|Commander / EDH||Legal|
Printings View all
|Zendikar Expeditions (EXP)||Mythic Rare|
|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
, 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.
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Wooded Foothills Discussion
4 hours ago
Thanks! Those are all good lands, but right now I'm aiming for Godless Shrine, Breeding Pool, Bloodstained Mire, Wooded Foothills, and the rest of the check lands. I had the fetches and shocks for a bit and had very few mana troubles, but I had to trade them to get Legacy cards.
2 days ago
While I think this is a very interesting build and a creative take on Zoo, I playtested the deck and found often that it had a hard time keeping up.
The deck has 20 creatures which makes it very hard to go on the beatdown plan. Even if you manage to play a creature, it may get killed by removal, and at that point it's unlikely you have another creature in your hand to play with the 20 creatures in the deck. This low creature count also causes the problems of Blossoming Defense and Unflinching Courage often being dead draws for they will not be able to target anything. This is what happened when I playtested this deck.
In addition, only 12 creatures of those 20 are 2 CMC or under. This makes it very unlikely to stick even one of them for a long amount of time, and in a deck where your plan is to go wide FAST, this is also a problem. The other 8 creatures of which are 4 ofs (or in the case of the Ghor Clan, a pump, which is a dead draw if you don't have creatures or less than 4 lands) are tough to cast in a 20 land deck. It is very likely to miss a land drop in the first 3-5 turns, which will make the 4 drops a turn 5 or 6 play usually; too slow for an aggro deck.
What I did like about the deck was the Manamorphose. Essentially cuts down the size of the deck and makes it easier to find your threats.
My suggestions: Definitely up the creature count to 30 or 32. I would not go the full 4 of of Qasali Pridemage, at least main deck. Maybe if you still want all 4, a 2-2 split or even a 1-3 split in the main and side would be a lot better and give you room for creatures like Voice of Resurgence (should be a 4 of in this deck). Scavenging Ooze would also play very nicely in this deck. Maybe a Shalai in the sideboard for matchups heavy in removal. A Gavony Township in the main would be nice for late game. Having some mana ramp with Birds of Paradise and/or Noble Hierarch would help you flood the board super quick.
Hope I helped man, and feel free to message me if you want any more advice!
3 days ago
Sure thing. Sorry that took a while:
- Woolly Razorback: too expensive, not good
- Hindering Light: not good
- Remove Soul: not good
- Render Silent: too expensive, hard to cast
- Rewind: you don't wanna leave 4 mana open
- Chromatic Lantern: fixes all your mana, so it will be destroyed right away
- Cultivate: not good
- Skyshroud Claim: too late
- Condemn: not good
- Disenchant: claim is better
- Shield Wall: calculate mana cost/toughness boost. a 2 toughness per mana boost is good, anything wose should just stick or do something(like Call to Glory or Glorious Anthem, and even these are kind of bad.)
- Steadfastness: see shield wall
- Disallow: trickbind is better imho
- Pongify: leaves a 3/3
- Mana Leak: can be useless
- Dispel : very narrow for a deck like yours. I'd prefer Autumn's Veil or Heroic Intervention. adding the latter.
- Reality Shift: exile is awesome
- Noble Hierarch: mana dorks
- Elvish Mystic
- Llanowar Elves
- Fyndhorn Elves
- Arbor Elf
- Birds of Paradise
- Wild Growth
- Selesnya Signet: mana rocks
- Azorius Signet
- Simic Signet
- Mystical Tutor: finds everything
- Nature's Claim
- Echoing Truth
- Muddle the Mixture: finds a lot of really crucial cards and doubles down as an emergency counter
- Sylvan Library: too good not to run, even without paying life, fetches make this great. maybe also consider Mirri's Guile
Mana base(33 is enough at this average cmc):
- Tropical Island
- Arid Mesa
- Flooded Strand
- Marsh Flats
- Misty Rainforest
- Polluted Delta
- Scalding Tarn
- Verdant Catacombs
- Windswept Heath
- Wooded Foothills
- Horizon Canopy
- Reflecting Pool
- Adarkar Wastes
- Yavimaya Coast
- Ancient Tomb
- Nimbus Maze
- Strip Mine: Maze of Ith so you always wanna have one of these four sooner or later during a game.
