Rumbling Baloth

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Rumbling Baloth

Creature — Beast

GoblinsBeatElves on Mono Green Devotion Mana Ramp

5 years ago

Ok, first of all, nice deck, I like the idea of it.

Second, I do have a concern about this. Rumbling Baloth is just an overall bad card. It’s just a 4/4 for 4, with two devotion. It’s a common for a reason. In terms of everything, Leatherback Baloth is better in just about every way.

Nemesis of Mortals doesn’t feel in place in a deck like this. It works best in a deck based on putting cards in the graveyard, and you might get a small bit of reduction, but not enough to make it full value. If you chose the above two cards in terms of devotion, two symbols isn’t enough to justify a spot in the deck. Vorapede, Gigantosaurus, and if you can afford some, Khalni Hydra, which are also decent for their mana cost. Good job with the other bits, though.

I tried to make a ramp deck with a devotion subtheme, feel free too check it out. Devotion To Ramping. It uses the Acolytes instead of Nykthos, and wants to ramp hard into big trampling threats.

radkins on

8 years ago

Have you considered some threshold creatures like Werebear in place of something like Rumbling Baloth or Sentinel Spider? They would act like Tarmogoyf in a lot of ways.

Frazzify on

8 years ago

Hiya!

Based on the cards in your deck, I'm assuming that you're operating under a pretty tight budget, so I'll try to keep my suggestions to under a dollar each.

Before I get to my card suggestions I have a few things to say:

  1. You should absolutely try to pick a solid direction for the deck. A consistent theme - whether that be Elf-tribal, ramping into big creatures/spells, flash tricks, etc. - will give the deck more synergy and power without necessarily raising the price tag. An important part of this would be to remove things like Rumbling Baloth and Elven Riders - creatures with either no abilities or ones which are not impactful. Another would be removing anything which has an ability which doesn't really synergize with what the rest of the deck is doing, such as Humbler of Mortals. In this case, it is a card which wants you to play enchantments, which otherwise isn't a theme of the deck, and also doesn't reward you particularly well for doing so.

  2. No matter how you build it, you will definitely want more lands. Try to aim for about 35-37 if you plan to play an Elf deck, and 37-39 if you want to play Flash-based or Ramp deck.

  3. The suggestions I make are not the end of the line. There are many more worthy cards to consider and I suggest you look into more cards based upon what I present.

  4. This post is probably going to be very long, so prepare yourself.

Yeva, Nature's Herald is a very interesting general, since it can be played in a way that is vastly different than other green decks. Flash is an incredibly powerful ability as it allows you to craft a game plan with as much information as possible and gives you the most options for how and when you want to act. With this in mind, the first section will be about cards meant to play well with her Flash-granting ability.

Since Yeva's ability allows you to play on other players turns, it makes good sense to look at adding creatures which have an effect on the board regardless of when they are cast. I would strongly suggest looking at cards with enters-the-battlefield abilities. By using creatures with ETBs in combination with Flash, your creatures become more like spells with bodies attached, and allow you to generate value over the course of a game. Attaching more of your spell effects to creatures also adds flexibility, as they can be cast anytime due to Yeva's ability.

Suggestions:

  1. Wood Elves

  2. Wolfbriar Elemental

  3. Acidic Slime

  4. Reclamation Sage

  5. Timbermare - This card is a hidden gem for this deck, as it's ability allows you to tap all of the creatures in play during an opponents turn, setting up a big attack for you later and/or stopping an opponents big attack in its tracks.

  6. Temur Sabertooth - This card is ridiculously powerful and flexible. It allows you to reuse ETBs, can save your creatures from both spot and mass removal, and can just be an indestructible blocker when you need to play defense.

If you intend to build Yeva as an Elf-Tribal deck, you're actually going to want to adhere to a similar philosophy as with the Flash version. First, I do want to mention that if you intend to build an Elf-Tribal deck, many of the cards which make those decks tick are not cheap, and as such the deck will be much more expensive to assemble. As before, you want as many of your spells to be attached to creatures as possible, except this time those creatures should be Elves. Anything that isn't an Elf itself or that doesn't syngerize with Elves should have to justify its inclusion pretty well, or else should be cut from the deck. Furthermore, cards which make your elves more formidable should be seriously considered.

Suggestions:

  1. Priest of Titania

  2. Elvish Archdruid - This on is seriously great. It pumps all of your elves and makes boatloads of mana.

  3. Immaculate Magistrate

  4. Hunting Triad

  5. Lys Alana Huntmaster - So... many... elves...

  6. Gempalm Strider

  7. Sylvan Messenger

  8. Timberwatch Elf

Now, onto the last section: card draw and finishers. You need to have some number of both of these if you want your deck to function properly and be viable, regardless of which direction you decide to take the deck. Card draw allows you to keep up with others, and often times overwhelm them with sheer amount of threats you are able to produce. Furthermore, when playing a creature deck, it's important to be able to rebuild after someone sweeps the board, and reliable card draw works to that end. Finishers are what allow your average or often undersized creatures to attack for huge amounts of damage and kill your opponents, or allow your creatures to sneak through unblocked. Without finishers, the game will often "stall out", with nobody able to kill anyone else. Unfortunately, some of the best finishers (read: Craterhoof Behemoth) are not exactly cheap, but that doesn't mean that there aren't powerful options available.

Suggestions:

Card drawing -

  1. Soul of the Harvest - Many reprints have made this very powerful card incredibly cheap. This will often be a linchpin the engine which keep the deck moving forward.

  2. Primordial Sage - See above.

  3. Harmonize

  4. Shamanic Revelation - You want to play a lot of creatures. This spell wants you to as well. This will not uncommonly draw upwards of five cards, which is pretty awesome.

Finishers -

  1. Overrun

  2. Overwhelming Stampede

  3. Triumph of the Hordes

  4. Bellowing Tanglewurm

  5. Siege Behemoth

  6. Thunderfoot Baloth

Hopefully all of this is helpful to you and provides some directions to explore with Yeva! I'll leave a link to my Yeva, Nature's Herald deck below. It's more of a Flash-style deck, and while it's operating under a very different budget, it may give you a better idea of what kind of cards would make for good inclusions into your deck.


Back That Flash Up

Commander / EDH Frazzify

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