|Commander / EDH||Legal|
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|Masters Edition III (ME3)||Common|
|Portal Three Kingdoms (PTK)||Common|
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Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
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Three Visits Discussion
9 hours ago
Hunter's Insight is a good way for you to get some burst draw after swinging. With Gishath top deck manipulation is key so I would recommend cards like Sylvan Library, Mirri's Guile, even Scroll Rack for the times cards gets congested in your hand. Nature's Lore and Three Visits are some additional ramp cards, and Exploration can help get that early Gishath.
1 month ago
1 month ago
Hi there, awesome deck and a great inspiration for my maybe-board!
I found a couple things missing in your list that i was curious about:
Kavu Lair is symmetrical, but not really when you’re playing omnath ..
Do you know of Three Visits?
And Primal Vigor?
the new Circuitous Route from GRN?
I’m sure your list is impossibly tight, but these options i think merit at least consideration if you didn’t know of them yet.
Either way +1. If you happen to be able to glance at my new list. It could use some help :)
1 month ago
Calyptic golgari is perhaps the best color pairing for spot removal. recently it got Windgrace's Judgement and Assassin's Trophy. these are great and versatile spot removal cards in your colors and when guilds releases the price of Assassin's Trophy will come down so even if it's a 5- 10$ card i would suggest picking one up before it's out of reach. Beast Within is also good in this deck especially against decks that are light on creatures. commander varies wildly from deck to deck so you never know what type of permanent will be a threat. i might even suggest Tectonic Edge or Dustbowl to get rid of utility lands or some of the flip lands from ixalan. while were talking utility lands ill also mention Bojuka Bog for that occasional grave deck you run into.
secondly, often bigger ramp spells seem appealing but if you want to get your commander down sooner i would suggest cmc 2 ramp spells like Rampant Growth Nature's Lore Three Visits and Farseek. these spells used in the early game will provide more value over more turns. most games are about over by turn 10 so ramping turn 5 or 6 is not really what you want.
lastly i don't know how you feel about tutors, iv'e heard some playgroups are against it, but Diabolic Tutor Dark Petition and Mastermind's Acquisition are cards that say pay an additional ~ 4 mana to cast any card in your deck, which is a powerful effect and in your budget.
2 months ago
This deck is nearly perfect, but there's just a few areas of weakness that demand immediate attention.
First off, I would remove the following cards: Abrupt Decay, Angel's Grace, Anguished Unmaking, Animate Dead, Arcane Denial, Avacyn, Angel of Hope, Badlands, Bayou, Birds of Paradise, Blood Crypt, Bloodstained Mire, Brainstorm, Breeding Pool, Chromatic Lantern, Chrome Mox, City of Brass, Command Tower, Cultivate, Cyclonic Rift, Dance of the Dead, Deathrite Shaman, Decree of Pain, Delay, Demonic Tutor, Enter the Infinite, Exploration, Farseek, Fellwar Stone, Fist of Suns, Flooded Strand, Godless Shrine, Hallowed Fountain, In Garruk's Wake, Intuition, Jin-Gitaxias, Core Augur, Jodah, Archmage Eternal, Kozilek, Butcher of Truth, Laboratory Maniac, Lotus Cobra, Maelstrom Wanderer, Mana Confluence, Mana Crypt, Marsh Flats, Merciless Eviction, Misty Rainforest, Mox Diamond, Myojin of Night's Reach, Myojin of Seeing Winds, Mystic Remora, Mystical Tutor, Nature's Claim, Nature's Lore, Negate, Omniscience, Oracle of Mul Daya, Overgrown Tomb, Painful Truths, Polluted Delta, Praetor's Counsel, Progenitus, Rhystic Study, Rise of the Dark Realms, Savannah, Scalding Tarn, Scrubland, Sensei's Divining Top, Show and Tell, Skyshroud Claim, Sol Ring, Steam Vents, Stomping Ground, Storm Herd, Survival of the Fittest, Swan Song, Swords to Plowshares, Sylvan Library, Taiga, Tainted Pact, Temple Garden, Terastodon, Three Visits, Time Stretch, Toxic Deluge, Tropical Island, Tundra, Ulamog, the Ceaseless Hunger, Underground Sea, Vampiric Tutor, Verdant Catacombs, Volcanic Island, Vorinclex, Voice of Hunger, Watery Grave, Windswept Heath, Wooded Foothills, and Zacama, Primal Calamity.
There's really nothing you could replace these cards with that would make this deck competitive, so I'd recommend just stopping here. Good work.
2 months ago
I love that you have a lot of haste enablers, but I feel you have too many enchantments and could go for some more....ramp :-)
2 months ago
I like the build, but it feels slow to the ramp so you can effectively drop your bombs.
Signets are better than the rocks you’re running.
These put “Forests” into play. This includes dual lands that are forests as their type such as Breeding Pool, etc. also they enter untapped.
Chump block, sac response. Block and get a basic land in tapped.
Should be a no brainer for these two.