Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Oldschool 93/94 | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Rules Q&A
Wild Growth
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional (in addition to the mana the land produces).
clayperce on
Faldorn, Dread Wolf Herald
5 months ago
Roger ... all that ^^ makes total sense.
Also, I had somehow missed the density of "play additional lands" cards in the deck. So yeah, you should be TOTALLY fine on your 7-drops!
If you end up wanting to lean into T1 Ramp, here are some possible cuts. Some HEAVY disclaimers here though: While I can guarantee more T1 Ramp will make for a more consistent T2 Faldorn, I have no idea whatsoever if it would make for a better deck! Especially since we have different playstyles/metas/etc! Anyways, here's some thoughts:
IN: Arbor Elf, Llanowar Elves, Gilded Goose, Wild Growth, Utopia Sprawl, Elvish Spirit Guide, Simian Spirit Guide
OUT:
- Spider Manifestation - If on the T1 Ramp plan, we don't need it anymore.
- Sol Ring
- I know it's almost a sacrilege to not include Sol Ring, but doesn't help us get to . - Red Elemental Blast and Pyroblast - GREAT cards and I know you just added them ... and if your meta is filled with Cyclonic Rifts they makes a ton of sense. Most of the board wipes I face are Red and White though, and then Black behind that. So these are kinda meh for me.
- Anger - Seems like there are enough discard-to-Exile effects in the deck that I'd be a a bit worried about the set-up.
- Dire Fleet Daredevil - Great card, but sometimes it just won't have a good target.
- Wayward Swordtooth - When it's good it's REALLY good, but it can be a rough topdeck after a board wipe.
- Light Up the Stage and Bigger on the Inside - These were almost my last cuts, so idk. Both look great in the deck, but I think they're maybe the weakest of the 3- and 5-drops (which oc compete directly with Faldorn and then his re-cast), so I put them on the block :-)
- Elven Chorus - My last cut, so idk. I just think it's maybe the weakest of the 4-drops.
//
Thanks much for letting me ramble on about your deck; I'm finding your build really intriguing!
Cheers!
clayperce on
Faldorn, Dread Wolf Herald
5 months ago
First off, the deck looks VERY solid. So please take these comments as "brainstorming", not "recommendations". But here are a few thoughts:
Multi-pip spells: Maybe take a hard look at Hugs, Grisly Guardian, Etali, Primal Conqueror, and Tlincalli Hunter, just bc multi-pips are always difficult to cast. I love using Salubrius Snail's manabase tool when I'm tweaking decks, and it reports they're not coming down until Turn 6 (for Hugs) or Turn 9 (for Etali and the Hunter) ... and in Bracket 3 that may be too late to make a difference. Of course you have a bunch of spells that allow creatures to tap for mana, but that leads to probably my only real concern for the deck:
Weakness to board-wipes: It may not be an issue in your meta, but it seems like board wipes might be a problem. Maybe add some more protection (e.g., Wrap in Vigor)? And honestly, maybe take out Blasphemous Act?
Ramp: Maybe take a look at either more Ramp (especially 1-drops) or less?
- For a 3-drop Commander, I like going T1 Ramp T2 Commander, which means we want something like 12x sources of T1 Ramp (which--ignoring mulligans--gives us a 66% chance of having it in our opener). Unless we're in a meta where we need protection, in which case I like 11x sources of T1 or T2 Ramp + 10x 1-drop protection spells (for a 67% chance of having one in hand on T3 when we cast our Commander).
- Alternately, it might be worth dropping the T1 and T2 Ramp almost entirely, focusing on just being able to go T1 Value Creature, T2 Value Creature, T3 Commander ...
- If you end up wanting to lean into T1 Ramp, I like Arbor Elf, Gilded Goose, Krosan Wayfarer, Llanowar Elves, Springleaf Drum, Utopia Sprawl, Wild Growth, and maybe Simian Spirit Guide and Elvish Spirit Guide. Green Sun's Zenith is great in this role too, allowing us to search for Dryad Arbor on T1. All that is oc a very Green-heavy Ramp package though, so that might make it more difficult to cast some of your current Red 2- and 3-drops ... so again, please treat this all as brainstorming rather than recommendation!
Lands: I'm not a fan of Cinder Glade ... it seems to ALWAYS enter tapped at the most inconvenient times :-D Maybe a Cragcrown Pathway or Fire-Lit Thicket instead?
Final thoughts: Escape to the Wilds, maybe? Raphael, Most Attitude might be good too.
Cheers!
capwner on
Shielded
6 months ago
Looks like it's coming together well! I was thinking about this deck earlier, I was wondering if Contamination might work somehow to provide another lock. Maybe paired with another enchantment that can make dudes such as Squirrel Nest? I would also try to go up on Enchantress's Presence that card is gas for you and maybe some Wild Growth/Fertile Ground to round it out?
EDIT - isn't contamination already just really sweet with Umbilicus for the same reasons as solitary? lol
DreadKhan on
Deforestation Techniques
10 months ago
I've wondered if I Ghostfire Slice is better in Commander than people give it credit for, 4 damage is enough to swat a lot more key cards than Abrade or Bolt, and most decks run multi-coloured spells that are important (especially their actual Commanders!). The Devoid is a really nice upside too actually, solving Protection based solutions. I'd love to hear how if it works out!
