|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Uncommon|
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Artifact Creature — Scarecrow
, Sacrifice Wild-Field Scarecrow: Search your library for up to two basic land cards, reveal them, and put them into your hand. Then shuffle your library.
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Wild-Field Scarecrow Discussion
2 weeks ago
1 month ago
Without knowing your meta the recommendations I would make for cuts are Illusionist's Bracers (not many worth while activated abilities in your deck), Alpha Authority, Whispersilk Cloak (is spot removal rampant in your meta?), Ooze Garden, Seer's Sundial (you have access to much better draw options really), Turntimber Basilisk, Groundskeeper, Apocalypse Hydra, Traverse the Ulvenwald.
Creatures you play to ramp need to be efficient like Farhaven Elf or even Llanowar Elves instead of say Wild-Field Scarecrow who costs you with no lands in play to show for it or Frontier Guide who costs you before you even get anything out it.
Other creatures you play need to have powerful utility like Terastodon or Bane of Progress or some very good synergy with the commanders strategy like Stalking Vengeance or Garruk's Packleader do. You don't really need removal like Turntimber Basilisk or beaters like Apocalypse Hydra when Boundless Realms would be far more terrifying. Remember, land is not really a dead drop for you as you are likely get a 5/5 elemental token out it so every cut made could be an additional land.
Some possible interesting cards are Sandwurm Convergence (green moat with beat sticks included) and Hour of Promise (ANY TWO LANDS!), Rogue's Passage (make the lands work for you), Kessig Wolf Run (REALLY powerful.
All recommendations are below the $5 mark to try and keep it more budget friendly, anyways I hope this is helpful, also if you could post some information about your meta it could help people make better recommendations.
2 months ago
MadMadison nope. Just an example ;p (I play it in my Jodah decl). I was looking through some cards and found some good ideas. See if any of these work? Maybe take out some clunky cards for it. BTW not checking to see if you already have these cards. If they are here, then they should be pretty good. 1. Commandeer? --> You have a bunch of draw power, so put it to good use! 2. AEtherspouts? --> Not too sure about this one. I'll test it a bit more and see. 3. Cryptic Command? --> Almost always a good card, especially in mono blue! 4. Cephalid Constable --> More Disruption. I stand by this card and think it's extremely valuable. 5. Latchkey Faerie --> Depends on if you are planning to go tribal heavy or not. 6. Master of Waves --> I think those 2/1s are gonna poke in for a lot of damage. 7. Nimble Obstructionist --> I think the cycle ability is great, but a 3/1 unblockable is also valuable. 8. Phyrexian Revoker --> Good card in general. Also unblockable. Disrupts tempo. 9. Rootwater Thief --> Helps disrupt certain cards in their combo. 10. Surrakar Spellblade --> Amazing for card draw. Also unblockable. 11. Thing in the Ice Flip --> Good card in general. I think you should use him as one of your finishers in case your board gets blown up. 12. General Comments: - I think you are too creature heavy. I think you can include soft counter spells. For example, Spell Pierce, Spell Snare, and Negate. I think you need less counter spells for creatures (speaking of, use Counterspell and Mana Drain), because the big damage will be coming from spells like Damnation, Wrath of God, Anger of the Gods, etc. I think counter spells will be useful to save your board state. And if a mass removal does resolve, a Thing in the Ice Flip would be great. Some examples are... - Cyclonic Rift is also great creature disruption with high versatility. - Forbid might be good if you need to dump some cards that u drew. - Stifle is also nice if a creature entered the battlefield and triggered mass removal, like Avacyn, the Purifier.
Another miscellaneous cards could be.. - Mask of Memory --> great card draw!
What you should cut... - Wild-Field Scarecrow - Temporal Adept - Shapesharer and Shape Stealer - Consider Siren of the Fanged Coast even though it did me wonders in that one match. - Courtly Provocateur
That's all I've got for now. Please remember these are just my suggestions. If you implement all of these, it becomes my deck and not yours. So remember, keep what you can justify, and leave what you can't. Incorporate what you see potential in, leave or test the rest. Good luck!
P.S.: I will be back to look at it some more. This deck really intrigues me!
2 months ago
I hope you have the classics Ashnod's Altar and Phyrexian Altar. Then there are Wild-Field Scarecrow, Ruthless Knave, the bros Priest of Yawgmoth and Soldevi Adnate, Corpse Harvester if you have cool zombies. If you have some ways to sacrifice artifacts there's also things like Pentad Prism and Sphere of the Suns.
4 months ago
I think your deck is suffering from a mild case of "I-want-to-do-too-many-things". Focus on what is it that you'd like the deck to do, and try to streamline it a little bit more. Do this by cutting the "win more" cards, that do nothing when you are behind and only help when you are already ahead.
Secondly, I would increase the land count to around 37 and add cheap efficient ramp (preferably on creatures) to at least 8. Farhaven Elf, Yavimaya Dryad, Wild-Field Scarecrow, and Yavimaya Elder will help you find and get more lands out.
A third thing to do is to consider bringing the average cmc of the deck down a little. At four, it's a little high. Try bringing it down to 3,0-3,5.
Lastly, I would increase the number of free sac outlets, and perhaps add another piece to your Mikaeus, the Unhallowed+Deathbringer Thoctar+free sac outlet combo to finish the game as a plan D, for the games that are just lasting too long.
These are general guidelines. I run a jund coloured deck as well (it's very different than yours, as I play it as an Aristocrat-style deck) that can potentially offer a source of inspiration for some card choices that may be good for your deck as well (eg. sac outlets, cheap efficient ramp, card draw, etc...). Here's the link:
Commander / EDH
SCORE: 1 | 33 VIEWS | IN 1 FOLDER
6 months ago
Aren't you a little worried about the early game? It seems that the average creature cost is 6+ and only 1 mana rock and 3 ramp spells. I feel you will have a hard time staying alive to cast your cards against an aggressive field.
I usually like to play 37 lands with 10 mana rocks and 10 Ramps spells in my green decks. here are some to consider: Drover of the Mighty, Birds of Paradise, Darksteel Ingot, Commander's Sphere, Collective Voyage, Oreskos Explorer, Tempt with Discovery, Veteran Explorer, Expedition Map, Gift of Estates, Greenseeker, Journey of Discovery, Horizon Spellbomb, Journeyer's Kite/Thaumatic Compass Flip, Mycosynth Wellspring, Nissa, Vastwood Seer Flip, Peregrination, Pilgrim's Eye, Search for Tomorrow, Seek the Horizon, Sprouting Vines, Sylvan Reclamation, Sylvan Ranger, Sylvan Scrying, Weathered Wayfarer, Yavimaya Elder, Wild-Field Scarecrow, Burnished Hart
8 months ago
I tried to include both Wild-Field Scarecrow and Scuttlemutt, but i endedbup cutting them because therebis just so much better ramp/color fixing. Scarecrone and Pili-Pala are the only Scarecrows i am currently running. If there are no good scarecrows make all your creatures scarecrows.
P.S.: Do you know the Grand Architect + Pili-Pala infinite mana combo?