Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search his or her library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles it.
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Tempt with Discovery Discussion
2 days ago
Vow of Flight, Vow of Wildness, Vow of Lightning, and Vow of Duty to prevent your own commander from swinging back into your own face while still being an offensive powerhouse. Assault Suit also fulfills this role.
Prismatic Geoscope is a great budget way to massively ramp out in a 5-color list.
Commander's Sphere is great at fixing your mana, and popping it for card draw is always useful lategame.
Tempt with Discovery is a nice group hug card that helps everyone ramp out, but mostly you. The fact that it can grab ANY land, and not just basics, is critical in a 5-color decklist.
3 days ago
I wouldn't play either of those. You already run Crop Rotation so I'd add Expedition Map and Ulvenwald Hydra. They can search for Urborg or the coffers. Whatever you do don't run Tempt with Discovery because any smart player is going to search for their Wasteland/Tectonic Edge/Ghost Quarter to disrupt your combo. I noticed you don't have Silhana Ledgewalker in there, I highly recommend adding her in.
3 days ago
5 days ago
Phantom Nantuko, Managorger Hydra, Cultivator of Blades, Wild Beastmaster, Khalni Garden, Asceticism, Rishkar's Expertise, Tempt with Discovery, Inspiring Call, Hooded Hydra, Kalonian Hydra, Eldritch Evolution, Spawnwrithe, Overwhelming Stampede, and Mwonvuli Beast Tracker are my suggestions.
1 week ago
Trust me, ramp in a big mana control deck does more for you than you might ever expect.
2 weeks ago
As both a control player and a hugfort player i think one of the most important aspects of trying to play both is this.... Don't! over-ramp your opponent's mana base if you wanna maintain some control...if you're trying to run more than just a couple of random counterspells...don't run any (non-one-sided) mana doublers.
My deck runs 6 counterspells + Telepathy, but it's a "75% theory" casual deck...were I playing less casual I'd probably go as high as 12 counterspells. I don't mind filling my opponent's hands with cards, it keeps games from being 2+ hours long and I can save my countermagic for important spells that affect me....and I sometimes punish for card draw with Ebony Owl Netsuke and Fevered Visions (bet you wish you had red lol).
My fort too wishes to win sometimes and makes no bones about it...I chose a token swarm with a bit of pump for my main wincon...usually cleaning up the leftovers after letting everyone batter each other after hiding in my fort for awhile.
Here is my decklist... Fort Meletis, and yes it's 4c with a different commander, but the categories are pretty well balanced after playing with it for awhile. Consider the categories "Added-Value," "Swarm" and "Pump" to be your flex spots, then depending on how casual vs competitive you wanna play yours, devote more resources to the other appropriate categories. (I'm speaking in terms mostly of the number of cards per category, not specific cards in each category btw)
Anyways, gl & hf.
2 weeks ago
Thanks for your input, LordJohann.
Come to think of it, Tempt with Discovery can probably be more effective than Explosive Vegetation in many cases since I can search for Temple of the False God to get two extra mana even if my opponents don't accept the offer, so I can probably pull Explosive Vegetation out to put Tempt in. Also, the more I play this deck, the more it occurs to me that in a lot of cases, Slumbering Dragon is pretty much a dead card. Even though it would raise the mana curve, I can remove Slumbering Dragon to put Tooth and Nail in. I will make the change when I can get those cards.