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Jedit's Hidden Path

Commander / EDH*

Ibendmycards


Criticism is greatly appreciated :)

One of my favorite ability in all of magic is landwalk. I think it is one of the coolest to build around and one of the most flavorful keywords in the game. It would stand to reason then that Jedit Ojanen of Efrava would be a good fit for me. Stack onto that I like big creatures and creatures that make tokens like grave titan and it almost seems perfect. Unfortunatly landwalk strategies don't have all that much support.

Forestwalking Tricks and Enablers

You may have noticed this deck only has 3 forests in it. This is to capitalize as much as possible off of Hidden Path while trying to minimize the downside if anyone else is running green. However we can't play forest-less if we want to make use of Yavimaya Dryad, and we want to have multiples so you don't draw all your forests before her. We also have all the other obvious enablers (Lush GrowthNylea's Presence). also Thelonite Monk which we can sacrafice the tokens Jedit makes to. Another synergy I thought was kinda cool is we can use Erhnam Djinn to give forestwalk to another person's creature which insensitives them to attack someone other than us because we wont have forests and we can even use it politically to help beat down someone else if they are a problem. Other than that I thought anthem effects like Gaea's Anthem would help pump up our unblockable army and that vigilance creatures and effects would help attack every turn while leaving up defence to maximize the usage of forestwalk.

Ramp

Finding proper ramp was fairly challenging considering most green ramp is either creatures that get caught in wraths (ie. Wrath of God) or cards that search your library for BASIC LANDS. I considered including wastes just for the purpose of including these card but decided that was a fools errand. So instead I tried to fit in many mana rocks that produced green mana to make up for the lack lands that do that like Moss Diamond. Also a few cards that find non basic lands slipped in. Realms Uncharted is probably the most notable.

Protection of Our Game Plan

Asceticism was considered but this deck is designed to make a fun play environment for me to play with my friends and I decided this card would be too annoying for my play group. However if you want to make this deck and think your friends will be better equipped to deal with it I highly suggest it. When looking for things to protect my game plan I noticed Stamina also helped with my vigilance game plan. Getting my general to hit on the first turn and protecting him from future spot removal made Lightning Greaves and Swiftfoot Boots too good not to run. Avoid Fate just seemed cool enough to run. I like novelty cards like green counterspells. Also protecting our commander is Broken Fall and its functional reprint Molting Skin. The only card that helps against wraths unfortunately is Heroic Intervention. So the deck will mostly try to re-cooperate from wraths through card draw.

Card Draw

Speaking of which Elemental Bond can draw us a card every time Jedit attacks if we have an anthem out already. More group hug effects are in the deck. Rites of Flourishing and Elemental Bond give both you and potential friends alike card draw because no one likes to run out of cards in commander. Like taking 8 damage every turn? Sylvan Library is the card for you! Although it isn't card draw in the literal sense, Lurking Predators does generate card advantage by giving you a way to generate threats without having to empty your hand. Harmonize and Hunter's Insight are cards that draws cards.

Answers

To me you're not really playing commander if you aren't running a way to deal with problematic creatures and other permanents in your deck. For this reason I added in Lignify, Song of the Dryads, and Utopia Vow. In terms of non creature problems Mold Shambler, Terastodon, Bramblecrush, and Beast Within can deal with anything.

WeaknessesDefinitely the biggest weakness of this deck is that it has no life gain despite being slow. That is one of the biggest things I would like to change. All damage opponents afflicting on you being permanent is never feels good. Other than that the deck doesn't go as wide as other go wide strategies such as a dedicated token deck. Combine this with the fact that we have no board clears and dealing with even a small army can be a big problem if you can't kill that person fast enough.

Conclusion

Jedit's Hidden Path is a commander deck where the goal is to be both fun and flavorful. It is currently a work in progress and I would like some input on the deck.Please be in depth on your reasoning for getting rid of a card or adding one.

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

34 - 0 Rares

32 - 0 Uncommons

29 - 0 Commons

Cards 100
Avg. CMC 3.51
Tokens Beast 3/3 G, Cat Warrior 2/2 G, Clue, Elephant 3-3 G, Plant 0/1 G, Spirit 1/1 C, The Monarch
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