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|Commander 2017 (C17)||Rare|
|Oath of the Gatewatch (OGW)||Rare|
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Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced. (The types of mana are white, blue, black, red, green and colourless.)
Whenever you cast a creature spell, draw a card.
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Zendikar Resurgent Discussion
4 days ago
See how I used these cards in...
Commander / EDH
SCORE: 2 | 1 COMMENT | 37 VIEWS | IN 1 FOLDER
4 days ago
I have quite a lot of fun with The Druken Enraged and I rarely see people get so annoyed at a commander. The most important cards in the deck are Zendikar Resurgent, Ranging Raptors, and Mirari's Wake. Mana is really important with Marath... Other than that it is just looking to abuse enrage triggers, winning is more of a side effect in that it may or may not happen as you giggle dumping 20 mana into Pyrohemia.
Honestly I have a lot of fun with all my decks but I think that one frustrates other people the most. Should I Pretend This Or That? is a close second on frustration.
4 days ago
Since you have a bunch of creatures with low CMC, maybe putting in Zendikar Resurgent would be pretty great for card draw.
5 days ago
Very cool list. A lot of people go heavy eldrazi with Jodah, but your list has got many more unique, high cost, cards. I'd swap Body Double for something like Progenitor Mimic since you have the colors and the ramp, then cut the counterspells for Cultivate, Kodama's Reach, Explosive Vegetation, and/or some other land grab cards so you can fix your mana to always have once or twice (Also, I personally am not a big fan of counterspells in commander). Prismatic Geoscope and Zendikar Resurgent would also help out with the mana base. The Ezuri's Predation and any Nicol Bolas Planeswalker would be great to add in later on. As a new player to commander, you may also consider some more boardwipes (such as Merciless Eviction and some versatile removal like Legacy Weapon, Anguished Unmaking, Utter End; no matter your deck, there is always a time when you wish you had a boardwipe). Good luck!!
5 days ago
From your description in the EDH forum thread it sounds like your group isn't playing enough mass disruption to break up board states. Your commander is indestructible, less than a fifth of your deck is creatures and only half of them really matter beyond ETBs, you're set up to play wrath heavy. Wrath of God, Austere Command, Winds of Rath, Day of Judgment, and Rout are crazy efficient in multiplayer. In you have enough answers to spot-exile/disenchant problem targets that you don't need to crack yourself with more broad/powerful wipes like Hour of Devastation or Hallowed Burial.
I know wraths are scary when you're coming from another format, but this is multiplayer against decks built to go long and you control when/if you play them. Quarantine Field would cost to hit a single target for each of 3 players, Wrath hits every single one of their creatures for half that and gets around shroud/hexproof.
Beyond that, here's some suggestions for threats and cuts. There's a lot so I'll hold back on justifying them unless asked.
- Summer Bloom < Explore - A card like this needs to replace itself with a draw. Chance of Summer Bloom being a dead/inefficient draw at any given point in the game is too high
- Zendikar Resurgent < Mirari's Wake - You don't have many cast triggers for creatures, tokens will benefit from the buff
- Awakening < Brave the Sands / Radiant Destiny / Sight of the Scalelords - Better that your creatures just have vigilance than giving everyone on the table a free Seedborn Muse
- Oath of the Ancient Wood < Ancestral Mask / Ethereal Armor
- Restock < Greenwarden of Murasa / Eternal Witness / Praetor's Counsel
- Rampant Growth < Kodama's Reach / Cultivate / Nature's Lore / Three Visits - The first two are coveted for giving you two cards for one, if you wanna stay with the lower CMC the latter two can hit Savannah, Canopy Vista, or Temple Garden if you ever pick one up
- Nyx-Fleece Ram
- Helix Pinnacle - Cute, but a complete dead draw in terms of impact on board state, and impotent in a vacuum. You can win for less than = 101, and yes that includes an optimal situation with mana doubles and effects like Awakening
- Kismet / Blind Obedience - You've said they're filler, which they pretty much are if you aren't building around them
- Words of Wilding / Words of Worship - You're way too concerned about decking out. If the cards you're drawing are less helpful than a 2/2 or 5 life you need to cut those cards
That's a lot of words, I hope you find some of them helpful!
1 week ago
Here's a list of cards to add and remove. I wouldn't add all of them, but here are some good options.
Deathgreeter Dragonlord Silumgar
Karametra, God of Harvests
Phenax, God of Deception
Sword of Light and Shadow
Dromoka, the Eternal
Mikaeus, the Unhallowed
Juniper Order Ranger
Elesh Norn, Grand Cenobite
City of Solitude
Birds of Paradise
1 week ago
Zendikar Resurgent helps with mana a great deal, you would be surprised how it can help you cast dinos and give you draws.
Etali, Primal Storm is great advantage once you get to swing with it. Being able to trigger it once is enough imo. lol.
I have a really stretched combo here with a single-target dino, I don't rely on this happening everytime, but I almost had all the pieces once. Frilled Deathspitter + Cacophodon + Pyrohemia + Heroic Intervention + any permanent that taps for red mana = spit everyone to death. :D
I hope I was able to give you ideas with this commander. It's one of my favorites. :D
1 week ago
I like the inclusion of Pyrohemia, it's a card I've overlooked, but is also has so much value in a Dinosaur deck. Hunting Grounds is ridiculously good too. Other things like Descendants' Path and Zendikar Resurgent are just great inclusions. The latter is a little pricey mana-wise (I'd prefer to spend the mana on Dinosaurs or Gishath), but good. Descendants' Path might even be able to replace Etali, Primal Storm entirely and leave another space for you to think about.
I think my first suggestion would be to remove Ravages of War, because frankly that is too dangerous of a card in this sort of deck that can't work reliably without lands (I know, I've considered Armageddon myself before realizing). Maybe it'd work with a couple of cards that bring lands back to the field afterward?
I think I'd also take a look at replacing some of the single-target effects of the Dinosaurs and of the non-creature spells. They work better in single-player, non-singleton formats, and some of them, like Needletooth Raptor, are to frail to survive multiple rounds of Enrage (without buffs). Of course they might be better in EDH than I give them credit for, but I'd err on the side of caution.
Overall I like the double-combat phases and just plain explosive win conditions of the deck. Looks like a ton of fun!