|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Seventh Edition (7ED)||Common|
|Beatdown Box Set (BTD)||Common|
|Classic Sixth Edition (6ED)||Common|
|Fifth Edition (5ED)||Common|
|Ice Age (ICE)||Common|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
Combos Browse all
Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller gains an additional (in addition to the mana the land produces).
|Have (2)||Psycheretic , rockleemyhero|
|Want (5)||UBR , ausername , derpyplatypus , Bobomaster , phoenixfreeze|
Wild Growth Discussion
2 days ago
Yeah, I didn't want to be impolite, but there are so many glaring issues, that I am inclined to believe he hasn't actually played in a cEDH table.
I tinkered with Azusa for like a year and a half and one Gilded Drake or Phantasmal Image was usually enough to ruin the whole game for the table since blue player inturn gets Azusa in a deck better equipped to make use of 3 land drops a turn.
One Root Maze and you're out of the game. Some deck can literally outpace you and the whole purpose of Azusa is to race... If you lose that race you always lose. How do you kill without combat? How do you remove anything?
2 weeks ago
A creature like Rot Wolf might be good as a recurring source of draw -- Just pump it up and they either get poisoned or you draw a card from them blocking it. That's the big pick I'd suggest, as it's a threat, can draw cards and infect, while oppressive, can win you the game easily.
I see you have Ranger's Guile -- I always love Sheltering Word in decks with big green creatures along with that. Withstand Death and Mortal's Resolve give indestructible as opposed to hexproof if you need it.
If you're looking to ramp quickly, you might want to consider land auras that get you a little extra like Fertile Ground or Wild Growth -- Sadly the ones that draw you cards only seem to let you get mana of any colour which is sort of useless in mono-G. Bequeathal might be an idea in the early game, pop it on a chump blocker and get some draw.
Only other thing I could say is to mark Mowu with CMDR in the list so it stands out -- I'm really liking the build otherwise, and as you say at this rarity level it's hard to find good sources of draw, but with some testing and tuning I'm sure it'll be a strong deck to fight against! +1 for good boyes!
4 weeks ago
Mana Base: In an ideal world you'd have 10 duals, 10 fetches, the good rainbow lands, X shocks (built around your card colors), Gaea's Cradle, and a basic or two. Most people won't have this but you can replicate it with 10 shocks, 5 battle lands, as many fetches as you have, up to 10 check lands, and up to 10 basics (5 regular, 5 snow so they work with Tainted Pact.) Depending on your average CMC I think you can cut one land (I run 34).
Ramp: Ideally all of your ramp would be 1 CMC or less so you can use it in your opening hand to get a turn 2 Najeela. You could add more dorks like Deathrite Shaman , Avacyn's Pilgrim , and Elves of Deep Shadow . I personally don't like dorks since they die to wraths but most of the best Najeela decks run them. You could also add Wild Growth and Utopia Sprawl (depending on forest count).
I'd cut Commander's Sphere, Darksteel Ingot, Pillar of Origins (can't tap to activate Najeel'a ability), Fellwar Stone, Kodama's Reach, Sakura-Tribe Elder, Rattleclaw Mystic, and Farseek. Normally I'd say cut Chromatic Lantern but it helps fix your mana base so depending on how your revised mana base performs you can decide whether or not you still need the lantern. Also Harvest Season is cool but depends on how many basics you end up with and its slow.
Combo vs. Pump: You currently run approximately 5 cards that go infinite. When you go infinite it doesn't matter if you're attacking with infinite 1/1s or infinite 6/6s. This is a personal taste call but if you like the combo finish I would cut almost anything that pumps your team and replace it with tutors / counterspells. I'm personally not a fan of Cryptolith Rite because of needing vigilance / a ton of warriors but it helps fix your mana base so up to you. I'd also replace Bear Umbra with Sword of Feast and Famine if you have it.
I'd cut Beastmaster Ascension, Anointed Procession, Door of Destinies, Oketra's Monument, and Lovissa Coldeyes. The only pumps I do like are Bramblewood Paragon and Metallic Mimic because they come down turn two which lets you start the pain train turn 3.
Other: In my opinion you want to keep your CMC as low as possible because if you have 5 mana you could be activating Najeela or keeping up mana for counterspells/protection spells.
Here are some other random cut suggestions: Brighthearth Banneret, Grand Warlord Radha, Hearald of Dromoka, Mardu Strike Leader, Ogre Battledriver, Thrasher Brute, Behind the Scenes, Bow of Nylea, (replace Bow and Behind the Scenes with Reconnaissance and Dolmen Gate for sure) Lightning Greaves, Swiftfoot Boots, and Driven/Despair.
TLDR: Reduce CMC and focus on combo instead of pump. I want to say that I see why you put every card in the deck and I'm sure the deck works fine as is so feel free to take any of my advice or none of it. I play Najeela a lot in a semi-competitive environment and here is my deck if you want more ideas Najeela, the Blade-Blossom. I keep a ton of stuff in the Maybeboard of things I used to run or think might be cool.
1 month ago
Hey my friend, nice deck ! I see what you're trying to do : the one turn kill :)
However to make this work in the format you should consider way more ramp. Especially turn 1 ramp ( Wild Growth , Utopia Sprawl , Green Sun's Zenith + Dryad Arbor , all the elves and a Skullclamp to cycle them...). For the turn 2 ramp spells you missed the best one which is Sakura-Tribe Elder . Then put in some cheap wraths ( Anger of the Gods , Sweltering Suns ...).
The format is pretty fast. 90% of aggro decks could kill turn 4 to 6.
In order to get this stuff I heavily suggest you to replace most of your high mana enchantments Gratuitous Violence , Aggravated Assault , Asceticism , Crucible of Fire ... And stabilize your kill cards around 5 to 8 (you already have a big card to cast all along the game which is your commander!)
Don't get me wrong, your deck is sweet. Just sayin it isn't fast enough to do something in the format.
Have a nice day
1 month ago
1 month ago
I'd recommend Freed from the Real to go with bloom tender. This also means that you can use land auras such as Wild Growth (furthermore - this on a blue producing land means that Arbor Elf & Kiora's Follower & Selvala, Heart of the Wilds combo with FFtR).
I could be wrong, but I believe Izzet Guildmage offers the same utility at a cheaper mana cost and also combos the same as nivix guildmage, though it can't loot (usually this downside is ignored, since you can just copy any cantrip to excess, or copy a tutor).
I feel like running Copy Artifact would enable further wins via dual-scepters.
Overall I believe that the sliver plan will be very slow, as the only benefit that's provided is occasional stealing of a creature. You have a 'build your own hatebear' in the cz that needs other cards to operate; maybe Hivestone will help you to achieve your goals better?
1 month ago
Utopia Sprawl Urban Utopia Wild Growth Dawn's Reflection and even Overgrowth if you're feeling saucy. They all synergize with estrid's ability to produce a ton of mana and also ramp you in the early game.
Wild Growth occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
GWU (Bant): 1.07%