|Commander / EDH||Legal|
Printings View all
|Core Set 2019 (M19)||Common|
|2011 Core Set (M11)||Common|
Combos Browse all
Wall of Vines
Creature — Plant Wall
Defender (This creature can't attack.)
Reach (This creature can block creatures with flying.)
Price & Acquistion Set Price Alerts
Wall of Vines Discussion
3 weeks ago
BaneOfLordran I like the deck changes. I'm glad you liked cutting red. I am having enough consistency issues with my Arcades deck in bant colors. I am almost all blue/white in that deck besides splash of green for arcades.
My first thought to make the deck more competitive is you have many 1-2ofs and so few 4ofs. This will impact your consistency. Take the rest of these suggestions with a grain of salt. I find the best way to narrow my deck down to consistent 4ofs is to play the deck with many 1-3ofs and see what cards I like and what I don't.
Now for cards like Azor or Teferi, 1of is probably correct. I think you should cut Overflowing Insight for more Patient Rebuilding. Rebuilding enters the game faster and combos very well with Psychic Corrosion. 4 Diligent Excavator seems correct although it is not historic nor a defender. I would recommend a tad more removal to help you get to late game. Cast Out is great for maintaining instant speed or more Seal Away or perhaps Baffling End. Sai, Master Thopterist has been only ok in my deck. It may be better in yours with instant speed draw card ability. Wall of Vines might want to be replaced with Novice Knight. It is also a 1 mana defender that loses reach but gains two power which makes him a much scarier blocker. It depends on your local meta as far as how often you will be against flying creatures.
I think I'm going to buy the pieces and morph my Arcades deck into yours. I do not have a Teferi online but two Azor will do fine. I like how it will survive the Kaladesh/Aether Revolt rotation. That was a requirement when building my Arcades deck. Keep playtesting and tweaking!
1 month ago
Thank you Frewsax for the interest in in the deck!
Wall of Vines is thematically a very "green" card, but there are reasons why I would not use it in this deck. We are mainly trying to ramp our mana, in order to cast our big creatures as quick as possible. We do have low CMC creatures, that serve to block the opponent in the early phases of the game. However, they also serve key secondary roles, either as ramp or as card draw. In short, the wall just doesn't do enough.
Also, Archweaver stabilizes the board in the later game when we can play it, and it is one of our main win conditions. Without the spiders, we would struggle once we got to the late game.
Of course, please experiment with the deck freely. The decks are designed to introduce people to the game, and experimenting with deck building is a fun part of the MTG experience.
2 months ago
Second Drift of Phantasms - having a 0/5 Flyer makes it a very useful blocker and an efficient killer when Arcades or a Formation hits.
Second Axebane Guardian - while the 0/3 body is less than ideal, the mana fixing ramp he provides is very useful.
With creatures like Overgrown Battlement and Axebane Guardian, getting a 1 drop creature down on turn one makes a huge difference early game. Perimeter Captain is, in my opinion, the way to go, being too big to Bolt and giving you an ability. Steel Wall is pretty good, too - being an artifact, any color land will put it down T1, and like the Captain, is too big too to Bolt. Wall of Vines, as KongMing said, would rank 3rd best 1-drop creature to include - having Reach is definitely a plus.
In my experience Tower Defense is not worth including. It doesn't stop removal spells and usually by the time you could use it for a swing, you can hit for lethal anyway. Heroic Intervention or maybe something like Faith's Shield would probably be more useful.
Other high synergy cards to consider Tetsuko Umezawa, Fugitive, Beast Within (especially good with strictly 0/4 and bigger Defenders), Time of Need, Orator of Ojutai (his flying ability alone makes him good) and Slaughter the Strong.
While it's difficult to ahem "deny" the allure of Wall of Denial, because you can't target it with Assault Formation for a swing, it's 0/8 body is little more than a fantastic blocker 50% of the time. With Time of Need, you could be more likely to get an Arcades down, but I think anyone running removal will try to kill him as soon as he hits the battlefield. For those reasons, I favor Drift of Phantasms as the best choice.
I'd suggest cutting your creatures back to 26 in favor of a few of the high synergy cards I mentioned above.
2 months ago
Your curve is really centralized around CMC 2 cards, which means Turns 1 and 3 are likely to be mana-inefficient for you. You can make up for this by adding some lands with better effects that come into play tapped, or adding some CMC 1 and 3 cards to fill things out. Axebane Guardian is a 3-drop that helps you ramp up to the Colossus even faster. Maybe Llanowar Elves for 1-drop ramp or Wall of Vines for a 0/3 Reach body that can power up Axebane Guardian and Overgrown Battlement.
Another CMC 3 card you could add would be Eerie Interlude. It gives your field some nice evasion, just in case someone tries to boardwipe or Settle the Wreckage you when you swing out. Plus if you have Arcades, you'll draw lots of cards when your creatures re-enter the battlefield.
2 months ago
There's a lot of changes which need to be made. First drop all the Primordial Wurms, switch them for Pelakka Wurm or more Aggressive Mammoth, not having trample on a six drop is so important. Also you need more land you should play at least 23 forest in a deck like this. Ditch Bitterbow Sharpshooters, Ridgescale Tusker, Wall of Vines and Wild Wanderer. There are much better drops at that slot. Take a look at some of the other mono green list in here and see what they are playing, they usually have budget alternatives to some more expensive cards, Vine Mare is a good example of this.
2 months ago
4 months ago
You said you wanted more land, and Wall of Vines is easliy the worst card in your deck, so it makes for an easy cut. I would take two out for extra lands and swap the remaining two copies for Perimeter Captains, unless you really care about the reach (in which case I still think Wall of Shards is better, but I suppose you could keep them in for the sake of mana curve).
If you find Affinity (or whatever artefact deck you're up against) to be a big problem, Stony Silence is most likely better, because you can find it with Commune with the Gods, and you wouldn't depend on a fifth colour.
4 months ago
Wow this is sooo helpful, thank you very very much!
I am actually more so looking to nail the infinite mana on T4 and with that infinite tap/untap to mill my opponent out on that turn. The assault formation is my win con 2 right now.... eventhough it probably has a bigger probability of happening, but it aint as cool ;).
Thank you once again good sir.