Triumph of Ferocity
At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.
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Triumph of Ferocity Discussion
1 week ago
Arbor Elf + Utopia Sprawl for mana ramp. Another mana ramp card would be Nykthos, Shrine to Nyx, but it works best with devotion, so green symbol heavy hydra's like Khalni Hydra are more useful. Considering that most Hydra's play around with +1 counters, consider Hardened Scales. Which brings me to Protean Hydra and Feral Hydra, two amazing Hydra's that play around a lot with counters and you can pump a crapload of mana into them early on. On another note, you need card draw because Hydra's will be extremely demanding, so you need to keep your cards flowing, thus I recommend Triumph of Ferocity, since if you play it right, you should always have the superior monster, thus this will enable you extra draw OR go for Single use card draw spells like Inspiring Call, since if you play it right, most of your hydras if not all of them should have a +1 counter on them. And finally, you need some kind of protection, having big beasties is good and all, but they are nothing in the face of blatant "eff off" removal cards, so throw in some Blossoming Defense and/or Vines of Vastwood, if you don't wanna focus on single protection spells, you might consider Asceticism for a full board protection.
1 week ago
Some things I like:
Elspeth, Sun's Champion - Obviously I like the inclusion but it seems like she could do some good work for you!
Meekstone - Good choice that not everyone would think about.
Some suggestions to put in:
Timber Protector - protection for your commander.
Tree of Redemption - good mana:toughness ratio.
Dusk / Dawn - goes along with Elspeth and some of your other boardwipes.
Sylvan Caryatid - really, there's no reason not too.
Kin-Tree Invocation - usually going to be a 2 mana 8/8.
Chromatic Lantern - basic color fixing/ramp that every 3 color deck needs.
Some to take out:
Obelisk Spider - not much -1/-1 synergy in this deck.
Triumph of Ferocity - this has to do with power, not toughness. All the red and green decks willl prevent you from drawing.
Trostani, Selesnya's Voice - good lifegain, but you don't have much to populate.
Hope some of this helps!
3 months ago
Some cards that come to mind:
Magus of the Library Can alternate between ramp and card draw.
Gyre Sage Escalating ramp.
Managorger Hydra If it drops early, it grows really fast. Worst case scenario is it will eat a removal spell.
Nissa, Voice of Zendikar The +1 isn't great, but she is cheap for CMC and both of her minus abilities are very nice.
Triumph of Ferocity More card draw.
Creeping Renaissance Recursion
Bow of Nylea For the utility.
Triumph of the Hordes This one may not be as good without many token generators in your deck, but it can be a game finisher.
Soul of the Harvest More card draw.
Archetype of Endurance More protection, and more importantly it is blanket protection.
Predator Ooze Much like the Managorger, if this drops early, it will cause headaches for your opponents.
Joraga Treespeaker Takes a bit of growing, but will be better than the other 1-drop mana dorks. Can even make your land fetching elves tap for mana if you invest enough in it.
Elvish Harbinger A mana dork who can pull another mana dork to the top of the deck.
Seasons Past Recursion
As for what I would cut, it would depend on which cards I suggested that you added. Mana dorks would replace lesser mana dorks, Archetype of Endurance would replace a protection equipment, etc.
That said, I would agree with the suggestion to switch to Selvala, Explorer Returned, or better yet Animar, Soul of Elements. I use Animar for my Eldrazi deck, and every now and then I cast 3-4 Eldrazi in a turn for free. My previous commander for Eldrazi was Radha, Heir to Keld as she put a mana dork in my command zone and that seemed like a good idea.
3 months ago
You current deck is far from being a ramp one. Ramp decks focus on using mana acceleration cards like Elvish Mystic, Nature's Lore and Utopia Sprawl to get ahead of the mana curve so you can cast big creatures and spells early in the game.
The only mana acceleration you have are the 3 copies of Gyre Sage so more often than not you'll have to naturally draw lands to cast your big spells.
