|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Common|
|Time Spiral "Timeshifted" (TSB)||Rare|
|Promo Set (000)||Rare|
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Wall of Roots
Creature — Plant Wall
Put a -0/-1 counter on Wall of Roots: Add to your mana pool. Play this ability only once each turn.
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Wall of Roots Discussion
2 weeks ago
Some things I suggest trying:
Your list has more planeswalkers than I use in my list so maybe consider using The Chain Veil
2 weeks ago
Hey, I suggest playing defender Walls/creatures who are mana dorks: Overgrown Battlement, Wall of Roots, Sylvan Caryatid and Vine Trellis. These defenders can actually do something (make mana) if you don't have Arcades in play and they can first help to ramp into Arcades as well as give you mana to help to cast a two drop Wall the turn you play Arcades. Wall of Junk has nice interaction with Arcades, 7 power two drop and as long as you keep blocking with it you can keep playing it and drawing a card. Don't cut Wall of Mulch you can take advantage of it with Walls with cards like Dusk // Dawn.
2 weeks ago
I think a bit more ramp would help out as well. Basically I'm trying to stick with cards I already own but I've cards based on your suggestions, leaning towards bringing more lands in play instead of some mana dorks. I'm not opposed to adding creature mana sources, I'm just not sure which cards I would cut for them.
Of the cards you've listed, I already have Llanowar Elves, Elvish Mystic, Elves of Deep Shadow, Arbor Elf, and the Wall of Roots. I would probably lean towards cutting the Mindcrank, Windfall, and some of the single target removal to add them in right now.
2 weeks ago
+1! I really like Damia! I think a bit more ramp can help you out, do you like any of the following:
1 month ago
MalcolmTent thanks for the reply and the suggestions :D To facilitate discussion I'll break down to individual cards:
Tireless Tracker: Very powerful card advantage engine on this deck. Might make the cut and it definitely makes the maybeboard :P The card I think it slots best instead of is Twilight Prophet. If you want multiple CA engines we might remove a piece of interaction. Nevertheless powerful card and will consider it for the next edits!
Null Profusion: This is bad. 6 mana for draw 2 cards a turn is not good enough. By the time you have 6 mana you want to have a walker on board and an MLD spell ready to go off. If being on topdeck mode is a problem, why not putting everyone on it and run Sire Of Insanity? That's a seriously better card at 6 mana imho :P
Painful Truths: Pretty good, on the same level as Night's Whisper, as it costs 1 more but draws 1 more card. Costing 1 more is actually pretty significant as my meta is pretty competitive and tapping out on turn 2 is pretty much less risky than tapping out on turn 3. Late game drawing 2 or 3 for 2 or 3 mana is relatively indifferent, you are relying on tutors to find wincons nevertheless. With all this in mind, both cards fill the same role and I guess the competitiveness of your meta should rule the choice, if you want to run any of them.
Sylvan Awakening: Had it been instant it would be great, indestructible to your lands in response to MLD is broken. As an offensive tool it's not good enough. I won't be ramping to dozens of lands. As a defensive tool Heroic Intervention seems better. Not really sure to which of these roles you were suggesting the card ;)
Constant Mists: As I don't plan to run multiple land drop cards, this is not as OP as it its in The Gitrog Monster. I like it, and it might be worth a spot in more creature based metas. For me, however, it will very rarely make the cut.
Heroic Intervention: Good choice, extra good in a very controlly meta, with lots of wipes and removal.
Quirion Elves: No idea why you suggest this. Isn't Amonkhet common Naga Vitalist strictly better? In fact I'm pretty sure two mana tap for any color are pretty common and better than this.... Rule of thumb is one mana dorks are OP, Bloom Tender is OP because it always taps for 2-3 mana. 2 mana dorks beside this need to tap for more than one mana or don't tap for mana: Devoted Druid and Wall of Roots come to mind as better than what you suggest. Priest of Titania is the same. Any reason why I should run Elves instead of any of these?
2 months ago
Looked through all defenders in your colors. Here are some you dont have rn:
2 months ago
Nah, by using the five color lands (City of Brass, Mana Confluence, Forbidden Orchard, Tarnished Citadel, Exotic Orchard, and Reflecting Pool), along with fetchlands, you can build up a fast (low to no tapped lands), consistent (at getting your colors), and no-basic landbase for Hermit Druid to deck you.
Bring back Dregscape Zombie and Bloodghast, sacrifice them to Dread Return, bring back Necrotic Ooze, then use Wall of Roots's ability to activate Blighted Bat's, then make infinite mana between Devoted Druid and Channeler Initiate, then use Walking Ballista to instantly win the game!
Whoops... got a bit too into Hermit Nooze... I'l leave now.
2 months ago
Mind If I ask why you don't have a well-tuned landbase (Bayou, all of the fetchlands, Ancient Tomb, Gemstone Caverns), or the best win-conditions (Hermit Druid/Necrotic Ooze), yet have posted this list under the "competitive" tag?
I would really appreciate either dropping the "competitive" tag (to prevent from being a misleading interpretation of competitive EDH) or adding the following:
The fully optimized landbase with Ancient Tomb, Gemstone Caverns, Bayou, all of the useful fetchlands (not just Verdant Catacombs), City of Brass, Mana Confluence, Llanowar Wastes, Gemstone Mine, Tarnished Citadel, etc.
Better Win-Conditions, like Hermit Druid into Bloodghast, Dregscape Zombie into Dread Return a Necrotic Ooze, use Wall of Roots and Blighted Bat to give it haste then use Devoted Druid and Channeler Initiate to make infinite mana and kill with Walking Ballista. A secondary win condition would be using Survival of the Fittest to fetch and discard a Protean Hulk, fetching Apprentice Necromancer, use it to recur and sacrifice the hulk to fetch a Hermit Druid, Deathrite Shaman and Mogis's Marauder. Give haste to the shaman and druid, tap the shaman for to activate the druid and win.