Creature — Dinosaur
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
You may play an additional land on each of your turns.
Wayward Swordtooth can't attack or block unless you have the city's blessing.
|Want (4)||suenwind , ItsFreyyy , WindgraceEatsAss , CJ_Crispy_97|
Printings View all
|Rivals of Ixalan (RIX)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Wayward Swordtooth occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
Wayward Swordtooth Discussion
2 days ago
You seem to be missing Wayward Swordtooth for added land drop fun!
4 days ago
Hey chriscross25, +1 for the trees!
Here's my Titania build that I've played for a while now (its my favorite). For a while a buddy at my LGS had one too (Gaea's Cradle, Fetch Lands... it was yolked)... and it get's pretty crazy, especially with Greater Good, which lets you dig through the whole deck. Be prepared to storm. I actually tuned away from this so I could play in the 7/10 meta.
I'd also recommend toying with Chain of Acid, Nylea's Intervention, Seasons Past, Field of the Dead and all the "Play an extra land cards" like Wayward Swordtooth (to combo with Crucible of Worlds,etc.).
I think my irl list is still a little different. At one point I ran the 1-drop-ramp-elves package and went super aggro. That also works really well.
3 weeks ago
VexenX, as you have recently inspired me to find room for more draw in Om_Rath, I have done some testing and I'd like to recommend some ambitious solutions. First, I'd like to touch on some cards that I think have been holding Om_Rath back.
1) Doubling Season. Lets power level check this card by comparing it to another 5 CMC card Where Ancients Tread. I believe both cards serve a similar purpose: Do more damage. If our focus is burn: Doubling Season does an extra 3 damage plus a sac outlet effect per land given that you have a sac outlet vs Where Ancients Tread's 5 extra damage per land, no outlet required. The biggest problem I'd like to point out is that Doubling Season demands that you also have a sac outlet in play to be interactive with other players on the same level as Where Ancients Tread. Although we will usually come across one of our four sac outlets in a given game and we'll always have the creatures to burn players given a board wipe, Doubling Season is very often a slow card. Not to mention that it always deals less total damage than Where Ancients Tread. Lets look at the other upsides of Doubling Season though. What it has that Where Ancients Tread doesn't is the ability to create more creatures. Lets take a look at the cards that benefit from more creatures in the deck: Gaea's Cradle, Shamanic Revelation, Purphoros, God of the Forge, Craterhoof Behemoth, keep in mind Akroma's Memorial was recently slotted out, and more burn effects like Where Ancients Tread. None of these cards are at all dependent on Doubling Season effects, they appear to only be assisted. I could not say the same about Where Ancients Tread - a card that Om_Rath is often dependent on to close games. In summary, although Doubling Season and Parallel Lives are strong synergistic cards, I view them to be awkward in many hand states and cut-able if the price is right.
2) Genesis Wave. I gotta say this card looks much more exciting on paper than when you actually play it. And that's IF you play it. First off, Genesis Wave is usually the last card in your hand that you play when you're out of gas. This isn't a bad idea if you need a mana sink and if you have good odds on hitting some bombs. I won't knock the mana sink call, but what exactly are we trying to hit in this deck? In theory, we're playing a deck that has its main bomb for a commander, so most of what you can expect to hit is lands and cheap spells. And in that respect, isn't Genesis Wave often a high CMC ramp spell? The kind of spells we've been cutting from the deck for a while now for good reason? I think it's cuttable.
3) Command Beacon. I get that it's useful to have a late game land, but I think Command Beacon is TOO late game. Every time you sacrifice a land, you sacrifice tempo. Tempo you could use to drop more lands for a real CMD cast or draw spells into real protection for Omnath, Locus of Rage. For ex. just one tutor draw can grab Sylvan Safekeeper and a lot of the time that works better than any Command Beacon loop will. If you're looking for a late game land, I think you want to be in Field of the Dead. I've been absolutely loving it, and it even fills the role of a tiny Doubling Season, keeping Gaea's Cradle, Shamanic Revelation, and Purphoros, God of the Forge perfectly happy even after Doubling Season's removal. This also means splitting your mountains and forests in half to make room for equivalent snow lands.
