Winds of Rath
Destroy all creatures that aren't enchanted. They can't be regenerated.
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Winds of Rath Discussion
3 weeks ago
Just as a heads up, Hive Mind it outside Gaddock's colour identity and therefore not legal in the deck. Otherwise, it's a good start. You're pretty light on spot removal, I would swap out Winds of Rath and Paraselene for things like Wing Shards or Krosan Grip. I don't see Hardened Scales doing a lot here as most of your buffs aren't counters. Depending on how much you want to spend, you could pick up a Coat of Arms and Primal Rage to make them huge and give them trample. An alternative for Coat of Arms is Stoneforge Masterwork. It's an equipment so only one creature gets the buff at any time, but it also flies under Gaddock's first ability as a 1 CMC, which COA doesn't. Another game winner (depending on budget) is Craterhoof Behemoth.
1 month ago
Hey thanks for the name-drop, discipleofgary73!
I built a prototype Krond the Dawn-Clad budget deck, Krond the Junior Chipmunk (Concept), if you want to check it out. Some of the enchantment/aura tribal cards I put in there that I haven't seen mentioned yet are Ethereal Armor, Flickerform, Sage's Reverie, Sigarda's Aid, Aura Gnarlid, Auramancer, Dreampod Druid, Eidolon of Countless Battles, Elderwood Scion, Endless Wurm, Heliod's Pilgrim, Hero of Iroas, Kitsune Mystic, Monk Idealist, Nomad Mythmaker, Silent Sentinel, Sram, Senior Edificer, Tragic Poet, Umbra Mystic, Dawn to Dusk, Open the Armory, Retether, Reviving Melody, Three Dreams, Winds of Rath, Crown of the Ages, Crystal Chimes, Helm of the Gods.
1 month ago
Any commander deck needs at least 10 ramp cards, and you are in green, the premier ramp color in magic. Llanowar Elves, Elvish Mystic, Birds of Paradise, Avacyn's Pilgrim, Fyndhorn Elves, Devoted Druid, Priest of Titania, Wood Elves and Sol Ring (a must in every commander deck). I'd suggest to prioritize in creatures that add mana (over sorceries and instants) so you can later add a Nykthos, Shrine to Nyx and abuse of a ton of mana.
1 month ago
Buddy, I love enchants, so there go my suggestions: Story Circle - It will help you avoid a bounce, or any sh** than can target some creature or even you. I think is perfect for you. Angelic Destiny, it returns to your hand, so if you cast again, could combo with your deck. Maybe you don't agree with this last, but for sure still a good option. Retether and Winds of Rath, are more for side and fun. Emeria, The Sky Ruin is a good choice for long battles and to give a second chance to any creature. Sigil of the Empty Throne is cool, maybe you would like, maybe not, I just remembered and put it here, hehe. Spectra Ward is a very nice option too, more end game and Sage's Reverie helps you to draw more and more. I know from that suggestions, few are really good for you, but here they are. +1
1 month ago
@nivvius: I will try to find time to explain my reasoning on everything in my "don't suggest list" and to answer your questions:
-Pemmin's Aura: Yes, it was actually in the very first build of the deck and although it is a solid card I just don't like having to keep mana open to fuel it. Stasis is a big part of this deck and Pemmin's Aura's untap ability reduces its effectiveness drastically. I hear where you're coming from with the card slots angle but frankly i'd rather just have shroud/hexproof as a static ability and be able save the mana to counterspell board wipes or activate Vanishing's ability. Also the +/- abilities put zur at risk by reducing his toughness while not offering a whole lot of extra power (+3 max without another buff).
-Ghostly Prison/Propaganda: I feel like these are generally more useful in multiplayer builds to prevent attacks by multiple opponents, though I get that they slow down heavy aggro and token decks a lot in 1v1 as well. I usually don't care if I get attacked as i'll get the life back with lifelink later anyways and, if things get too bad I can just tutor up Solitary Confinement; also Winds of Rath, Cataclysm and Cyclonic Rift aid in defense against these types of decks. I basically just can't justify giving them a slot as they are in high demand at this stage.
-Imprisoned in the Moon: I was on the fence about this versus Darksteel Mutation and what it ultimately came down to was that if i turned something nasty like Derevi, Empyrial Tactician as you mentioned into a land my opponent would get more mana out of it and also it directly contradicts my land destruction theme by blowing up said land (and giving them back their scary bird wizard). Darksteel Mutation on the other hand is much harder to get rid of due to the indestructible factor (though they could just target the enchantment) and I don't really see the additional "land" and "planeswalker" options to outweigh the cons.
You made some good points and I appreciate you taking the time to make your suggestions!
1 month ago
Things to ditch:
Inexpensive Better Lands:Mana Confluence
Cards to Add:Ghostly Prison (More stupid mana taxes)
Elixir of Immortality (In case I ever need a shuffle) ?
1 month ago
1 month ago
I would suggest the counter spells as good candidates to be cut. Hitting them with Narset is only relevant if someone would try to counter whatever else you hit with her so the only way they're really useful is if you happen to get them in your hand. Despite these thoughts, I do have Negate as a solitary counter spell in my Narset deck for those blowout moments where it just happens to be available and useful.
You currently have 46 mana-producing cards. You could probably get away with cutting up to two lands or maybe a third since 43 isn't bad. I would be hesitant to drop lower than 35 lands though.
Personally, I'm not a fan of giving Narset shroud since that gets in the way of further equipping/enchanting. Those cards might be worth considering for replacements that give the same or similar other effects, but without shroud. Keeping Lightning Greaves for haste might still be worth it though. Traveler's Cloak, Dragon Breath, Dragon Scales, Dragon Wings, Sword of Vengeance.
I was also thinking that maybe you wouldn't need so many wraths that hit Narset too. I recommend Winds of Rath since it likely won't hit Narset, but I don't have a suggestion for which wrath to replace for it. That part will come down to your preference for the trade-offs between what the others can remove and mana costs.
As an aside, keep in mind that you won't be able to overload any spells being cast off of Narset. They're still pretty useful to overload out of your hand though.
A couple of other suggestions which I use:
Sigarda's Aid lets you make use of any auras and equipment during the same combat you hit them with Narset.
Rising Waters fits your pillow fort sub theme and Narset can play around it pretty handily.
Soothsaying can make for some pretty awesome top deck manipulation which can dig deeper than Narset hits.