|Commander / EDH||Legal|
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|Seventh Edition (7ED)||Common|
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|Fourth Edition (4ED)||Common|
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Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller adds to his or her mana pool (in addition to the mana the land produces).
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Wild Growth Discussion
2 days ago
Your deck will play better if you remove some random beaters and add ~4 more lands and several more mana ramp cards.
Consider taking out archetype of aggression/courage, carnage tyrant, firemane angel, hazoret, heliod, heroes' bane, karametra, nacatl outlander, nylea, relentless hunter, tana
hijack, deem worthy, amd oketra's last mercy are also on the weak side
Some good cards to add: Birds of Paradise, Avacyn's Pilgrim, Fertile Ground, Rampant Growth, Farseek, Wild Growth, Explosive Vegetation, Elemental Bond, Harmonize, Nature's Claim, Wear / Tear, Hull Breach, Ancient Grudge, Fellwar Stone, Greater Good, Swords to Plowshares
2 weeks ago
tetsuothecat thank you SO much for commenting!!!
I had Herald of the Pantheon in the deck before but opted to drop it for more Wild Growth style effects that are part of my infinite mana combo with Earthcraft. If you can see any weaker cards I am running that you would switch for Herald please let me know!
Does my mana base look ok to you? Cheers!
3 weeks ago
I'd drop more enchantment/sorcery, due to the nature of your commander. Risk of getting hit by your own thing will hurt.
Creature wise, you have a LOT of mana dork that will I feel may get underwhelming later. Craterhoof Behemoth would be recommended to correct that issue.
- Obliterate Doesn't fit Game Plan
- By Force Either go for better mass removal or Instant speed. Vandalblast or Smelt
- Meltdown Better Mass destruction for artifact. Furthermore if your goal is to stop a combo, run it instant. Or on a stick. Acidic Slime, Ingot Chewer, Manglehorn are recommendation.
- Wild Growth, Utopia Sprawl Doesn't help gameplan and is a hinder with your commander.
- Possibility Storm Can lead to very chaotic cases, not my favorite. Furthermore, unless you're running a specific combo or synergy for it. It ain't worth.
1 month ago
I'm not a huge fan of cycling lands in aggro decks, since you want to be curving out, not spending time cashing in your lands for extra cards. Again, I could be wrong in this area.
You need to cut 2 cards, though having the random Artisan of Kozilek makes one cut easy.
If you need to get back your Enchantress, Eternal Witness is always a reasonable card.
1 month ago
As for the other suggestions here are my thoughts on them:
Elesh Norn, Grand Cenobite: It is too costly for this deck in terms of mana cost and doesn't do much against my meta outside of the combo. I play against tasigur, teferi, storm (though it would hit arcum pretty hard - but then again this deck wins before you could cast elesh).
Kamahl, Fist of Krosa: same as elesh
Mana Crypt / Sol Ring: This deck mainly uses mana dorks and enchantments to ramp as I seek to hate artifacts as hard as possible with Kataki, War's Wage/Stony Silence/Null Rod ect... Also it would hurt my draw-engine in terms of having two less enchantments available to draw cards with my enchantresses like Argothian Enchantress. Furthermore when you look at above list, you will see that I make it up with 24 ramp cards. I.e. I prefer to play Exploration/Wild Growth/Utopia Sprawl early on to generate further advantage with Serra's Sanctum (which in turn is tutorable with Captain Sisay). Also when considering to play Armageddon, while having Kataki, War's Wage/Stony Silence/Null Rod on the battlefield, any mana artifact becomes quiet useless and you would wish to have any other sort of ramp that breaks parity for you at this moment.
