|Commander / EDH||Legal|
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|Core Set 2019 (M19)||Uncommon|
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Creature — Elemental Horse
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Vine Mare can't be blocked by black creatures.
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Vine Mare Discussion
6 hours ago
I haven’t made a sideboard yet, but when I do I think I’d prioritize Vine Mare over the tyrant for its lower cmc and similar effect. I could see tyrant being useful in the SB though. Thanks for the input!
10 hours ago
If I were to make change and try to fine tune it a little bit, it would go as follows.
-3 Merfolk Branchwalker +2 Vine Mare -3 Scrapheap Scrounger +1 Vraska, Relic Seeker +1 Carnage Tyrant +1 Liliana, Death's Majesty -1 Skysovereign, Consul Flagship +1 Vivien Reid -2 Blossoming Defense +2 Vraska's Contempt
The planeswalkers abilities are so versatile, resolving one can really give you an edge or help you come back from the brink of death. A few of the weaker/frail creatures were removed for some more solid ones that are more difficult to remove once the resolve. This is just my 2cents. Check out my most recent deck Jodah Rules, its a 5 color MTGArena deck that has preformed swimmingly.
18 hours ago
Druid of the Cowl lets you play a hexproof threat on turn 3 which is definitely what the deck wants to do, with Pelt Collector adding another good 1 drop, your hands without Llanowar Elves can still accelerate and if they waste a removal spell on a 1/3 to keep that from happening, then awesome. If it proves to not be worth the potential dead slot and is too slow, then swapping them out is easy enough but slamming Vine Mare or Nullhide Ferox a turn early is worth giving it a shot.
I have been thinking about swapping Find / Finality to the side, since the fewer conflicting cards with nullhide the better, I hadn't actually seen Kraul Harpooner in the spoiler, that could find a place here easily
2 days ago
@FlabbyAbsYou just need to splash red for Sarkhan's Unsealing. So while Sheltered Thicket leaving hurts a little it's not that big of a deal. Remember it was a tapped land to begin with. I think the deck needs to wait for the shock land before it can be optimal and play double red cards like multiple Rekindling Phoenix. It still can be pretty close to top tier though imo. Drover of the Mighty fixes a lot of mana issues, and by turn 4 or 5 it's unlikely you wont have a red mana source. I think 2 Gigantosaurus is the right amount. It's a difficult card for red to deal with and great in mirror matches against green. You might want to drop 1 Regisaur Alpha for +1 Vine Mare, especially if you said you were having trouble with control. Eventually I would add some Carnage Tyrant too though not sure what you would take out for them without testing.
3 days ago
quinnhuntz thanks for the kind words, I've been tweaking this almost daily for going on a month, trying to have as polished a list as possible while waiting for the new stuff to actually come out. molok contributed a lot of the ideas as well. I originally had 3 Druid of the Cowl in hope of throwing down a hexproof guy as early as possible every game, so that is definitely something I will keep in mind and would offer more explosive potential than Wayward Swordtooth or District Guide which is pretty important for this deck. If I did that, swap the swordtooth and raptors for 3 druid and the 4th Vine Mare, lower the curve slightly more and have a higher rate of throwing the horse down on turn 3. They don't really impact the board but maybe a blocker that taps for green is what I'll end up needing anyways. I want to try the 2 Vivien main first since I only have 2 nullhide currently, they shouldn't conflict too often, but that will take some testing and seeing how often they do; porting them to the side is easy enough if so. Her ability to dig seems relevant with no real way to generate card advantage otherwise and game 1 against a deck with a bunch of sweepers, she can help turn the corner. Find // Finality is meant to be sort of a mirror breaker since I'm sure plenty of other people will have a similar plan initially, so access to some recursion and a boardwipe that should hopefully only leave my big guys in play seems pretty powerful in that case. If that isn't what happens, they swap for more creatures, easy peezy. Putting in 2-3 guildgates to replace the swamps seems fine, I hate having lands come in tapped but if it lets me use my ass trophy and then play Steel leaf, it'll do. Thanks again to everyone who helped, I've been getting the cards together in preparation for a few weeks and hopefully can get the rest around pre-release next weekend.
3 days ago
4 days ago
Adventurous Impulse is good against removal heavy decks, ensures you hit land drops early and keeps the gas going later. Playing 4 between the main and sideboard seems solid. I'd probably cut the Titanic Growths as you're just asking to be two-for-oned.
The meta is obviously going to change, but having some number of Vine Mares in the 75 will probably be necessary depending on how good B/X decks are going to be.
4 days ago
is Glowspore Shaman just in there for the high power and filtering? you don't really have any interaction with her second ability like Field of Ruin. Not saying its a bad idea, just curious. Another solid couple of two drop options for this are Kitesail Freebooter or Merfolk Branchwalker. Turn two hand disruption is always good, and branchwalker still filters your deck and can leave behind a bigger body than shaman. You could probably even cut down to two on the new Vraska and run a couple more midgame beaters like those or Jadelight Ranger, maybe even Vine Mare Either way, love the build!