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|Rise of the Eldrazi (ROE)||Rare|
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Activated abilities of creatures you control cost up to less to activate. This effect can't be reduced to less than one mana.
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Training Grounds Discussion
1 hour ago
If you want extra card draw and counters Shapers of Nature is pretty good.
I don't know if this is how it works but extra turns Sage of Hours.
1 week ago
Llanowar Reborn doesn't seem like it does anything here. You might just want a basic instead. If you're running Cultivate and Kodama's Reach, you should have at least 1 Island, even if it's just a splash color.
Oblivion Ring is probably good enough as another Zur target. It's nice that it deals with everything.
Courser of Kruphix seems like good value.
Luminarch Ascension gives you an actual way to win the game.
Mystic Remora is pretty broken card draw in the early game.
Rule of Law stops a lot of combos that you'd otherwise have a hard time dealing with.
Also, your land count might be a little low considering how little ramp you run. You might want to jump up to 36ish.
1 week ago
2 weeks ago
The combo itself allows your Island to give you . Urborg turns all of your Islands into Swamps, which allows them to trigger Crypt Ghast. When you tap them for Crypt Ghast triggers giving you a as well. With Training Grounds on the board, each Island you tap gives you an activation of The Scarab God. Without Training Grounds, you can still tap 1 Island and 1 Swamp for the full activation cost.
Expedition Map is usually my go to method of tutoring it out. Any Land tutor that doesn't have the restriction of "Basic" works though.
Arcane Adaptation and Conspiracy both turn it into a Zombie. If you Mill it, or it dies, you always have your reanimation from The Scarab God which turns it into a Zombie as well. Buried Alive into Scarab reanimation is a good early game play.
2 weeks ago
The lack of card tags makes your post hard to read. :(
Chromatic Lantern - I know. When I posted this deck I wasn't sure if I had one available and was with little spare time to check. I do and I will add it.
Swords - Don't have them. Also, I don't think that a sliver deck needs them.
Sensei's Divining Top - That's adding insult to injury. I might add it.
Obelisk is part of the deck since day 1. :P
Coat of Arms - That's a card that fits the "redundancy" type of card. I might (most surely will) add it. I'm just unsure if I should run Coat or Door.
Training Grounds - Unfortunately I don't have a spare one. That's the only reason I'm not using it.
Bribery - None available. Not sure I'd want it in here either.
Amoeboid Changeling - Cute... Just unsure if I prefer that or Unnatural Selection which is on the deck. Ok. Selection can't be tutored and requires 1 mana... And... With Intruder Alarm the Changeling is better. I'm sold on that.
Diffusion Sliver - I prefer Root Sliver.
Clot Sliver - I was considering either Clot or Sedge Sliver. Sedge sounds better but it will have to depend on my ability to produce black mana. I need to playtest to check which I prefer. Sedge takes that slot for now.
Acidic Sliver - It's either this or Cautery Sliver... In a deck that might explode into infinite slivers, I might prefer Cautery.
Hibernation Sliver - It saves slivers, yes. It's on my sideboard from the start. I might add it, yes.
Ward Sliver - Taking the place of Shifting Sliver, yes.
Pulmonic Sliver - Is in right from the start.
Might Sliver - Might very well be added.
Fury Sliver - Bonescythe Sliver is better.
Hunter Sliver - Is on my maybe but am a bit unsure if I want to use it.
Crypt Sliver - Again, Sedge sounds better.
Yes, when you have the whole Magic spells available to you, cutting them to 100 cards (lands included) is a pain! This deck, although trying to make it fun will hardly ever see gameplay. When I show up a sliver deck my group will make a target. So I'll try to make it memorable for the few games where I bring it on. :)
2 weeks ago
If you're planning on using Thrasios's ability to get your start, try Training Grounds and Heartstone to make his ability more efficient. Temur Ascendancy might be a better haste enabler than Fires of Yavimaya with all the big bombs you'll be dropping late game. I'm not a huge fan of the spell-based recursion effects when you have Karmic Guide and Eternal Witness in your colors. Seasons Past is also a great, albeit slower, recursion card. Finally, Vizier of the Menagerie is a great draw engine that also fixes your mana for more difficult casting costs.