- Ghost Quarter
- Tectonic Edge
- 3 Forest
- 3 Plains
- 4 Island
That's what I'd do and then playtest it and go tweaking. Hope that helps and also that it wasn't too brutal. For real tweaking please add a list of decks you play against or how a normal game looks like(amount of combo decks, creature decks, control decks per game). You do run lot's of creature spot removal, but I let that in, since you might need it.
4 days ago
Something I've seen Mono Green Devotion players do is play a number of Stomping Ground/Wooded Foothills in their mainboard so they can have access to Blood Moon in their sideboard for control, 3+ color decks, Tron, etc... It's very effective and usually catches people off guard when they see it.
This might come off as weird to you but I would play 4x Voyaging Satyr over the Noble Hierarchs. Sure, Noble gives you exalted and ramps you 1 mana, but Voyaging interacts with your lands/Utopia Sprawls and multiplies the amount of mana you produce. Not to mention it'll save you $320. :D
5 days ago
I understand how powerful The Ur-Dragon is, but I would argue that Scion of the Ur-Dragon may be a better commander for what you want to do. Scion can actively put as many dragons as possible into the graveyard so that you can return them all to the battlefield with Primevals' Glorious Rebirth. Other effects like this are Patriarch's Bidding and Living Death. Granted, I understand The Ur-Dragon allows you to draw cards which you have very little card draw in the deck, so there is that. The new Sarkhan, Fireblood can help ramp into dragons, as well as some card draw, so that may be something to consider putting in here as well.
I'm not sure what your budget is, but your land base could use some help. Fetches like Bloodstained Mire, Wooded Foothills, ect can help you fix your colors with shocklands like Blood Crypt and Stomping Ground. We'll be going back to ravnica so hopefully shocks will decrease in price. If those are outside of your price range, maybe look into a card called Amulet of Vigor so that your lands will enter untapped. Otherwise, you will have an EXTREMELY slow deck. Dragons are already a little slow, but even more so with all of those tapped lands.
6 days ago
I'll give you props for trying to pull off a unique combo, but I can't say I find the combo to be any good.
It takes 4 cards to go off. Two of those cards, (Amulet of Vigor and Perilous Forays), does nothing on their own, and a do nothing 5-drop is really bad. In addtion you also need an 8-drop, (Omnath, Locus of Rage), and a land drop to go off with the combo.
Still, I'll give you a like for making a very unique combo deck.
I've got a bit of advice for you, though.
Lurking Predators Is really, really, bad in this deck. You only have 7 creature's in the entire deck, and 3 of those are 1-drops. I guess being able to scry is nice, but it's not even close to being worth 6 mana.
Zendikar Resurgent Is actually even worse than Lurking Predators. You don't need to double your mana when you can cast it, so that ability is worthless, and you, again, only have 7 creatures so it's second ability is probably only going to draw you are single card throughout a game.
You absolutely don't need 40 lands. 25-ish should be perfectly fine.
If you want to make a "playable" deck that supports this combo, I suggest getting Thragtusk / Obstinate Baloth as a midrage way to survive the earlygame. More ramp / mana dork cards that you currently do, I would suggest Birds of Paradise and Khalni Heart Expedition. Courser of Kruphix, and Tireless Tracker as they're basically the reason you would even want to play this type of deck to begin with. Lands like Gruul Turf to make better use of Amulet of Vigor, and Wooded Foothills to thing your deck, shuffle your deck, and get more triggers.
If you want a good R/G deck in modern that's based on lands. I suggest R/G Scapeshift. I think it's a super boring deck, but it's good.
1 week ago
Hey, I made one of these populate decks!
A few questions:
First Question: How is this aggro?
I mean you run no 1 drops, and your fastest kill is turn 5, and that isn't super likely.
Second Question: Why 4 Temple Gardens
With Wooded Foothills or Flooded Strands, you only need 2-3 Temple Gardens for required fixing, and Horizon Canopy deserves a spot or two in this list. Also the Grove of the Guardians will never really see play unless you are in the midrange mirror against Abzan or something. Maybe sideboard them, run some Horizon Canopy, drop a Temple Garden drop in another Fetchland, call your landbase a day.
Third Question: Why no dorks?
