|Commander / EDH||Legal|
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|Modern Horizons (MH1)||Common|
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Choose creature or land. Reveal the top four cards of your library. Put all cards of the chosen type into your hand and the rest into your graveyard.
Winding Way Discussion
2 hours ago
Thanks for the suggestions. I like that Winding Way allows for bringing in multiple creatures, but the advantages that Grisly Salvage has I believe outweigh Winding Way . Putting a variety of cards in the graveyard is important since I want to maximize the effect of Tilling Treefolk and Grim Discovery .
6 hours ago
I'd consider Winding Way or even Lead the Stampede over Grisly Salvage . Especially Winding Way does almost all the same things, except it's easier to cast and lets you keep more cards (although Salvage digs deeper and doesn't force you to choose before looking).
6 days ago
I'm not sure about glacial/scrying sheets- Into the north is slow, scrying sheets takes you off of desperately needed coloured mana and glacial refills your hand, but can't pick up gas (most creatures non-snow), so Winding Way or Once Upon a Time might be stronger. They are great cards if you want to be midrange, but this is a zoo list.
Since your creatures mostly care about forests (sorry wild nacatyl), you might look at increasing the forest count and running more artifact fixing ( Springleaf Drum , Chromatic Sphere , Navigator's Compass , Paradise Mantle ), which would also let you pick up Shrapnel Blast to finish games. While I'm mentioning burn options, I have seen Tribal Flames in non budget versions of these lists- representing ten points of burn from flames/blast will win games.
There is also the option of trying to make your creatures mostly playable with green mana (like Sunblade Elf , Lupine Prototype or Soultether Golem ), then cast Lush Growth / Nylea's Presence or get a singleton Sacred Foundry off Flower / Flourish . This is a bit more fragile.
If you want to go harder into snow-matters, Boreal Druid and Coldsteel Heart offer ramp, while Frostwalk Bastion is a decent manland, but that will look more like a midrange value list (eventually becoming another Ice-Fang Coatl list, and less like zoo, and may call for dropping to two colours on a budget.
1 month ago
You're already at 4 Lead the Stampede , plus a Harmonize and Growing Rites of Itlimoc Flip for card draw and selection. I'd either cut all 4 Summoner's Pact or all 4 Elvish Harbinger to lower your deck size back towards 60.
Your land count is a tad low, imo, especially because you're only running 8 1-drop accelerators. I recommend swapping out Lead the Stampede for either Winding Way or Oath of Nissa to help smooth land draws.
1 month ago
It's been 5 months since I played Elves. Faithless Looting brought too many Lava Dart with it. Now that it is gone I'm considering sleeving it up. Winding Way is my new tech. It allows you to tap 3 on turn 2, draw 4, and then still have a mana left over to play one.
1 month ago
Cool idea for a deck! I think you could try to build around your commander even more.
In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.
All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.
There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.
With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.
Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.
Chainflinger is decent in PDH and would fit nicely in a deck like yours.
Firebolt is very good in general and gets even better if you're milling it into your graveyard.
Fortitude can make a big creature a bigger problem and feed your graveyard lands.
Mother Bear seems like a good fit, like most cards that generate value in the graveyard.
Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.
Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.
A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.
In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.
Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.
Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.
A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.
Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.
Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?
1 month ago
Llanowar Elves and Elvish Mystic are great. After Heritage Druid , they are the best one drops. That's because they can reliably set you up for a turn 2 Elvish Archdruid who makes insane mana. Yes, heritage druid makes mana, but he does so at the cost of tapped creatures. Ezuri works best with an elvish archdruid in play. But since there are only 4 Ezuris in a deck, you need more ways to get him out. I suggest either a playset of Collected Company or Winding Way taking the place of Elvish Promenade . The last card I suggest is Elvish Clancaller because it's a great alternate wincon. Getting 2 of elvish clancaller and/or elvish archdruid lets you kill people without Ezuri.
1 month ago
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