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Verdant Haven Discussion
5 days ago
The fundamental card for token generation or +1/+1 counters is a Doubling Season, if you want to ignore budget. Primal Vigor applies to everyone on the field, but is much cheaper. Anafenza, Kin-Tree Spirit for bolster triggers. Death's Presence for when a creature dies, another creature on your side absorbs its power in +1/+1 counters.
Swords to Plowshares and Path to Exile - removes indestructibles from the game.
Putrefy and Hero's Downfall - both are powerful options that offer more than just destroying a creature; one prevents regeneration, the other can destroy planeswalkers.
Merciless Eviction - stupidly powerful wrath for when the board state is just too hard to deal with.
Austere Command - Gives you options on what you want to destroy.
Heartstone - Reduces the amount it costs to activate Daghatar the Adamant's ability to just two swamp/forests. A Bog Initiate can assist in mana fixing.
Arcane Lighthouse - 1 mana, tap, no more hexproof for the whole turn.
Opaline Unicorn is so shit, just use a signet or any good land retriever like Tempt with Discovery or Ranger's Path.
Sol Ring - a solid card for every EDH deck ever.
Urborg, Tomb of Yawgmoth - Self explanatory powerful land.
Murmuring Bosk and the shock lands Overgrown Tomb, Godless Shrine and Temple Garden - Can be tutored for with your Windswept Heath.
Cards I'd remove:
Opaline Unicorn - Sylvan Caryatid is objectively better which you already have, and there's just better cards to put in it's place.
Phalanx Leader - His heroic trigger will only activate with two cards in the whole deck, he's just a chump blocker outside of that.
Stab Wound - Powerful for the early play, but often useless by late game.
Verdant Haven - For 3 mana, you could put some spot removal in, green is a color that should have few issues with obtaining lands.
Hope all this helps.
1 week ago
Personally, I'd be wary only having 8 means (The 4 pipers and 4 amulets cards) of getting out 11 of your creatures. Especially when those are the creatures that'll really win the game for you. It would be good to make this more of a five color by having two Islands, two Mountains, two Plains and two Swamps in your deck. If you do add the other four mana types, a great way to get out your preferred mana would be Cultivate, Verdant Haven, Evolving Winds, Terramorphic Expanse or Rampant Growth. I would have these cards replace your 4 Elvish Mystics, in addition to some of your land since it'll substitute quite nicely since they still get your land out guaranteed and of your color choice. Two even with Cultivate.
1 week ago
Verdant Haven, Font of Fertility, Armillary Sphere, Wayfarer's Bauble, Gatecreeper Vine are all very mediocre or bad. Rampant Growth, Kodama's Reach, Cultivate, Wood Elves are all much better. in a green deck there's no real reason to have artifacts searching for lands, and enchanting lands is a trap for Strip Mine, Ghost Quarter, Wasteland, or any land destruction.
Giant Growth isn't very good. it's a cute trick that could be a much better card.
if you're in a competitive group counters are going to be important, Mystic Genesis costs too much. you want some good 2-3 mana counterspells, Counterspell, Dissolve, Dissipate, Cancel is even pretty good.
Wall of Vines, Wolfir Silverheart, Abzan Beastmaster, Nemesis of Mortals, Nessian Wilds Ravager could all come out. things like Deadeye Navigator and Temur Sabertooth are awesome. more creatures like Woodfall Primus and terastadon are good, things like Thorn Elemental and Terra Stomper that serve little utility besides being big are kind of unideal to play competitively.
2 weeks ago
Yeah same with me. Still thinking back to my first deck, which was stompy green. I tell you how my brother likes it, once the cards arrive, but I'm sure he will be thrilled.
I see what you mean, and yes, these fetch cards cost a lot. I was just thinking that when you play Evolving Wilds it is a land itself, so you can't play any other land this turn, since there is no such card as Exploration in "standard".
I have no idea if it might get too high in mana costs, but what about Market Festival or Verdant Haven ? If you cast them on a untapped forest you can use it for your next spell, so the high costs are put into perspective by the fact that you can use it immediately.
And since they are enchantments, you can still play a (basic) land this turn. And additionally they synergize with devotion to green, which a normal land won't do. And as long as you don't have cards in your deck with "for every forest you control", where it would be a tough decision, they might not be too bad.
These cards are maybe worth a try for your Maybeboard and they are really cheap to get.
(I have no idea if you understand what I'm trying to say, since english is not my mother tongue.)
Keep up the good work =)
2 weeks ago
2 weeks ago
Hi icehit6. Thanks for checking out my decks. A lot of 2-offs hey. The thing is that I get bored with my decks really quickly, like within a week easy; 2-offs help me to have more variety, and variety is life's spice. I've been toying with 3-offs and even 4-offs but it just gets boring, and not just for me but for my opponents too. I have never been to FNM or any other comp (small regional town) and so just play for giggles (especially during night shifts).
As usual you've given me some great ideas. I'd love 4 Fleecemane Lions but I only have 2. Of course, getting another 2 is highly desirable and should be done ASAP (update: just put one in my cart).
Awe Strike is one of my latest purchases and is fun to get out, especially in a lifegain deck with Sunbond, which this deck isn't so it really probably should go. I do actually have most of those removal spells you mentioned (Banishing Light etc) but have also just picked up some Journey to Nowheres and am still breaking them in.