Mostly curious, but have you ever thought about stuff like Wild Growth and/or Utopia Sprawl? It's hard to find a more cost effective ramp solution that doesn't involve artifacts. Only G for an extra pip, which could even be available the same turn (making it neutral later game), yet they also play well early (offering you ramp turn 1 more often), surviving most early wipes/interaction. I've gone so far as to sneak a Sprawl into a 5C deck, so far it's been fine, I imagine a 2C deck would find it more practical though!
I'm actually thinking of sneaking a Faithless Looting into a Rakdos list, as a way to help dig for lands, but I can't decide if the card disadvantage is tolerable. If you drew Looting early did it usually work out well?
ViscountVonSausageRoll on
Trolling Thunder
11 months ago
+1 for Arbor Elf + Wild Growth
Also the idea of Wing Storm in' 'em to death is just chef's kiss.
RufusTheGrufus on
Anikthea's Enchanting Recycling Plant [Primer]
1 year ago
Goldbranner, Thank you for the kind words and for checking out the decklist!
I totally know where you're coming from with the suggestion to replace Arcane Signet with a more on-theme option; I've gone back and forth a few times with that idea. Ultimately I decided to go with Arcane Signet and Sol Ring because I was avoiding aura enchantments, (I may or may not have initially misread Anikthea and thought that her ability could target auras, and then later became very sad that she explicitly can't target auras..), and because Starnheim Courser and Starfield Mystic aren't enchantments themselves; and I simply didn't have room for Herald of the Pantheon
I took a peak at your profile and noticed you also have a great Anikthea list, and have opted out of running Sol Ring too! How has that been for you, have you noticed any differences in how your deck performs? I've considered cutting it from this build too, but haven't taken the plunge just yet. I don't think I've ever really noticed any amazing benefit from running just Sol Ring and no other sources of fast mana, so I think I'll expand on your suggestion and cut it as well!
I think I'll playtest with Wild Growth slotted in for Sol Ring and either Fertile Ground or Herald of the Pantheon for Arcane Signet just to maintain the deck's mana curve. I'm not 100% settled yet on the two-drop though so if you have any recommendation one way or the other, I'd be happy to hear it!
CNG_Stream on
My friends hate me
1 year ago
Adding more Karn and putting 1 copy of either of the Liquidmetal in the sidedeck would help get your combo assmbeled easier. If you are playing this deck with the idea of casual (bo1) I would advise a side deck of 7 cards for Karn to search for artifacts (default 15 for bo3). The artifacts can be something like Tormod's Crypt or similar situationally useful cards. You could also include a late game payoff to the sidedeck as well to help end the game.
Would suggest adding some kind of ramp like a 1 dorp mana producer so you can assmble your combo faster. The mana production can be either creatures like Llanowar Elves or auras for your lands like Wild Growth or if you add more "forest" subtyping to your lands then Utopia Sprawl would also work to help fix mana. To add forest dual type lands you could try to get some "shock" lands like Stomping Ground to replace the deserts, but the more budget friendly Wooded Ridgeline would aslo work. These lands would also help with your reveal lands as you could reveal these tap lands to help your land enter untapped in a pinch. Could also use the ramp spell Farseek as an option if you choose to add those to your mana base as they can be searched for with this spell and put to board.
I think your mana curve is also a bit greedy with only 18 lands while having multpile cards over 4 mana in your deck. With this mana curve you may want to be sitting around 20 lands for a more consistant draw to play your spells. Afterall the Inferno Titan is slow to the board and likely a win more card if you have your combo shutting down your opponents ability to be on board. If you want to keep land count low, then you could try adding cards like Generous Ent as your late game pay off in place of the Titan as you could cycle it to find a land and if you added the dual type lands then you could search for those if the share the land type (Radiant Grove / Temple Garden
or Wooded Ridgeline / Stomping Ground). The Ent could even be brought back from the grave late game if you put something like Portal to Phyrexia in your side deck for Karn to find when you are not needing him to do something else at the time.
Fun card option if you are more on the sacrifice 1 drop creature binge, you could use the enchatment Abiding Grace to keep bringing back 1 drops or gaining life ewhen there is nothing to bring back. Not really recomended, but something I thought fit your deck idea.
Hope these help your deck idea.
CommanderNeyo on
Mist-taken! Super Budget $14TCG $35CK
1 year ago
Some good, cheap ramp are Wild Growth and Utopia Sprawl (which you can often find under a dollar). If you ever decide to push the budget some, Sanctum Weaver is great! Other possible cards could be Jukai Naturalist and Starfield Mystic.
I highly recommend more card draw, so you don't run out of gas. Enchantress's Presence, Mesa Enchantress, Satyr Enchanter, Eidolon of Blossoms, and Verduran Enchantress are all great (and, again, if you want to push the budget include Setessan Champion, Kor Spiritdancer, or Sram, Senior Edificer, all of which you can sometimes find under a dollar).
| Have (1) | 8bitavenger |
| Want (1) | TrueRandom11 |