Instead of being a ramp deck, your current list feels like a midrange deck focused on the evolve mechanic, and that's perfectly fine. I suggested Hardened Scales for its synergy with evolve, and Elvish Mystic because you have very little mana acceleration. It's very common to have little draw on ramp decks since you're casting very impactful creatures early on and putting your opponnent on a situation where they either remove your threat or die on the next turn (that's also why having a good early game body is not that important) so cutting the draw enchantments and Kalonian Tusker felt ok to me.
But your current deck does not play like a ramp deck and i failed to realize that when i recommended you those changes, resulting in some subpar advice.
So, let's try this again, focusing on keeping both the evolve and the hydra themes intact: Primeval Bounty is a very slow card even for dedicated ramp decks so i would definetely cut it. Alpha Authority is kinda bad, doesn't do enough to deserve deck slots. Cutting those cards for a set of Hardened Scales is the way to go.
Triumph of Ferocity and Elemental Bond can draw you lots of cards over several turns and they help building devotion for Nykthos, Shrine to Nyx but Harmonize is the best card draw spell on and should be considered.
Also, consider swapping some of the hydras with on their costs for Polukranos, World Eater, Bristling Hydra or Leatherback Baloth, they're better suited for the kind of midrange deck you have going on.
Now, if you want to make changes to go for a more ramp oriented build just let me know.
3 months ago
Thanks for the feedback!! I definitely appreciate it, but if you don't mind could you explain the Elvish Mystic and Khalni Hydra ? I understand why you would want them, but still.. by removing Elemental Bond and Triumph of Ferocity I'd get rid of all possible card draw and I'd end up topdeckking in a matter of a few turns. Also Kalonian Tusker as a card on its own cannot hope to compare to Khalni Hydra, but it does provide a bit of early game body to the board which would be lacking without it, no? Not trying to discredit your advice, I just need a little more in depth explanation.
Also, thanks for pointing out Nykthos, Shrine to Nyx, I didn't even know that card existed! And you are totally right regarding Mistcutter Hydra. I appreciate your help man, I hope you have time to reply.
5 months ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
5 months ago
It's a good start. Removal in green is very hard to find so I like the small touches.
However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.
Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.
Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.
Now, what to cut.
Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".
In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:
Shoe Tree ... This is illegal in commander.
A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.
Other cards to cut with recommendations:
Call of the Herd ... Not really worth it unless you're running a token deck which you are not.
TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.
If you have any questions, feel free to ask! Welcome to the format.
6 months ago
Hey I'm coming over from reddit.
I think first of all, you have some decent ramp and card draw, but I might replace Abzan Beastmaster and Triumph of Ferocity for some other green creature card draw, like Primordial Sage or Soul of the Harvest. Maybe replace Utopia Sprawl with Sakura-Tribe Elder, it's a creature so it has better synergy with your deck, also it's easier to get the extra mana. Archwing Dragon is not the best mana dump by any means and I would replace it with... I dunno there's a lot of really great goodstuff cards at 4 mana, like Rashmi, Eternities Crafter. The "buff my creature" cards are not great, like Boon Satyr or Rancor, as there are much better Anthems, like Beastmaster Ascension.Frost Walker is not a good edh card. At two mana there's Duskwatch Recruiter Flip. Orcish Lumberjack is sketch, maybe Birds of Paradise. Maybe replace the Trinket Mage and Treasure Mage with Fierce Empath or some sick Haste enablers like Fires of Yavimaya or Hammer of Purphoros. Also a couple more lands couldn't hurt, maybe closer to 36-38. Fire/Ice has a low power for edh, as is lightning bolt. I'm also not the biggest fan of prophetic bolt. Some good removal includes Beast Within and Krosan Grip. I'm also not a fan of Skullclamp in a deck not focused around your own creatures dying. Maybe Mystic Remora or Rhystic Study for cheap card draw. A fun card I like in general is Zendikar Resurgent but it's 7 mana, and usually the turn you drop it, it does nothing. So if you can find a spot in your deck to put it go ahead, but it's low priority.