I'm torn about about your comment regarding Verdant Haven though. Dude, I need more mana-ramp in my decks (seems to me that lately I'm getting severely mana-screwed). I saw it as a better option than Market Festival. The 3-off was a compromise. Any mana-ramp thoughts? I know people say that creatures such as Avacyn's Pilgrim or Elvish Mystic are better than the aforementioned card as they have arms and legs and can fight, but they're sooo vulnerable and at best are chump blockers (or so I've found), unless of course they're in an Elf Deck and can get pumped and be a legitimate threat.
2 weeks ago
Alrighty, so the firs tthing that I'm noticing is that you have a lot of 2 of's in your creatures section. You can clean that up quite a bit. Banisher Priest is good, however creatures are really easy to get rid of, so it's kind of a hit or miss type of card in Modern, and most of the time it's a miss. Especially when burn is now really big, and black has a lot of creature destroys like Doom Blade. In place of that, I would either do Oblivion Ring, Prison Term, or Banishing Light. If you're willing to spend the money, Path to Exile is a wonderful card as well because it is instant.
Dragonscale General is definitely a four of because that effect is cumulative.
Fiendslayer Paladin is really, really good. If you're for it, you can sideboard it for some black and red decks, or run three of in the mainboard and one on the sideboard just in case you need an extra. I recommend running three of and one sideboard though :P
I think in the place of Goldenglow Moth you could put a few Wall of Essence. I as well think Kalonian Tusker is a wonderful card - a 2 cost 3/3 is amazing, however Fleecemane Lion does that job a lot better. A 2 cost 3/3 that you can make monstrous (which also makes it hexproof and indestructible). You can definitely take out the Kal Tusker and make 4 of Fleecemane. It's a lot better of a fit.
And for your Suntail Hawk, I think it's a good and a bad fit. You'd have to test it a little! See how it works out. It's a good fit because you can make a huge flier that in some cases will be pretty hard to contest. But as well, it's a one cost 1/1 with flying, and I feel like you can do a little bit better in terms of one cost value for a flier. As I said, it's something that would have to be tested :) but so far, I like the deck!
As for instants, Gods Willing is good. I don't think you need the awe strike though, especially if you sub in the Wall of Essence. Those four could be replaced with Path to Exile, Banishing Light, etc.
I'm not liking the Verdant Haven or the Reliquary Tower. Verdant Haven, yes you get one mana of any color added. However, you're not going to have mana issues because you're running a two of color. And if you are, you can always get more dual lands to fix that issue. Reliquary Tower isn't that good because you're not playing a deck where you draw a lot of cards. So having the maximum handsize isn't that useful.
You're definitely going to have to get rid of some things to make em more consistent. So right now I can see the deck list being this.
4x Dragonscale General, 2x Dromoka, the Eternal, 3x Fiendslayer Paladin, 4x Fleecemane Lion, 3x Wall of Essence, 2x Loxodon Smiter, 4x Suntail Hawk, 24 Land (run only green and white lands! no special ones :) it's cheaper and for two colors it's more efficient!), 4x Path to Exile (or Banishing Light/Obivion Ring if you want), 4x God's Willing, 3x Spirit Mantle, and 3x Citadel Siege
That's 60 cards right there :) I think some of those changes, if you liked them, would really make your deck more consistent and efficient!
1 month ago
I'm not a fan of Sylvan Safekeeper as a Noble in a ramp deck. Your gameplan is (1) ramp as fast as possible so you can (2) play a bunch of Eldrazi fatties. Some of the better Eldrazi (including Artisan of Kozilek, which I like in this deck) provide significant value even if killed immediately, so protecting them with Sylvan Safekeeper is less important. If you want to use Sylvan Safekeeper as your Noble, I think she works better with a "sacrificing lands" theme than a "protect your creatures" theme.
Commune with the Gods can be a powerful card, but it's mostly effective when you need to fill your graveyard quickly (see Tasigur, the Noble Fang for an example of a situation where it's useful). You need to hit 8-9 mana, so you really need to make sure your spells ramp you quickly. Commune with the Gods does not do this.
Unless you plan to play a fattie in your Noble slot (I'm a fan of Kozilek, Butcher of Truth, but it's not the easiest to acquire), 6 big creatures is not enough for a ramp deck.
Nissa's Expedition has an impressive amount of synergy with Eldrazi Spawn producers. However, you might come up short on good fatties if you only use your common slots for big dudes.
Your friend is either trolling you or insane if they think Vigilance is a helpful effect here. If you need to spend cards to stop your opponent from attacking, you're better off playing kill spells that prevent your opponent from attacking in the first place. On that note, Prey Upon is bonkers with Eldrazi.
I'm going to assume you're talking about a mono-blue control list. Mono-blue aggro is significantly harder to build (probably involving Cloudfin Raptor with Master of Waves as the Noble), and mono-blue tempo is basically mono-blue Delver (which I can't see any reason to build over UR Delver).
Against mono-blue, Artisan of Kozilek is interesting, because its triggered ability says "when you cast". This means that you get a creature from your graveyard regardless of whether Artisan resolves. Even if your opponent counterspells Artisan of Kozilek, you still get to reanimate something.
If you're willing to give up uncommon slots for your sideboard, you could sideboard 4x Choke or 4x Tsunami. That's a pretty easy way to tilt the mono-blue matchup in your favor. There's other good hate spells, but those are the best ones I know about.
|Color(s)||Red Black Blue Green White|
|Avg. draft pick||8.46|
|Avg. cube pick||2.46|
|Commander / EDH||Legal|
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