Selvala, Heart of the Wilds / Umbral Mantle: as I already play 24 ramp cards, I don't feel like I need any more right now. If I would choose to have more wincon I would rather go for the following ones because they fit more into my enchantment deck: Squirrel Nest + Throne of the God-Pharaoh (Earthcraft is already in the deck). Or I would put back in Monastery Mentor to get infinite token/storm with Earthcraft (note: I play only around 20 creatures and 33 enchantments, which makes this card deadly outside the combo) as described in my game plan section above. But honestly, I think that Paradox Engine and Living Plane are already enough for this deck to win. Usually I either stax everybody so hard that I get a ton of time to assemble my combo pieces, or I can go off with Captain Sisay, getting Dosan the Falling Leaf first and then Paradox Engine to draw my deck and once that happens, there is no way for the table to win as at that point I will get infinite mana and will be able to play my whole deck and to get all relevant cards back with Holistic Wisdom. Even, if for some weird reason, I would not be able to kill everybody, the board would be so staxed after that turn, that nobody would ever be able to cast a spell anytime soon.
Helm of Obedience: As I described above I think I don't need more wincons at the moment and if so, I would avoid to use artifacts which require an activation as there are other cards available that give me more synergies.
All in all you pointed out some very good suggestions, which make sense when trying to make as much use of Captain Sisay as possible. But to be fair and honest, Captain Sisay was actually one of the last cards that I changed in this deck because this deck was built around Rhys the Redeemed and used to be an enchantress/combo token deck where you have a big variety of ways to make infinite tokens ect. However, as time passed the deck slowly turned into an artifact, hatebear, stax list but I kept the enchantment core engine running. So, try to look at it this way: Though I play Captain Sisay as commander, I do not seek to win with her, she merely gets me there faster but the true strenght of this deck lies in staxing/hating everybody while keep drawing more hate with the enchantress. In this regard this deck plays pretty much like a storm deck. First play your hate and once you slowed down the table, you get to generate card-advantage that slows everybody down even more, play Captain Sisay and decide whether you can go off, get some ramp or more stax :)
Well that's pretty much it. I think this deck is a new way of playing Captain Sisay and I hope, as a fellow sisay player, you might have some other suggestions (maybe enchantments), that could fit the bill here.
2 months ago
Nice! If you're ever kitchen tabling this deck and don't care about card legality, Overgrowth + Wild Growth + Arbor Elf makes for some ridiculous mana ramp shenanigans. This was my casual wurm deck. Wurms. Spitting out some of those monsters on turn 4 was hilarious. For me anyway. Not so much for my friends.
2 months ago
Hey Man, I love Karametra. I have my own deck here if you wanna look. My deck seems to be in a very different direction from yours, so there are a lot of things I am hesitant to suggest, but I'll give you a few ideas I think you should definitely include.
Speaking of land searching Knight of the Reliquary can give you easy access to your utility lands and give you more landfall triggers.
Speaking of landfall, Emeria Shepherd is friggin nuts with Karametra and you should put her in your deck.
In terms of cuts, my only real concern with your deck is that I see that you are running all of the enchantresses but you have relatively low enchantments. Most enchantress decks have around double the enchantments to ensure that the enchantresses go off consistently. If you put all of them in at once right now, you might find them dead more often than you want. What I do is I just put in a the ones that require the least investment(Argothian Enchantress and Eidolon of Blossoms). If instead you want more enchantments, I recommend putting in a mix of enchantment creatures like Courser of Kruphix or Aegis of the Gods, some pillowforty enchantments like Pariah or Privileged Position, and some of the good ramp enchantments like Burgeoning, Exploration, or even Wild Growth.
Hope this helps!
2 months ago
Not sure what your main goal is, looks like token army more then commander damage, but if you want to hit harder with Prossh for the commander damage win, protection is key. He will die to instant removal, and you will be hated on. I found that protecting him was a lot harder than having mana to cast him. Swiftfoot Boots and Lightning Greaves are fantastic because they also give you haste. Xenagos, God of Revels and Prossh ends games. I like feeding Mitotic Slime and his offspring to Prossh, and you get even more value if you can have a Parallel Lives on the field.
For token army Tempt with Vengeance can end games with all the mana you're making. Ashnod's Altar can be a cheaper option to Phyrexian Altar, and really you shouldn't need that much colored mana. I also think Avenger of Zendikar is better than Grave Titan for this deck.
If you like any of these suggestions, you could cut Ob Nixilis Reignited,Wild Growth,Grave Titan or Thragtusk. Best of Luck!