Off this tangent, I would propose the following changes with a theme of increasing draw, decreasing CMC, and not compromising win cons:
And lastly, with the addition of more reliable draw I think Burgeoning deserves to be revisited. You will have more hand states with more lands than you can play in a turn or even two. If you were to make the swaps I listed, I would recommend slotting in Burgeoning over Mina and Denn, Wildborn. I think this is more where we wanted Om_Rath to be in the first place. I believe you only slotted out Burgeoning because the deck didn't have enough consistent card draw. We know Mina and Denn, Wildborn fills a flex spot because it's an expensive Exploration and if all Exploration effects were integral to the success of the deck, we would also be in Wayward Swordtooth. If we're in Burgeoning, I think we should also slot in Ghost Town again. In summary:
I hope you take everything I say with a grain of salt, and at the end of the day I just love chatting about Om_Rath!!!
2 months ago
I would avoid Mass Manipulation because of it's restrictive UUUU and double X cost. It's essentially 6 mana to steal 1 card and make a 1/1 hydra. Really not worth it.
Split Decision is cute but really unpractical. It's almost always going to be a counter spell and you can't use it as a copy spell. Maybe replace it with Swan Song?
Tasigur, the Golden Fang is a versatile good stuff card for Sultai decks and can put your library in your hand with infinite mana so maybe worth a look. He doesn't belong in every deck but but he can come down for cheap in this deck because of the high amount of instants/sorceries and fetches in the deck.
I suggest you still consider Blue Sun's Zenith. the UUU isn't so bad to achieve since our commander can make UU for us and we need at least a non commander source of U to cast it so we will have access to UUU by the time Zaxara hits play. My first couple of games with my Zaxara deck made me realize card draw is where the deck lacks in power.
Speaking of card draw... Greater Good, Mystic Remora, Rhystic Study, Elemental Bond, Pull from Tomorrow, etc. My version of Zaxara has very few tutors so maybe you have less of a problem with your build but these cards are worth looking at.
Also because my deck focuses on card draw over tutoring, ways to play multiple lands per turn is really valuable so I have Burgeoning, Explore, Azusa, Lost but Seeking, and Wayward Swordtooth in my deck to get those lands into play.
Maybe because you are using a lot of mana dorks and our commander is one Intruder Alarm might be worth a look. Probably not as valuable to this deck as it would be to an opposing elf deck. if you include more dorks like Deathrite Shaman and Priest of Titania can easily slot in here and prove their usefulness when landed on curve.
2 months ago
Dryad of the Ilysian Grove, The Gitrog Monster, Ramunap Excavator, Mina and Denn, Wildborn, Tireless Tracker, Wayward Swordtooth, Azusa, Lost but Seeking, Evolution Sage and Korvold, Fae-Cursed King all go very well well with this commander. Additional land drops and pay offs for playing more lands in a turn makes this commander shine.
2 months ago
Nice work - big dinos rock! :D I think your mana ratio is pretty good, well done with the lands.
I think the sweet spot in your deck is probably hitting those 2-land ramp spells on T4. If you can usually guarantee 6 mana on T5, then you're in a good position to even have Gishath out and possibly swinging to win on T6. There are a couple of useful card probability calculators out there to tell you how like you are to hit the draws you want, and I've plugged your numbers into one of those to check your odds. With 36 lands you have a ~40% of not having 4 lands on turn 4, meaning that everything else would be delayed by at least one turn. It doesn't sound like much, but putting two more lands in the deck drops that to ~32%, meaning there are ~1/12 more games where you hit that T4 plan. (Going up to 40 drops it to ~27%, but this is where the balance between dinos and non-dinos comes in!) It's not directly correlated, but I reckon that would increase your win rate by ~1/12 as well.
Trying to hit that optimal T4 also means you want to take advantage of that free mulligan that you get each game. Since you're playing Gishath I'd mulligan all hands with less than 3 lands, and I might even be tempted to keep a 7-land hand, as well as looking for that all-important ramp spells. Your deck needs a lot of mana to get roaring - there's no point having a hand full of spells if you've not got mana on the table to cast them! So, what can we drop to get a couple more lands in?
- Territorial Hammerskull - this doesn't feel like it adds much to the deck plan
- Wayward Swordtooth - looking at your deck, in practice you're almost never going to have 10 permanents before T6, meaning that you this card doesn't do much in the deck. Don't get me wrong, it's a good card, but it doesn't help you get get Gishath out, and it's not the best card to see when you're pulling dinos off the top of your library.
