|Commander / EDH||Legal|
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|MTG: Commander (CMD)||Uncommon|
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Vow of Wildness
Enchantment — Aura
Enchanted creature gets +3/+3 has trample and can't attack you or a planeswalker you control.
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Vow of Wildness Discussion
3 weeks ago
Vow of Wildness will help with Karona. She requires a fairly significant amount of support to be worthwhile--it will be interesting to see if players consider her considerable drawbacks when posting.
3 weeks ago
Wow, thanks a lot for the time and the great suggestions!
I don't usually put one use instant protection effects on the deck because of some instant hate in my meta (Teferi, Mage of Zhalfir, Grand Abolisher and the likes), but i'll keep in mind to add more protection. Probably going for Asceticism (again, as soon as my 3rd world country, broke college student budget can afford it), Lightning Greaves and Alpha Authority.
Archetype of Endurance and Foe-Razer Regent are pet cards, so, despite being not-that-optimal, they'll probably stay in the deck for now. That said, the rest of the expensive thing should see the cut-axe soon.
Thanks again for the time to read the deck and the amazing write-up and suggestions!
3 weeks ago
Damm, I can't resist a good primer!
I'm a big fan of Deathtouch and I love to capitalize on it.
Deathtouch is amazing with Trample and with First Strike, but Rhonas is already Indestructible, so there is no need for First Strike unless you want to make Deathtouch a deck wide theme.
Give trample to a deathtoucher and it will only need to deal 1 damage to each blocker and trample the rest to the opponent, you can easily kill by commander damage. You don't need flashy finishers when your commander is cheap, big, unstoppable and unkillable.
Rancor is definitely a must, Vow of Wildness is efficient, Fists of Ironwood it's nice because the saprolings are great to protect Rhonas agains sacrifices, Berserk a bit expensive but absolutely OP for Rhonas, Ring of Kalonia, O-Naginata low costs and amazing, Loxodon Warhammer all time classic.
Ranged damage and provoking blockers: Nature's Way, Enlarge, Revenge of the Hunted, Tower Above, Nemesis Mask, maybe Seton's Desire. I'm not naming Fight effects because I guess you know them all already.
Pariah's Shield on rhonas and you will never be attacked again.
Rhonas biggest problem may be targeted spells that will usually exile him, bounce him or control him. Blossoming Defense, Ranger's Guile and Vines of Vastwood best thing for only one green mana, Hapatra's Mark is not as good but if you want a fourth one, it exists. Also Homeward Path is always good if you are not the one stealing creatures or animating them from graveyards. Brooding Saurian same effect just in case your meta is full of blue and black decks.
I'd say the amount of card draw you have is OK, but in my deck I would make some changes (personal preferences):
Regal Force out because it has a high cost and it is a "win more" card, If you are losing it won't help you much. You are not going to cheat it onto the battlefield so you most likely won't be able to do anything else in the turn and you'll have to discard many of them. You're not getting any extra juice from it either, no flickering in your deck.
Soul of the Harvest I actually like a lot this card, I put it in many decks, but it never stays long, it always goes back to the album.
Four cards you're considering are better options Elemental Bond, Garruk's Packleader (Lower cost and can trigger from tokens). Hunter's Insight is great, yes. Drumhunter perfectly on curve with Rhonas. I'd add to the list Life's Legacy: I know you don't like to sacrifice your creatures, but getting four or five ccards out of a creature for just two mana is a really good deal. Mouth / Feed I'm liking this card a lot, it gives you a 3/3 body in the early game and a slightly worse Shamanic Revelation from the graveyard. Also Garruk, Primal Hunter fits perfectly here.
Don't forget to include a Reliquary Tower and maybe even Thought Vessel if you feel you're having problems to hold you hand.
I wouldn't bother with the one drop mana dorks, you need a lot of them to be sure you get one in your opening hand, but they are kinda useless after that. It is not so important to have a second turn Rhonas, if they have a Path to Exile, Swords to Plowshares or Reality Shift they will be able to use it anyway.
