|Commander / EDH||Legal|
Printings View all
|Duels of the Planeswalkers (DPA)||Rare|
Combos Browse all
Creature — Elemental Incarnation
If damage would be dealt to a creature you control other than Vigor, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Price & Acquistion Set Price Alerts
|Have (9)||HR19 , Mousemke , cklise , ZombieFood , ibraJG84 , Andre_Whales , mziter501 , thetechzombie , rockleemyhero|
|Want (12)||bradyofportdetroit , Turtlelover73 , xpsychovampx , LoneCrusader399 , samuelianstorm , Dadaman11 , Riders_of_Brohan , richardmv , Mousemke , vashaclarens , aeonstoremyliver , orzhov_is_relatively_okay819|
2 days ago
5 days ago
Nissa Revane, Nissa, Voice of Zendikar, Regal Force, Wren's Run Packmaster, Second Harvest, Beastmaster Ascension, Primal Vigor,Fierce Empath,Akroma's Memorial,Praetor's Counsel,Triumph of the Hordes,Vigor,Parallel Lives,Garruk Wildspeaker
Few of these came to mind.
1 week ago
Illusionist's Bracers are insanely good on Marath, when he's equipped with Basilisk Collar or bonded with Nightshade Peddler, or Aura Shards is out, and you put on Illusionist's Bracers, you become the god of removal.
Fertilid and Marath are of course my fav haha, essentially pay 3 with Marath as many times as you have mana and counters to keep finding basic lands.
Cathars' Crusade is amazing.
Vigor is great.
Archangel of Thune with Spike Feeder for a lifegain combo: remove a +1 from Spike to gain 2 life, which triggers Archangel to put a +1 back on Spike, which you can remove endlessly for infinite life and an infinitely pumped board.
1 week ago
Looks awesome! If you like +1/+1 counter interaction, Shinewend and Stingmoggie aren't too bad either. Stingmoggie is admittedly less optimal than Aura Shards, but being able to pay 5 with Marath out to kill any land, especially if you have access to a lot of mana and a lot of +1 counters, isn't bad.
Sporeback Troll will let you save most of your creatures.
Vigor is also insane in a +1 themed Marath deck.
2 weeks ago
You got some great cards starting the deck off. Depending on what you want to do, additions can go a few directions. If you just want to pump out tokens and win by straight swarming, some quick additions would be:
Warstorm Surge + Triumph of the Hordes combo or on their own. Stalking Vengeance also combos with the latter and discourages board wipes (speaking of which Hour of Reckoning). I would really suggest Coat of Arms, Vigor, Domri Rade, Hull Breach, Aura Shards, and Spidersilk Armor.
What do you think/did you have any other definitive directions you wanted to take it?
2 weeks ago
11 Creatures! That's scary as hell. I like the ramp and I get that the creatures are somewhat not as needed given you have so many token generators in the deck, but I still run a bit more. Look for cards that will trigger effects when other creatures come into play (or die, as you sacrifice them a lot. I am now considering Goblin Bombardment). Your play style is all about pump and sac, but I noticed you wanted other win scenarios. I got your original playstyle adds, the traditional Swarming adds, and just some quality of life to look for. Sorry it's a lot.
Sac Win Adds:
- Thromok the Insatiable : The ultimate way to Sac your own creatures and become the scariest guy around.
- Stalking Vengeance : You won't have problems ramping in this deck, this allows you to sac kill one player, proc kill another.
- Descent of the Dragons : Sac AND buff. Can't get much better in your original play style.
Swarm Win Adds:
- True Conviction
- Juniper Order Ranger
- Tana, the Bloodsower
- Signal the Clans
- Coat of Arms
- Assemble the Legion
- Iroas, God of Victory
- Mirror Entity
- Stonehoof Chieftain
- Domri Rade
- Champion of Lambholt
Quality of Life Adds (for both styles):
- Warstorm Surge + Triumph of the Hordes combo (have you ever spawned 10 saps in one play? Win the game next time. This also works with creatures dying and proc'ing Stalking Vengeance)
- Hull Breach (much loved and forgotten card)
- Eldrazi Monument
- Spidersilk Armor (A much forgotten card that I've loved forever)
- Growing Ranks
- Sundering Growth
- Druidic Satchel (card advantage)
- Second Harvest
- Saproling Symbiosis
- Xenagos, the Reveler (your best ramp ever)
Obviously none of this is required. And it would be hard knowing what to put in and/or take out because of the many directions Rith, the Awakener can go. Bringing up Earthcraft though, it's not completely needed unless you want to run Squirrel Nest for the infinite token generator win scenario.
3 weeks ago
I always love a solid green stompy deck. However, here is my two cents: Your mana curve is currently too high with too few mana accel cards.
You have 4x Birds of Paradise as your only "mana acceleration" right now, and I am guessing their main purpose is more for mana fixing than mana accel. Nearly 1/3 of your deck is either a 5 or 6 drop. And it honestly doesn't help that you are running Terramorphic Expanse if you are "not on a budget", since those lands will only set you back a turn each time you play one. If money isn't an issue the first thing you could do is swap out Terramorphic Expanse for Misty Rainforest.
Secondly, one of your biggest downfalls in a deck like this is going to be any sort of creature control, or board wipes. I know you are running Cancel, but any seasoned mtg player can smell a counterspell a mile away and bait it. So, I might suggest something like Heroic Intervention.
Also, dropping a couple of Naturalize's in there for good measure wouldn't hurt terribly either.
Here's what I would do:
-1 Doubling Season (I know it is the theme of the deck, but four is overkill, imho)
-2 Vigor (Cool card, but without mana accel you'll often find that duplicates of these can be dead cards in your hand.)
-4 Terramorphic Expanse (Reasons listed above)
I would start there, playtest, and then proceed with changes as needed.
3 weeks ago
I have my own Ulasht deck as well!