- Sarkhan's Unsealing - I'd be tempted to take this out as well. In practice this deck wants to cheat out the expensive creatures using Gishath - you're probably only going to be actually casting 3-4 big dinos each game. This is where the Warstorm Surge in your deck works much better - it triggers on ETB, so all your new dino buddies from Gishath will trigger it!
- Ravenous Daggertooth - similar to my comment about Imperial Ceratops above, I don't think the 2 life gain is going to help much in the long-term plan
- Growing Rites of Itlimoc Flip - by the time this flips you'll probably already have Gishath out
- Blasphemous Act - mind if I ask why this is there? I get that it damages your own creatures, but it'll probably also kill them! Thoughts on something like a Harsh Mercy instead?
- Primal Command - doesn't feel hugely impactful in the deck
- Gravity Well - you've got some flyers, so this is a little bit of a non-bo. If you're worried about people swinging at you with flyers - just get your dinos to eat them out of the sky with their abilities :D
Make sure not to remove too many dinos though! If you want to hit at least 2 dinos with Gishath's 7 damage (4 if you've got double-strike out) then you need ~28 dinos in the deck (excluding Gishath of course). You currently have 29, so perhaps it might be worth cutting some of the non-dino non-land cards instead of the ones I suggested further up. Oh - Crested Herdcaller has a decent ETB for the deck and brings two trampling bodies, which works nicely with the Quartzwood Crasher that's now in the deck :) haha, I could go on making suggestions all day!
Looking back through the deck again, I see that we're pretty low on non-creature interaction. Your dinos do a good job of taking out problematic creatures, but there's not much to deal with artifacts/enchantments. Maybe look at some flexible removal like Beast Within, Generous Gift, or Return to Dust?
Hope that's given you some more food for thought. Do feel free to ignore my suggestions - I'm just chucking my thoughts onto the page for you to pick what you like from :) what matters most at the end of the day is that you enjoy playing your deck!
3 months ago
AscendedLandfalls, thanks for the comment and suggestion. I haven't thought about running Dryad of the Ilysian Grove because outside of color-fixing and a psuedo Wayward Swordtooth effect for it doesn't offer the deck much. Worse yet, it's a very unsafe form of color-fixing as it is on a creature body that can easily be removed by a whole host of different targeted and non-targeted spells. I'll argue that it suffers from something similar to the "glass cannon" trope where it's super strong in some aspects - but super vulnerable at the same time.
Rampant Growth is good ramp in a certain context. I don't run that many basic land cards in this deck (only 3) so it's not really worthwhile to include. Farseek is probably more worthwhile as it can find typed lands, but paying for a tapped land doesn't seem as appealing as a mana rock for the same cost. You say Skyshroud Claim is not efficient? For I can tutor for two lands that come into play untapped and can fetch any forest typed land. That means I can fix my manabase by fetching any two of the following - Tropical Island, Bayou, or Savannah (or their shockland equivalent). If you think this spell is not efficient, then please tell me what i'm missing because I think it's nothing short of amazing for a multi-color deck.
3 months ago
I'd say that you either run Collected Company or Lead the Stampede, and Stampede looks like it works better here. Mostly because Stampede doesn't force you to change your deck, and it can grab monsters like Ghalta, Primal Hunger. And it costs less.
CoCo is best in multi-colored decks, especially with . Mostly because it gets access to a lot more 3-mana creatures and some great toolbox pieces.
On Aspect of Hydra and Walking Ballista, removal type cards always seem weird when playtesting. They often feel like empty cards, until you go up against someone else and actually need it. Now, it's entirely possible that they both suck here. It really depends on your preferred curve. However, I think you could still keep Ballista in either situation because it's removal, mana sink, decent sized creature, growable creature, perfect fit for your curve, and much much more. But it's really up to you.
Glad that the SB tips helped! Petitioner is so much better than Acolyte, the mana shave off helps a ton.
On Lovestruck Beast, it can be a decent blocker but there's probably some other decent beatstick for 3 in the format. Maybe Boon Satyr, Deathgorge Scavenger, Deathmist Raptor, Fairgrounds Trumpeter if you use it right, Jadelight Ranger, Kaheera, the Orphanguard(can also be your companion), Prowling Serpopard, Tireless Tracker, Wayward Swordtooth, or Witchstalker.