Thriving Turtle

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thriving Turtle

Creature — Turtle

When Thriving Turtle enters the battlefield, you get (two energy counters).

Whenever Thriving Turtle attacks, you may pay . If you do, put a +1/+1 counter on it.

seshiro_of_the_orochi on COWABUNGA!!! Turtle power is a great toughness!

4 years ago

thomas9790: thanks a lot for the comment and the suggestions. Slagwurm Armor is an interesting suggestion indeed, the shields aren't too great though. Adding a whole new artifact strategy part for "just" a small push doesn't seem to be worth it overall. Tree of redemption isn't a turtle and has no special synergy except with assault formation. Agoraphobia is cool, but with Thriving Turtle , Aether Meltdown is better. Thank you very much for your thought still :)

Femme_Fatale on Official missing/incorrect card/token thread

5 years ago

timmyc1989 yes, yes there is.

Thriving Turtle

Anything else will be a while while I fix up Battlebond. It was all submitted a few hours ago I just need to fix all the errors from everyone else's submissions (and the few errors of my own that inevitably result from variance).

KINGofORESKOS on

6 years ago

Panharmonicon would be a great addition to this deck, and Whirler Virtuoso would provide an alternate place to dump mana. If you're going to use Ghirapur Orrery, Architect of the Untamed is always nice.Harnessed Lightning is great removal, and Aether Hub is great for mana fixing. Adding these cards would make it less of an Electrostatic Pummeler deck and more of a Temur Energy deck. To find space for the cards I suggested, maybe take out some of the following: Thriving Turtle, Glint-Nest Crane, Woodweaver's Puzzleknot, and Cathartic Reunion. Nice deck, keep up the good work, and I hope my suggestions help. I'm just offering a way to make it a more competitive and consistent Temur Energy deck.

djnewellmit on UG Hadana Pummeler

6 years ago

I like that Hadana's Climb  Flip should be relatively easy to flip by either using its own counters, or accelerated using a Longtusk Cub or Bristling Hydra that may already have some counters, or at least some energy handy to make some on the spot. The merfolk deck I mentioned above had no problem flipping the Climb on the turn after resolving it by targeting a merfolk that already had one +1/+1 counter.

Here's the decklist from MTGGoldfish at least: UG by VMania. My sideboard guess above was a little off - it looks like this pilot is going for the fast, aggro, under the countermagic plan with 2x Thriving Turtle and one more Greenbelt Rampager in the side.

Hotspeed10 on Free Willy!

6 years ago

I might would add Thriving Turtle because its a good early game defender as well as produces energy. It also goes well with your aquatic theme

djnewellmit on Re-growing Pummeler

6 years ago

Last night didn't end up being the blowout I had hoped for, but I did end up 2-2 on the night (and earned a Showdown booster). The first two rounds were against sub-tier decks and I had no problem taking them out 2-0 each.

Round 3 was a very painful and controlling UR build where I just couldn't get my creatures through the opponents counter-magic and removal; I also misplayed a Bristling Hydra into a Censor late in the game, even my opponent expressed his sympathy. I may have to consider sideboarding Prowling Serpopard to get through the control matchup. Even landing one Hydra would have been a game-changer.

Round 4 was against the omni-present mono-red. I managed to snatch the first game due to a slow start from the opponent that saw me land 3 Hydra's between turns 3-5. Games 2 and 3 went his way as he landed a turn 1 Daring Buccaneer into 2x Rigging Runner to quickly close out the games by turn 4 and 5. I just couldn't get enough creatures out to survive the Shocks and Magma Sprays.

Overall, the biggest issue I ran into was the aggro-style decks. This build doesn't have quite enough bodies to put on the ground to stop the aggro swarms. I will be looking to make some changes for Friday night; I am considering energy creatures Aether Swooper, Empyreal Voyager, Shielded Aether Thief and even Thriving Turtle as possible additions. Along with not having enough bodies, the maindeck Aethersphere Harvester and Rhonas the Indomitable had a couple instances where they were the only thing left on my board, rendering them useless. So a I think a few more bodies is key. I could also add more Trophy Mage to get the combo set up. I could also maindeck the Greenbelt Rampager as they ended up coming in for me on most of the games 2 and 3.

Possible reductions to make room for the extra bodies would be 1x Unsummon, 1x Aethersphere Harvester, and 1x Glassblower's Puzzleknot.

Asder on

6 years ago

i think that Thriving Turtle is the worst of the cycle to be honest. is there a reason its in there?

PI3L0V3R on

6 years ago

Id recommend dropping both Scrapper Champion, Servant of the Conduit and Bristling Hydra. Scrapper and Hydra eat the needed energy that you want for your Electrostatic Pummeler. You can replace Them with Thriving Turtle, Aether Theorist, and either Fabrication Module or Woodweaver's Puzzleknot. The first 2 creatures I listed are low cost, can be used as chump blockers, and Aether Theorist is a good way to scry until you find the cards you want. I also recommend that you drop 1 of both Botanical Sanctum and Rootbound Crag and toss in 2 Evolving Wilds. Land tutors might seem like ass but in a tri color deck where you are running only 2 Islands and Mountains, you might find your self locked out of those colors. I understand that they both give you the colors you are short of, but I run an energy deck of my own and find that the Evolving Wilds has been a lot more useful than those types of lands. Thirdly, find something that you dont like in the deck or doesnt work out for you and try to toss in 1 or 2 more Harnessed Lightning.

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