|Commander / EDH||Legal|
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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.
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Thriving Turtle Discussion
1 month ago
timmyc1989 yes, yes there is.
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).
3 months 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.
5 months 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.
5 months 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
5 months 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.
6 months ago
i think that Thriving Turtle is the worst of the cycle to be honest. is there a reason its in there?
8 months 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.
9 months ago
Turtleshell Changeling (replace with 1 Calcite Snapper and 1 Horned Turtle) and Tortoise Formation (replace with 2 Spell Pierce) plus Meandering Towershell (replace with 2 Thriving Turtle) and for better blocking Freed from the Real (replace with 1 Essence Scatter) annnnnnnnd to keep your Azor's Elocutors on the battlefield Darksteel Plate (replace with 2 Island) Also my strat for this deck is: block get out your Azor's Elocutors put the Darksteel Plate on them then block with your turtles so you dont take damage (If you something like a Lava Axe use a counter spell) untell you can automatically win the game. FLAWLESS!!!