3 weeks ago
I see you either bought the prebuilt or you went and got the commander's anthology, either way I like your pick of Roon. Now a bunch of these cards are either niche playable, or sadly don't have much relevance since they do nothing in the absolute worst case, but I'll get onto that topic a little later.
Now first begs the question: "Where am I going with Roon and what are my win conditions" You can't just drown your opponents is straight value and hope they give up because you drew so many cards. So you can go 3 ways:
Bant aggro/good stuff: This deck abuses the fact that Roon is a 4/4 beater with trample and vigilance that can save a creature or remove a blocker, the deck is more focused on the value it gains for using cards like Cathars' Crusade, Meadowboon, and Call for Unity to allow the smaller value creatures that can incidentally help get to the bigger threats do something (swing face): Solemn Simulacrum, Farhaven Elf, Mulldrifter and smaller bodied tokens to get bigger in case the value threats are gone or to close out games faster. It's finishers are go-wide aggro threats that play off cards like the crusade like Avenger of Zendikar, Walker of the Grove, Trostani's Summoner, Hornet Queen, Armada Wurm, and Craterhoof Behemoth to play off of all those tokens. Birthing Pod is a must for this style of deck as it allows you to get those value threats faster with no real setback. typically has some interaction like Counterspell or obligatory Cyclonic Rift, other than that its a value aggro deck.
Bant value control: This style really abuses the fact that Roon can blink stuff. Its focus is to lock its opponents out any way it can. Some styles of this variant vary, like hard lock, and soft lock. It has some of the same building blocks as aggro like using Mulldrifter and Solemn Simulacrum, but it focuses more on abusing Roon's ability with cards like Training Grounds and denying its opponents with value with Stonehorn Dignitary, Mystic Snake, Reflector Mage, Nevermaker, and Gilded Drake. Obviously it focuses less on attacking so its value threats use their abilities more to influence opponent's. It plays counterspells and good spot removal to assure victory, it can even hedge into becoming a stax build, (hard lock).
Hybrid: It has the best of both worlds with, it doesn't focus too much on either but has the ability to win on either front. this style sacrifices a consistent win condition to go and secure a spot to play value creatures and typically beats face for victory in multiplayer by stalling out scarier opponents and making allies with Roon's blink ability. In 1v1 it has the capability to dominate equally fast decks with its splashed control aspect. It uses the crusade as well, along with those huge value threats like the avenger of zendikar and birthing pod (for value), along with controlling value creatures like the stonehorn dignitary and gilded drake (secret tech, run Thought-Knot Seer). Some play more into one aspect over the other, and that's fine.
At the end of it all Roon is exceedingly versatile and can meet most standards you set it to, however Roon decks can be hosed by an artifact and its creature variants. Torpor Orb, if you don't have something to play around this like Naturalize, Krosan Grip, or Return to Dust there is really nothing your deck can do to stop it. The same goes for the creature variants, Hushwing Gryff/Tocatli Honor Guard, however since they are creatures they are inherently easier to remove, like with Swords to Plowshares, and Path to Exile. Some control variants play one or more of the value threats or Meadowboon to play around Orb when they don't have artifact/creature removal.
I tend to stay away from cards like Ghostway and Ghostly Flicker since they do nothing when you have no creatures on the battlefield, unlike their creature counterparts they can't block when you need a blocker. You have found a couple of blink creatures that fit the bill, and one that I didn't know existed! There is one to keep in mind though: Eldrazi Displacer its a fantastic card I recommend. Like mistmeadow witch and Roon it has repeatable blink, but it returns immediately, although tapped it can be used to invalidate blockers or to gain value. However you will need a bit more reliable colorless sources, which is why there are basics called Wastes, if you do run this I recommend running 3-4 wastes (4-6 if you have the seer).
Feel free to ask questions or peek at my list.
I hope this helps your brewing process, as well as others who seek to make a Roon deck!