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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
4 days ago
I notice a few issues.
This does solve mana screw, but it removes a large aspect of luck from the game, and I think with that you lose some strategy too.
In Inscryption (which I'm assuming this is based off of, if not ignore this) your currency is Treasures, forcing you to sacrifice squirrels to play things, instead of lands that stick around. Currency systems almost never transfer well from one game to another.
It does nothing to stop decks already running all wastes. It might be better if you got Gunk from Gunk Slug instead.
This is a big change, so I don't know yet how it would work without playtesting it, but I'm assuming it will not turn out great.
3 months ago
The +1/+1 counter theme mixed with the token theme looks good on paper but I think it's bad in practice. Although I haven't played this against people yet, doing shuffle and hand tests felt clunky and some cards wouldn't have much value when it came time to play them. So I took much of the +1/+1 counter theme out and replaced it with ramp (or cards that draw me lands) and a few threatening cards that are just cheaper but possibly better.
4 months ago
Gods Willing would be a better choice than almost any of your pump. You also need more card selection, I would include things like Opt and Abundant Harvest. Mana leak seems bad in this style deck because you are looking to drag the he out long and the chances of them being able to pay for it become higher the longer the game goes, Counterspell is only like 5¢ more and is good no matter what point in the game you play it. Also if you are willing to spend like $10 more adding some number of cheep fixing (like Glacial Fortress,Temple of Plenty, Canopy Vista) would make it so much easier to cast your spells.
6 months ago
I've found that having that +3 +4 +5 from Primal Bellow and Blanchwood Armor sinergizes nicely with Dungrove Elder; they are also a nice pump to have against -something/-something in case i don't happen to have a vines to keep a Talara's Battalion down Harrow is also another way to put down Talara's Battalion on turn 3. Always loved the fact that you put lands untapped. Tried to use Cultivate but it's definitely not the same - lmk what i could change it for!
Fog has been a recent addition that i actually have not tested yet (but wanted to post the latest "version" of the deck here), so i could ditch it. i was running 3x Sylvan Caryatid but found them kinda useless both as defense and/or for mana.
Basically, i have run 3x Sylvan Caryatid instead of 3x Silhana Ledgewalker and 1 extra of Rancor Vines of Vastwood and Primal Bellow instead of the 3x Fog. Also a single Fertile Ground for an Abundant Harvest but i feel like the second ones are more useful and flexible. Found that often i have extra Rancor in my hand and that feels meh but agreen Fog might be on the useless side.
What would you change those cards for instead?
8 months ago
Well, there's also Elvish Reclaimer that could serve as a turn 1 play, since it would help to get out Urborg, Tomb of Yawgmoth early. There's also Oath of Nissa which doesn't really feed the graveyard, but it does let you place one in your hand. Grisly Salvage isn't quite 1 CMC, but it does what you are looking for. Abundant Harvest is another option for an early play as well.
8 months ago
Yeah, I’ve considered it, but I tend to like Ancient Stirrings a little more in this shell. The main reason is I have diverse land and nonland categories which could be broken into further subcategories, of which I’m usually looking for something specific (Bounce land, finisher creature, extra land creature, amulet, answer/hate).
For example, with the stirrings I can pick a bounce land if that’s what I need. With Abundant Harvest, I’m stuck with whatever land I turn up first. It feels more like gambling, and I’m not much of a gambler.
8 months ago
Abundant Harvest has been dope if you're looking for a similar effect
9 months ago
To be specific, there are a few steps to casting a spell (taken from Rule 601.2). There are some nitty-gritty bits, but here are the main steps:
- Announce you are casting the spell, and move it onto the stack.
- If it has multiple modes (such as Silverquill Command) choose the mode or modes you will use. Also announce whether you're casting it for an alternate cost, and if you will be paying any additional costs (such as kicker).
- Announce all of the targets for the spell.
- Check if the spell can be legally cast this way (all targets must be legal, choices made are valid, etc). If not, take the whole spell back.
- Determine the total cost you'll have to pay.
- Pay the cost(s) of the spell.
- The spell is now cast. You get priority.
So as Omniscience says, you select targets, choose modes, and decide whether to kick it when you cast the spell, before players get priority again. Everyone knows what the spell will be doing before they have to respond to it. The exceptions are things like Abundant Harvest, where you can wait to decide land or nonland until it starts resolving.