Combos Browse all Suggest
- Abundance + Aluren + Glimpse of Nature
- Abundance + Admonition Angel + Kiora, the Crashing Wave
- Abundance + Season of Growth + Summoner's Pact
- Abundance + Horn of Greed
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
DreadKhan on Pariah's Stompy Gruul Deck
1 week ago
I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).
Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.
Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.
Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.
Hope some of this is helpful, Gruul stompy decks are a lot of fun!
Crow-Umbra on Sacrificial Symposium [Primer]
1 month ago
Thank you Poly_raptor! I'm still getting play-test reps in to get a feel for consistency and all that. Definitely feels strong to say the least. I've played aristocrats decks before, so am more familiar with those elements of the deck. This is my 2nd attempt at something Landfall related, after making a concept build for Thalia and The Gitrog Monster
In regards to the combos, I'm trying to find that sweet spot of them requiring about 3 cards to be streamlined enough to reliably pull off, but not super busted that my friends can't interact with them. I also want to make sure they're not super convoluted for me to remember and assemble haha.
In regards to Abundance, I think it could definitely have a place in a deck like this. I imagine most Zimone and Dina lists will be running additional draw engines that explicitly state "draw a card", so having 1 that doesn't state it won't really hurt. Also, I think her first ability trigger might be more of a focus for decks that will care more about life gain & life loss. Abundance def seems like it will be helpful for keeping Landfall triggers humming, and to dig for those 3 bounce lands for combo enabling.
Living Plane seems like it has a lot of fun potential, but is definitely out of my price range hahaha. I think Field of the Dead will likely be part of some future upgrades for my list as I continue to refine it. For now Curse of the Restless Dead is kinda like my budget alternative, since I can enchant myself with it lol.
Poly_raptor on Sacrificial Symposium [Primer]
1 month ago
Nice build, I’m working on a similar one.
What are your thoughts on Abundance, the downside is you lose the card draw as it says put into hand but it does let you get the land to out into play if you have none in hand.
I must say i like the kodama combos, I hadnt thought of that. Ive gone for more of a combo around Living Plane effects with Intruder Alarm and Field of the Dead
+1 form me :)
DreadKhan on The Golem
2 months ago
In budget decks I always want a Transmogrifying Wand, removal tends to help budget decks a lot more than higher power decks because it's usually harder for a budget deck to just 'go over the top' and win via brute force. GW is really, really good at removing stuff, it's a specialty of both colours at this point.
A few things I use in my Selesnya deck, which is also interested in tokens, might fit in here. Gigantomancer is a lot of mana to get out, but all buffs stack with 7/7 base p/t. Harmonious Archon is an unbelievably good card in a deck that can go reasonably wide, it makes everyone equal, meaning anything that gets even +0/+1 is suddenly terrifying, same with First Strike. Keeper of Fables is a big dumb version of Toski, Bearer of Secrets, but Toski is very much not budget. Soltari Visionary is a weird old card that can remove an enchantment each time it gets in for damage, and most people don't run any Shadows. Hour of Reckoning might work if most people don't run many tokens in your area. Shamanic Revelation is better in decks that don't have very big creatures but tend to have lots, Return of the Wildspeaker and it's ilk are better if you have a very tall creature. Abundance is great in budget decks where you might struggle to find enough card draw, it gets you more consistent value for each draw. Felidar Retreat might be a bit pricey, but getting a free +1/+1 counter on each creature matters more in a deck with tokens. Similarly, Idol of Oblivion isn't super cheap but it's a strong effect with token generation.
If you like Myriad Landscape, Blighted Woodland also exists, ramp on a land is really sweet, even if it's not the most efficient ramp (it enters untapped). Devout Witness is repeatable removal vs artifacts and enchantments.
There is an old cycle in Selesnya that's really useful in some cases, most of them are budget but the odd one is pricier (though not very). They all work on the principle that you give an opponent back cards from their graveyard to get access to a really strong effect. I've had good results with Spurnmage Advocate, Pulsemage Advocate and Nullmage Advocate, but take a look if you've got a few minutes. They're all from the Judgement set iirc, but some got reprints. One fun thing you can do with these is target something someone else was planning to reanimate/dredge with, there are a decent number of Magic cards that people play in EDH that they want/need in their graveyard.
Hope some of this is relevant/these aren't outside your budget! Good luck and have fun!
Lup3rcal on A blight on the land - The Gitrog Monster
3 months ago
Things I might consider cutting:
Oblivion Crown - discard is nice but this one breaks as soon as the creature on it does - too flimsy.