The best plays of populate lists are turn one Noble Hierarch curving into turn two Wayfaring Temple, into turn three 2xCall of the Conclave (One one Call of the Conclave and one Selesnya Charm on 2/2 token), swinging for 5 with Wayfaring Temple (4 creatures+exalted trigger), then copy a Call of the Conclave, turn 4 drop a few creatures (dorks, tokens, whatever), swing for 15, win turn 4. You can also achieve this with a hand of Intangible Virtues.
Fourth (And Final) Question: Why do you run Trostani, Selesnya's Voice?
Against Combo, or aggro, you are dead before you untap with her, against control, she will die before then, or won't resolve. To be honest, the same is true for Advent of the Wurm. With dorks, it woul be possible to untap with them, but since you don't run any they appear useless. Wilt-Leaf Liege has a similar problem, but I actually like him, because if you swing the turn you drop him, he doesn't need to untap to win a game. Otherwise I find him pretty bad, and would drop him for Dryad Militants that at least stop storm, TurboFog, or Snapcaster Mage, along with Life from the Loam, and a handful of readily played modern staples. Druid's Deliverance actually falls into this category of "cards that won't matter in modern", but I'd be lying if there wouldn't be a deck that could use it, Turbo-Fog (which is not this deck, and Turbo-Fog is normally trash).
2 weeks ago
I mean, I don't see how this is stax, I see some very good cards, like Gamble, Imperial Recruiter, and Enlightened Tutor, but in terms of prison/stax, you only run about 6 cards: Thalia, Heretic Cathar, Ghostly Prison, Linvala, Keeper of Silence, Aura of Silence, Blind Obedience, and Cataclysm.
I'd suggest you drop the cards like Bruse Tarl, Boorish Herder and Elesh Norn, Grand Cenobite for much more powerful stax cards. Also I'd think running some more tutors for Helm of the Host (the instant win) would be useful.
Other cards I'd suggest you run:
Thalia, Guardian of Thraben - hurts storm builds and greedy manabases more than your deck.
Ruination - You run enough basics that a 3-4 colored deck will crumble.
Armageddon - Aurelia, the Warleader makes this thing basically a win, as you can probably beat face enough to kill one person before they rebuild, whilst rebuilding on your own. At that point with a couple more stax cards you might be able to drop your opponents all together. Use Ravages of War as well if you can afford one.
Crucible of Worlds - With a lot of land-destruction, or fetchlands, this card gives you constant land drops, allowing you to rebuild like nothing ever happened a few turns after an Armageddon or Cataclysm. Acts as a half Sun Titan in some cases. Strip Mine/Wasteland make it really good too.
World Queller - this card is godly. It can be used as land destruction every turn, and with a Sun Titan or Crucible of Worlds, you might not notice it's effect, but can name planeswalkers while you have none to get rid of a pesky Ugin/Karn/Nicol Bolas. It can of course remove pesky artifacts or enchantments, and still beat face a bit.
Trinisphere - This deck has a pretty high CMC, so this card might barely affect it. It will totally hurt the elf player, the storm player, and any other low-cmc player.
Aven Mindcensor - This doesn't affect you, but hurts your opponents fetch lands, tutors, or any other searches.
Luminarch Ascension - Acts as a powerful alternate win condition if you lock out you opponents.
Magus of the Moon - If you run enough basic lands, this card won't affect you very much, because of the artifact mana you have. Other decks may crumble to it.
Otherwise I'd only suggest you run some more rocks (Mox Diamond/Chrome Mox/Mana Crypt and all of the legal fetchlands like Windswept Heath, Marsh Flats, Flooded Strand, Bloodstained Mire, Wooded Foothills, Scalding Tarn)
Cards to drop for this stuff:
Argentum Armor, Extraplanar Lens, Loxodon Warhammer, Mask of Memory, Sword of War and Peace, Tenza, Godo's Maul, Elspeth, Knight-Errant, Puresteel Paladin, Gisela, Blade of Goldnight, Elesh Norn, Grand Cenobite, Bruse Tarl, Boorish Herder, Balefire Liege, Avacyn, Angel of Hope, Archangel of Tithes, Angelic Arbiter, 2-3 lands.
Otherwise, it terms of lands, drop Sunhome, Fortress of the Legion, Temple of the False God, Boros Garrison, Emeria, The Sky Ruin, Opal Palace, Rogue's Passage, Clifftop Retreat, and some basic mountains, add the remaining 6 fetchlands, and that should be about it!