, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card and put it onto the battlefield. Then shuffle your library.
|Want (9)||MrMittensSr , Tap20 , Plaxcaster55 , zachi , Trollzarro , NineNotesKnives , Mattin123 , metalmagic , jasc5797|
Printings View all
|Zendikar Rising: Expeditions (ZNE)||Mythic Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Wooded Foothills Discussion
1 week ago
Profet93 I'm glad you gave it a read! Let me dive into your questions.
1) I haven't really given a budget for this deck, the reason being that I play on Tabletop Simulator. Essentially, my group makes decks on Tappedout.net and we "scry" it into the game as is. It's helped tremendously to quell the quarantine boredom over the past several months. I have a few other decks that I'd like to make in real life first before this one (I'm more of a Voltron player) but if I were to make this deck in real life I'd set the limit for about $200. The above deck of course isn't even close to that because we're just playing digitally. The culprits are...
Mana Crypt: I've been thinking of subbing this card for more normal forms of ramp anyway due to it's extreme snowball potential (and my group of friends prefer fun edh over competitive). Sub it with any other form of ramp. Vorinclex, Voice of Hunger and Balefire Dragon: ANy big threat with utility is appreciated in Gruul. These can be substituted for any big green/red creature which fortunately there is an abundance Wooded Foothills and other special lands: With only two colors and a multitude of land searching ramp, you won't find much of a difference if you sub these out for basic lands. However always keep Mosswort Bridge and Spinerock Knoll, they are insanely easy to proc.
2) I've only played this deck in a group of 4 so my feedback will be limited but I will try my best to identify it's weaknesses from the few times I've played (but tested alone many times).
a) Counters and Bouncing: The deck is meant to play big threatening hitters from the hand turn 5 onward (Xenagos out consistently on turn 4). With more than a quarter of the deck consisting of either heavy hitters or card draw into those creatures, you can put on the pressure for quite a bit if you're drawing averagely. But almost always your entire mana will be spent to cast theses big creatures and only a small amount of mana is required to counter or bounce them. Watch our for pesky blue mages. There isn't much protection in the deck for that, I focused instead on consistently slamming a big threat each and every turn and wearing them out.
b) Card Draw: When you're playing with big creatures, sometimes you only need 1 or 2, especially with fairly sticky Xenagos on the field. However in 4's, it's not terribly unreasonable for a combination of 2 or 3 people to lock you out of your crazy burst. Card draw is naturally the best course to get yourself out of this situation (that and patience), but the card draw in here isn't quite up to the speeds of other decks and is creature reliant. I've boiled it down to this: If you do hit upon of the sources of card draw in this deck, you won't ever have to worry about card draw again.
c) You Are a Scary Gruul Player: Everyone will have there eyes on you. After blowing my friends out of the water first time with the deck I was the focus of attention in the next couple EDH games. Be prepared to get ganged up on to prevent you from quickly knocking someone out. You will find that this deck lends little political gain...which isn't so much a deck problem but an individual meta problem with your EDH group haha :) You have been warned.
d) You Build Tall, Not Wide: Your board is very thin and can get overrun by a horde of tokens. With no lifelink in the deck, you will lose a war of attrition if you can't trample or fly over your opponent's boards.
e) Little Opponent Interaction: This deck does one thing well, and that is grabbing the steel chair that Xenagos is offering and slamming Spidey to the ground (cue the name of the deck). It does so consistently. However if your opponent's are able to thwart your initial power spike and builds up a threat of their own, this deck can due little to stop it.
I'm very excited to hear some of your ideas!
1 week ago
So, here are my thoughts about the deck:
Manawise, your landbase should rather consist of lands that come into play untapped. It's important to have your mana available asap. I would suggest replacing karoo lands like Orzhov Basilica and also Opulent Palace with battlelands like Sea of Clouds and painlands Adarkar Wastes. The storage lands are also not ideal (e.g. Dreadship Reef), because they do not provide colored mana at start. And of course the more fetchlands you can add the better, missing Scalding Tarn, Arid Mesa, Verdant Catacombs, Windswept Heath, Wooded Foothills, Flooded Strand, Bloodstained Mire.
I would suggest you to cut even the three remaining creatures and add additional card advantage and lock pieces. Im missing Sylvan Library, Rhystic Study and Mystic Remora... all important ways to get extra cards.
Since your main wincon is the Consultation combos, I suggest you definitely run Thassa's Oracle as a main, cheap combo piece.