Elvish Spirit Guide and Dark Ritual - let you do some pop off things if you draw the nuts, but unless you're winning with them I think they're not worth the card slot. Sure you can potentially turn two Gitrog, but unless you're set on that bucket list item, these wouldn't make the cut for me.
Putrid Imp - of your creature discard pieces, this one is the worst: no inherent upside for discard and can't even chump after you hit threshold. (I'm also squinting at Olivia's Dragoon; it's never going to contest anything important in the air so same concerns)
Riftsweeper - a glorified grizzly bear. It assuages the fear of losing a cool card to exile, but that card goes back to the library so you dont gain any card advantage from it. Unless your deck simply cannot function without one of the 99, riftsweeper doesnt help you win
Diabolic Intent and Ashnod's Altar - I don't see much in the way of token generation / reanimation, so these sac effects don't get great value IMO. yes, you can recycle a mana dork, but you may need those dorks to chump, and both cards are dead if your board has been damaged.
Triumph of the Hordes - similar to above, I don't see enough creatures/power in here for the payoff. You could pump the shit out of a Noose Constrictor, but Tainted Strike does the same at cheaper and instant speed. Arguably it lets the eldrazi titans one shot people but trust me, if you're swinging with those you're already winning.
Aetherflux Reservoir - doesn't seem useful outside of the citadel. Maybe you have more infinite combos turning this into a wincon, but I dont see them. But, I would be curious to see this playtested. Expect it to draw some aggro even if you're playing it "fairly".
Treasured Find - actually not awful, just curious why this over Eternal Witness or a similar dork
And suggested additions:
Abundance - let's you do the sick play of putting ALL LANDS IN YOUR DECK into your graveyard with the frog and a discard outlet then you have pure gas, and can reanimate the lands in any number of ways
World Shaper - no love for the land reanimator?
awesomedude20 on Sekki, Ghost Piñata
4 months ago
AHH Abundance is beautiful I can't believe I forgot about that! Definitely finding a spot to throw that in, since missing a land drop is like... fatal in this lmao
But alrighty cool, thanks for the feedback again, helps a ton!
Hi_diddly_ho_neighbor on Sekki, Ghost Piñata
4 months ago
My bad, I didn't realize you wanted more card draw pre-Sekki. Looking at your list you already have about 13 card draw sources, 9 of which don't appear to be too reliant of Sekki. That's actually a pretty good number, but I you still want more then green has other options:
Harmonize is still great here. It's not a flashy card, but it's straightforward and efficient.
Regal Behemoth could be interesting since it introduces Monarch into the game. It also doubles your mana which helps cast Sekki. I feel like Monarch could advance your game plan both pre and post Sekki. Before hand it's just a card draw source that can get your opponents fighting amongst themselves. Afterwards, if you have a giant Sekki in play, your opponent with the Monarch has to think hard about taking a big hit and giving you card draw, or blocking Sekki and giving you spirits.
Abundance isn't card draw, but it is very good card selection. Lifecrafter's Bestiary is another along those lines.
Sword of Fire and Ice and the new Sword of Forge and Frontier from ONE are also decent card advantage sources. These are nice too since you can equip them to other creatures for early value and then move them onto Sekki for added protection/buffs once it is in play. Though be aware that the latter sword is a non-bo with your green enchantments.
Good luck! I really like this idea you have going here.
Catpocolypse on The Island Awakened
6 months ago
Profet93 Shorter reply just because I don't think a reply the length of my prior ones is necessary here.
Song of the Dryads isn't a replacement for Beast Within imo, but a situation where I run both of them, I'm just not sure what to cut fit Song of the Dryads.
The PWs are not a staple part of the list, in fact they were cards that I spotted in at the very beginning and have been just good enough to avoid getting cut. Not anymore however, as cutting Wrenn and Seven for Abundance instead of cutting World Shaper. Thoughts?
That being said, there's really not a viable reason to run Doubling Season over Parallel Lives, especially when the main reason for the effect is the tokens, not the counters.
Angel of Jubilation: I didn't realize it cut off fetches, but it's also not a card that is ever going to pop up in my playgroup.
Nykthos, Shrine to Nyx is a card I had in the original concept of the deck, but got cut later as it didn't fit the sac/recursion theme I was building around, especially with the elemental tokens, or any other tokens for that matter, not counting towards the devotion as they don't have green pips.
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