy Rector you could potentially replace the Barrier with a single overcosted but powerful & fun enchantment that works in line with the deck, like Sandwurm Convergence, Zendikar Resurgent, Lurking Predators or even Vicious Shadows.)
That's all, hope reading that didn't take too much of your time and you'll be able to squeeze something good out of it, keep up the good work
4 months ago
odd mechanics in green:
Bellowing Tanglewurm, Beacon Behemoth, Avoid Fate, Cream of the Crop, City of Solitude, Brooding Saurian, Heartwood Storyteller, Gurzigost, Genju of the Cedars, Gaea's Liege, Freyalise's Winds, Fertile Imagination, Eyes of the Wisent, Engulfing Slagwurm, Elven Warhounds, Elephant Grass, Hermit of the Natterknolls Flip, Hidden Gibbons (and the other hidden creatures / enchantments), Dosan the Falling Leaf, Holistic Wisdom, Hornet Sting, Hunted Troll, Ichneumon Druid, Kashi-Tribe Reaver (and the rest of kashi-tri, if only for the lockdown mechanic), Lifeforce, Lignify, Lost in the Woods, Mammoth Harness, Meandering Towershell, Midsummer Revel, Mindbender Spores, Mortal Wound, Multani, Maro-Sorcerer, Nacatl War-Pride, Nature's Wrath, Night Soil (okay, this one is odd - because the colon is after the removal of creatures, it happens faster than players can respond or trigger to - it happens at the "cost" step of activating the ability), Noxious Revival, Panglacial Wurm, Permeating Mass, Planeswalker's Favor, Protean Hydra, Quirion Druid, Recycle, Revelation, Riftsweeper, Rite of Passage, Root Maze, Rootrunner, Rust, Scarwood Bandits, Sprouting Phytohydra, Sporogenesis, Spike Tiller, Sheltering Ancient, Selvala's Charge, Sekki, Seasons' Guide, Wave of Vitriol, Wonderlust, Vernal Equinox, Unyaro Bees, Typhoon, Tropical Storm, Tornado, Tempting Wurm, Tempting Licid, Symbiotic Deployment, Superior Numbers, Stunted Growth, Wild Mammoth, Wolfcaller's Howl, Worldspine Wurm, Xantid Swarm, and Yavimaya Dryad
7 months ago
Thanks for the suggestion thecakeisalie42! You are totally right! First I thought forest against forest that taps a turn later, why?!
8 months ago
A Mega Mayael list!
Primal Surge will, naturally, empty your library. Any of these enchantments avoids your draw step, allowing you to stay in the game if something goes wrong.
8 months ago
I could take out another five drop, but I have to test it some more.
9 months ago
Entrei Because it's moronic to play CARD A for the sole reason that it is good with CARD B (when CARD A is terrible without CARD B), unless you have enough copies of cards that can substitute for CARD B. If you play Ivorytusk Fortress because it works with Cryptolith Rite, but no other cards that either have or grant tap abilities, you're going to end up with your elephant doing nothing most games. However, if you play Ivorytusk Fortress with Rishkar, Peema Renegade, Earthcraft, Glare of Subdual, Cryptolith Rites, Diversionary Tactics, Nullmage Shepherd, Symbiotic Deployment, Field Surgeon, Selesnya Evangel, and Sandsower, your elephant is probably going to be useful in most games where you draw it.
Note: I don't recommend playing some of those cards. Sandsower seems terrible without an absurd number of creatures, at which point you should be playing Collective Blessing instead.
9 months ago
This is pretty late, but hey feedback. The deck looks fun but does seem light on ramp/card draw. It also has a few cards that are illegal for a red/green deck :P
Here are my recommended adjustments, consider them but don't feel like you have to take my advice.
Legality cuts: (Gruul not Jund)
Thelon of Havenwood
Dreampod Druid (Only one enchantment in the deck)
Goblin Offensive (Poor-ish cost efficiency, you have better token stuff)
Foundry Street Denizen (You are going big and wide, the Denizen is only good when you want to go fast)
Nut Collector (Cool but overpriced and low synergy)
Kalonian Twingrove (Not enough forests to make it great, is otherwise vanilla)
Hostility (Minimal synergy with deck, you can do better than a 6/6 haste)
Druid's Call (Unreliable, minimal deck synergy)
From Beyond (You have no eldrazi to tutor for, you have better ramp)
Lightning Bolt (Weak in the format)
Craterhoof Behemoth (Thunderfoot Baloth is a good budget replacement for this)
Vigor ($$$, keep if you own it though)
Purphoros, God of the Forge ($$$, can be replaced with Impact Tremors fine)
Chromatic Lantern (Unnecessary for two color deck)
Parallel Evolution (On the edge of price, Second Harvest is almost as good and way cheaper, maybe run both)
Primal Vigor (Helps everyone at the table, excellent in the deck but rarely gamewinning when you wouldn't win anyway)
Earthcraft (Pros: Insanely strong synergy, best card in the deck, Cons: will eat removal every game and does NOTHING with an empty hand. Not worth the $$$ price if you don't already own one.)
Land Changes:Cut Transguild Promenade, Rupture Spire, Mana Confluence for basic lands.You don't need five color fixing in a 2 color deck.
Suggested Additions-Ramp: (You have a lot of expensive spell that are not color intensive, basic lands are fine here)
Card Draw/Recursion: (All relatively inexpensive but powerful card draw, pick the ones you own/like most)
Power cards/replacements: (Good but low $$$ cost, replace some of the costlier cards)
Ulvenwald Tracker (Fights are good removal for you)
Thunderfoot Baloth (Basically Craterhoof 90% of the time, but the bonus is smaller and effectively permanent)
Thermopod (Sac outlets are good, piles of mana can help you have explosive turns)
Ashnod's Altar (Same again)