Lightning Greaves, boots and Helm are not necessary, since protecting Atraxa should not be such a priority to warrant extra cards for it. Also Mana Tithe, Mana Leak and Opt are not that relevant in a multiplayer format. I would advise to replace them with general, cheap countermagic, for better utility. Dovin's Veto, Delay, Swan Song, Tale's End can serve both to protect your cards and your combo, but also disrupt your opponents from winning.
Also with the amount of manarocks, you could play Winter Orb to stall and buy bit more time for your 'walkers.
2 weeks ago
This is so cool! Have you considered Rapacious One instead of Essence Feed? Maybe Ashnod's Altar? I feel like the altar would be able to net you twice the mana from your eldrazi spawn and can also provide on-demand death to your creatures, and a hit from Rapacious One can easily advance your board state towards something powerful and repeatable.
Your land base looks good, however Korvold especially benefits from lands that can sacrifice themselves. Fetch lands like Wooded Foothills, Verdant Catacombs, Bloodstained Mire, Windswept Heath, Misty Rainforest,Prismatic Vista, Scalding Tarn and Polluted Delta could really speed up your mana base and let you draw cards at the same time! I get that they may be out of budget- proxies are always an option if your playgroup is cool with them. Additional lands like Spawning Bed, Lotus Field, Jund Panorama, Blighted Woodland and Fabled Passage work well too.
Harrow instead of Wild Wanderer would fit your sacrifice theme. Pitiless Plunderer would give you double value while Broodwarden only buffs some of your creatures. You're not really winning with spawn, and a lot of your best eldrazi produce scions anyway.
I like your removal package, but I feel like there are some unneeded spells that can also be cut for ramp/removal. Things like Fog, Spawning Breath, Prismatic Omen, and Wave of Vitriol don't really advance your game plan (at least not as much as you'd like them to), and I think things such as Breaker of Armies, Nature's Lore, and Corpsehatch, and Commander's Sphere would work some wonders.
This is a super cool concept and I'm eager to see it in the future. I hope this helps!
2 weeks ago
My girlfriend just asked me to put Slivers back together. Anyways, as far as the land base goes I'm gunna list. Things out by cost/relevancy
duals I know eww reserved list but if you got em or can proxy em play em
fetches they're getting their reprint in modern horizons 2 but still stupid expensive - but the fixing is just so good!
Reflecting Pool, Cavern of Souls, City of Brass, Tarnished Citadel, Mana Confluence, Forbidden Orchard, Exotic Orchard, Meteor Crater, Pillar of the Paruns, Ancient Ziggurat, Path of Ancestry, Thran Quarry, Gemstone Mine, Aether Hub and Tendo Ice Bridge
I'm not a mega fan of the depletion lands but they're excellent if you're on a budget :)
shocks - you already got a few I'll recommend getting the rest
Utility lands very overpriced cardboard but the power is definitely there
From there, if those cards are out of budget/you cannot proxy I'd go with the Triomes, battlebond lands Sea of Clouds, check lands Hinterland Harbor, and lastly the painlands Battlefield Forge beyond those the lands start becoming too inefficient and you will be targeted playing slivers. Even if you're not the threat having a slow land base is a death sentence. Hope this helped :)
3 weeks ago
When playing four or more colors, it's always handy to have some more lands that can give you any color! City of Brass, Mana Confluence, Tarnished Citadel, MAYBE a Gemstone Mine or Gemstone Caverns could work! You also really should include shock lands. The fetch lands say search for a x or a y, but they do NOT say basic. Thus, if you had a Wooded Foothills you could search for a Breeding Pool, etc, giving you two color choices. Thus, it might be nice to add more fetches, even if they aren't in your exact colors! Why? Well, there's two reasons. 1, a Bloodstained Mire can still give you virtually any color you need if you include the shock lands, as it could search for a Stomping Ground, Sacred Foundry, or Steam Vents. These also will give you TWO landfall triggers, because the fetch land enters and then the shock land! Thus, adding some more fetches might prove to be very useful! Maybe fabled passage too, because it will also give you two triggers. Also, if you are going to include pain lands (like Shivan Reef) and filter lands (like Wooded Bastion), I would consider putting the rest that are in your colors in the deck as well. Also, you may want to consider cards that can get you extra triggers for landfall like Burgeoning, Azusa, Lost but Seeking, and Oracle of Mul Daya! And before I forget, Ramunap Excavator is like a second Crucible of Worlds, and lets you use a fetch land infinitely, meaning two landfall triggers per turn without needing any more lands: just one fetch and itself.