I would however swap Cultivate, Kodama's Reach and Arbor Elf for Sakura-Tribe Elder, Nature's Lore, Rampant Growth and Emerald Medallion. Arbor elf is one of those one drop mana dorks, Sakura-tribe elder in the late game will be able to block and fulfill his duty of bringing a land. Cultivate and Kodama's Reach are great but they have the same mana as Rhonas, so you will have to delay Rhonas or cast them in the fourth turn instead of a power 4 creature.
Using CMC2 mana ramps will allow you to play Rhonas on the third turn and have a mana open for reactions (remember Blossoming Defense and the other instants to give hexproof I mentioned before?).
Personally, I'd cut all the CMC6 and higher except for Rishkar's Expertise, Seasons Past, Pathbreaker Ibex, Ghalta, Primal Hunger and maybe Zendikar Resurgent and Sandwurm Convergence. Using good lower CMC spells to activate and protect Rhonas making the deck lighter. Keep in mind that rhonas is also a mana dump for the late game and if you are using his activated ability during your turn you won't have mana available for big spells.
cdkime on False Gods
3 weeks ago
As a fellow user of Karona, I think you are running too many vows. Vow of Duty and Vow of Malice do nothing useful on Karona, and are not worth running. I would replace these with some selection from the following cards:
Armadillo Cloak gives Karona trample, +2/+2, and will gain you life every single time she attacks, even if other players use her. This works as a pseudo-vow. While she is free to attack you, you heal equal to the damage dealt, so there is no real change in your life total (though, you still have to worry about losing to your own commander damage).
Shield of the Oversoul gives her +2/+2, indestructible, and flying. This helps force through damage, and protects your 6-mana investment.
Tutors allow you to find the right card you need, and make it easier to find and play important cards, such as Vow of Wildness. Open the Armory is a good budget option that effectively provides an extra copy of your Vows.
1 month ago
I really enjoy using Karona, False God as my commander. She's extremely difficult to build around, but she's a rare commander, with an extremely unique ability. Personally, I run her as a voltron commander, and watch with glee as my enemies inflict lethal commander damage upon one another with my own general. Three of the more critical cards--Vow of Flight, Vow of Lightning, and Vow of Wildness--are all inexpensive.
3 months ago
5 months ago
I have a large amount of new additions for wants, so I have updated again after some trades. Looking to work on/finish 3 EDH Projects. Here is what I need most.
I would also like to say I may be willing to work out a trade for Karn if anyone wants to work out a deal for ~$55 worth of cards off Star City, Card Kingdom, or TCG Player, but that's another story, Otherwise I can look at binders.
For Edgar EDH:
Plenty of other Vamps, just ask/I will look through binders
5 months ago
Here is my attempt to figure out my "7 by 9" classification of my deck (Referenced article about "7 by 9"). The deck doesn't really fit into the model well since many of the cards overlap by just being enchantments that there's a lot of categories/single cards that only care if other enchantments get played.
The deck itself cost a lot to get rolling and I like where the ramp sits right now even if it's a bit high on cards, but being a 5 color deck has its requriements. I'd like to increase the number of cost reduction cards. And slightly increase the number of draw, and combo cards. If I had to I would probably remove some of the buff/removal/graveyard cards. The issue I have though is that I want to keep the same number of creatures as early agression is this decks downfall. If I could I would also update the mana base and then be able to cut some of the ramp cards.
Number of enchantments: 36 (a * represents that this card cares about enchantments) (15 are auras)
- Kodama's Reach
- Awakening Zone
- Fertile Ground
- Font of Fertility
- From Beyond
- Khalni Heart Expedition
- Trace of Abundance
- Birds of Paradise
- Courser of Kruphix
- Enchantress's Presence
- Argothian Enchantress
- Eidolon of Blossoms
- Kor Spiritdancer
- Mesa Enchantress
- Verduran Enchantress
- Assault Suit
- Furor of the Bitten
- Guise of Fire
- Vow of Duty
- Vow of Flight
- Vow of Lightning
- Vow of Malice
- Vow of Wildness