Creature — Elemental
Morph [[symbol:5] (You can cast this card face down as a 2/2 creature for . Turn it face up at any time for its morph cost.)
When Thousand Winds is turned face up, return all other tapped creatures to their owners' hands.
Printings View all
|Commander 2019 (C19)||Rare|
|Khans of Tarkir (KTK)||Rare|
|Duel Decks: Speed vs. Cunning (DDN)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Thousand Winds Discussion
5 months ago
Put in Haunted Cadaver Primal Whisperer Guardian Project. Took out Disruptive Pitmage as it was hardly never worth flipping. Thousand Winds as I’m trying to power morph costs. Unblinking Bleb just never seemed good enough Added some attackers that can do some cool stuff when unblocked.
6 months ago
Very intricate build, elevated and distinguished. :p
1 year ago
1 year ago
[email protected]_only Wow thanks, someone did their homework!!!! I’m also pretty fond of this deck I crammed all the morphs I opened in packs when I started playing in the onslaught block.
Jeskai Infiltrator : He will most likely never get to deal combat damage in my playgroup.
1 year ago
love the deck - Vesuvan Shapeshifter is one of my all-time faves!
odd cards you might consider:
Ixidor, Reality Sculptor - alternate morph cost, morph roiding
Jeskai Infiltrator - free morphing draw when it hits
Thousand Winds - mass bounce
2 years ago
- AEtherize (attacking)
- Aethersquall Ancient
- Coastal Breach
- Crush of Tentacles
- Devastation Tide
- Displacement Wave (for large values of X)
- Hurkyl's Recall (single player artifacts)
- Kederekt Leviathan
- Rebuild (artifacts)
- Reduce to Dreams (artifacts & enchantments)
- River's Rebuke (single player)
- Slinn Voda, the Rising Deep
- Thousand Winds (tapped)
- Time of Ice (tapped)
- Waterspout Elemental
2 years ago
Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.
Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.
Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.
Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.
Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.
On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.
2 years ago
Thanks for the input!
I am indeed working with a budget. trying to keep it close to $100
When I put this deck together originally, I had Akroma, Angel of Fury, but it burns all of the red I have and it's really just 6 unblockable (give it protection from color) and that, by itself, is not good in my meta.
Since I already play morphs for free with Animar, and their effects are flip costs, not enter costs, so I don't need Dermoplasm
Proteus Machine is a cool card to bluff with, but as this is a morph deck, pretty much everything is a bluff already lol
Honestly, I just put in Myr Superion because I loved the work-around with Animar, but I do want a large colorless creature. Darksteel Colossus Is cheaper and less scary. Won't paint a huge target on my back.
I'm still unclear on what Rogue's Passage will do, besides let an infinite Animar through, which I already do with changing the protection color anyway...
You're right about Ophidian. I've been adding better card draw recently.
Thank you so much for the input! This deck is my pride and joy, and it's so much fun to play.