In the end, I mainly think you should add other fetches that are not in your colors, adding shock lands because they are good and can be searched for with the fetches, adding multicolor lands like City of Brass, and possibly adding the rest of the filter lands and pain lands! This may have been a bit confusing, sorry I'm in a rush, but either way hope it helps and have a great day!
3 weeks ago
Hey, good budget version of Omnath. Nice Sylvan Library :)
For around $25 you could make several budget improvements. Some budget staples in Commander for four colors to consider adding:
- Sol Ring: at TCGPlayer it's less than $3.
- Command Tower: it's less than $1.
- Arcane Signet: it's less than $3.
- Exotic Orchard
- Canopy Vista: it's less than $2.
- Cinder Glade: it's less than $1.
- Prairie Stream: it's less than $1.
Some budget cards for landfall to consider adding:
- Zendikar's Roil: repeatable 2/2 Elementals.
- Felidar Retreat: repeatable counters on all creatures you control including Omnath or repeatable 2/2 Cats.
- Risen Reef: can put a land onto the battlefield tapped or any other card into your hand and has good repeatable interaction with Elementals especially Zendikar's Roil and Omnath, Locus of Rage.
- Harrow: search for and put two basic lands onto the battlefield untapped.
- Springbloom Druid: search for and put two basic lands onto the battlefield tapped.
- Llanowar Scout: can play any land from your hand.
- Knight of the Reliquary: repeatable land tutor to search for any land and put it onto the battlefield.
- Growth Spiral
- Simic Growth Chamber
- Gruul Turf
- Selesnya Sanctuary
- Izzet Boilerworks
Land ramp that puts two lands onto the battlefield at the same time to trigger Omnath twice is helpful. Chamber, Turf, Sanctuary and Boilerworks are called Bounce lands and they can give you more chances to have lands in your hand to play to trigger landfall. They can also bounce themselves back to your hand which gives you at least one land drop each turn for landfall.
Omnath can benefit from some mana sinks to be able to consistently use the four mana he makes:
- Kessig Wolf Run: it's less than $1, repeatable trample and pump Omnath's power.
- Gavony Township: it's less than $1, repeatable counters for all creatures you control.
- Rogue's Passage: make Omnath unblockable to do Commander damage.
- Simic Ascendancy: repeatable counters and can be a win condition with counters only needing 20. Has very good interaction with Felidar Retreat and Gavony Township since these put a counter on each creature you control meaning each creature counts as putting one counter on Ascendancy.
- Wargate: Mystery Booster version is less than $2. Tutor for any permanent card and put it onto the battlefield.
If you're interested in these suggestions I offer more advice about cards to cut. Good luck with your deck.
1 month ago
No fetches with Wrenn and Six?? I think this deck gets much better when you start running 4x Bloodstained Mire, 2x Verdant Catacombs, and 2x Wooded Foothills. I'd recommend cutting City of Brass, Gemstone Mine, and Mana Confluence for more shocks and fetches. They're essentially flawless fixing if Rn6 is in play. And either way (even more so now than if you put in fetches), you've got a pretty painful mana base, why not 4x Death's Shadow rather than Spawn of Mayhem? It's just bigger, and now you've got this weird ponza/Rn6/Shadow deck that can feel a little better about Surgical Extraction in the sideboard and Noxious Revival to get back your stuff.
1 month ago
Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).
First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:
- Bloodstained Mire
- Canopy Vista
- Cavern of Souls
- Cinder Glade
- Command Tower
- Dragonskull Summit
- Drowned Catacomb
- Exotic Orchard
- Fabled Passage
- Flooded Strand
- Godless Shrine
- Haven of the Spirit Dragon
- Indatha Triome
- Ketria Triome
- Path of Ancestry
- Prairie Stream
- Reflecting Pool
- Sacred Foundry
- Savai Triome
- Scalding Tarn
- Smoldering Marsh
- Sunken Hollow
- Sunpetal Grove
- Unclaimed Territory
- Watery Grave
- Wooded Foothills
- Woodland Cemetery
- Zagoth Triome
- 1x Island
- 1x Plains
- 1x Swamp
- 3x Forest
- 6x Mountain
You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.
As for the rest of your cards, here's what I recommend cutting:
- Aether Vial
- Coat of Arms
- Crucible of Fire
- Deathbringer Regent
- Kilnmouth Dragon
- Kiora, Behemoth Beckoner
- Nicol Bolas
- Nicol Bolas, Dragon-God
- Ojutai, Soul of Winter
- Ryusei, the Falling Star
- Shared Animosity
- Supreme Verdict
- Ugin, the Spirit Dragon
- Utter End
And add in their places, assuming you're running 40 lands:
Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!