|Commander / EDH||Legal|
Printings View all
|Duel Decks: Nissa vs. Ob Nixilis||Uncommon|
|Duel Decks: Knights vs. Dragons||Uncommon|
|Duel Decks: Garruk vs. Liliana||Common|
|Promo set for Gatherer||Rare|
Combos Browse all
Treetop Village enters the battlefield tapped.
: Add to your mana pool.
: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land.
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Treetop Village Discussion
1 week ago
Welcome back to Magic!
Advice:You have too many different cards, if you take out all of your 1 of's and put in play sets your deck will play much smoother and be way better.
In my opinion, put in 4 ambush viper and 4 elvish visionary. Try and get some Strangleroot Geist and Leatherback Baloth, Treetop Village is good too. If you suddenly find yourself with a couple hundred dollars and don't know what to do with it a playset of Tarmagoyf would be great.
check out the Stompy Primer, it's the competitive version of this deck: http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/556919-stompy
1 month ago
so im coming into this a little late. sorry for the delay, i meant to comment a lot earlier. The problem this deck has is a little deeper than just using sub-optimal cards. a deck like bogles doesn't need to play tier one to be able to perform. that said, you deck does have a "competitive" tag on it, but that's a different discussion entirely.
anyway, your real problem is that the deck currently doesn't have a real identity. You are playing aggressive cards outside of an aggressive deck, and control cards outside of a control deck. the result is that your deck plays very clunky. based on your description and a few of your card choices, i feel like what you are trying to build is a midrange tempo deck. so incremental advantage is the name of the game.
you already have some good things going on. for example Familiar's Ruse with Coiling Oracle is excellent. that's the kind of synergy we want to replicate. more etb effects on creatures, and more ways of recurring them. Kitchen Finks, Eternal Witness, Vendilion Clique, that sort of thing. this route would also give you a lot of options for sideboarding, but i digress.
here's where the weakness of your color choice comes in. removal. green has none that's worth taking. there's Beast Within, but ive built decks where i've splashed white just to avoid having to use it. unfortunately blue doesn't fare much better. it has bounce spells like Vapor Snag, and you've also got janky removal like Rapid Hybridization and Reality Shift. sadly, there really isnt a good option here. white adds a lot to your deck in terms of creatures, and it would give you Path to Exile, so maybe consider it down the road.
I hope this is helpful to you. My hope is that this will give you a bit of card knowledge, and hopefully you can make changes while still keeping the deck what you want it to be. let me know if you need any help. im always a message away.
1 month ago
I agree with MagicalHacker. I think Surrak Dragonclaw would be a much better commander to kill off Azami. Green and red both have a lof of 'can't be countered' creatures. Consider Great Sable Stag and Mistcutter Hydra, pro blue and it's gonna hit the table. Also gets you Vexing Shusher and Treetop Village.
Don't forget to look at things like Stranglehold and Ugin's Nexus to negate the extra turns. Consider Boseiju, Who Shelters All to force things like Wrath of God or Curse of the Swine to help negate some of his cards. AEther Flash could help kill his creatures. Banefire for direct damage.
I think you have a lot of options if you don't go for a blue vs blue matchup.
1 month ago
1 month ago
Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.
I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.
I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.
Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.
These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.
Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.
Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.
Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
2 months ago
I run a very similar deck and I think that you should make the following changes:
-4 Nykthos, Shrine to Nyx - this card is great when you have a lot of devotion, but you dont need it in your deck as you will always play out your hand really fast with the top end at 4 mana and wont need the extra mana that you gain from this card. Its also an awkward draw when you need to always hit green mana turn 1, 2 and 3.
+2 Treetop Village - the best manland in green and is very useful target for a rancor which acts like a pump spell as it will return to hand when it changes back into a land.
+2 Forest - to get back to 20 lands
You may want to consider these cards too:
2 months ago
Very cool lands list! I Have a few of my own in my deck folder but not a 5 color. Again, this is a really cool build.
Portcullis is powerful with man lands.