
Combos Browse all Suggest
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 |
Freeform | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Adventure Awaits
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.






slvstrChung on
I AM the Senate
9 months ago
I love this idea. I also love that, having read so many of your decks by now, I was able to predict exactly what I would find simply by reading the title and then looking at the card list. I had no idea there were so many less-than-$1 repeatable Proliferate sources!
My first thought was similar to Lando's: that Green would be helpful. But my main reason was to Rampant Growth our way to the Senate faster. You've got a lot of cards that help after the Elocutors are on the table, but the fact that I have to wait until Turn 6 to start firing off... Well, you've seen my decks and you know I love me my microbudget brews, but I've been able to hit wincon by Turn 4 in a lot of places. Also, while I'm not sure how much Repeatable Proliferate there is in Green, I think this deck is at least plausible in Simic.
My other thought was that I'd want some sort of fetch spell to find the Elocutors, and a lot of those come in Green (Adventure Awaits, Feral Encounter, Commune with Nature, Incubation / Incongruity, Lead the Stampede, Seek the Wilds). Of course, with a full playset, maybe I don't need this spell too often.
wallisface on
Gond Guard GW
3 years ago
Very interesting brew! My only suggestion would be to replace Adventure Awaits with some more 1-mana mana dorks, as your curve is quite weighted towards 3 mana, you want to be able to start making impactful actions asap.
H-E-N-R-Y on
Chatterfang
3 years ago
I like where you're going with this. You've got some key pieces and some cool synergy that really feels like it would be fun to play!
While I was looking over your decklist I noticed that you have a lot of really good cards in here, and I feel like you could focus your card draw a little more to really step up the momentum of your deck. I've got a few swaps I think would help the momentum of your deck:
Jalum Tome for Mind's Eye
These are all just ideas and the deck is already pretty fun without them!
Keep up the good work, -H-E-N-R-Y
Chasmolinker on
Jund
3 years ago
Deck list looks a little Highlander-ish. I would suggest focusing your threats and adding more disruption/removal. I've also got a $250 list that performs really well if you feel like checking it out. I used energy to get around the 3-color fixing needed. But in any event.... It just seems like you've got a bunch of different ideas going at once.
If you want a toolbox style build, Eldritch Evolution can be a nice card as well as Adventure Awaits. That way you can hopefully find the creature you need to deal with the current situation.
A flexible discard spell is Agonizing Remorse since it can hit their gy if they have nothing good in hand. It also works better late game when they are in top deck mode.
onover on
Pummel - Verb: Strike Repeatedly
4 years ago
Thanks for the suggestions rjife! I don't really have the budget for a full play-set of Collected Company . Would Adventure Awaits still be fine? And what should I change out? I most certainly added in Ghor-Clan Rampager.
twechsler on
Insane ramp idea - please help
4 years ago
TheVectornaut yea I agree that the two Adventure Awaits would be my first choice of things to cut. Originally I only had 4x Overgrowth 4x Utopia Sprawl but was suggested to put more enchantments in there for consistency which is why I added 3x Fertile Ground . Without those 5 cards tho I added two Toralf, God of Fury Flip Soul of the Harvest and two Fierce Empath . I may switch out soul for toski because I already have one. I was thinking maybe of taking out one time of need for a primal surge to limit the number of sorceries. Also I really like Greenwarden of Murasa so maybe adding one of him instead of emrakul because that was kind of in there as a joke anyways. Only thing that concerns me is that fierce empath doesn't have too many creatures to pull out so maybe ill pick up a Pathrazer of Ulamog for cheap. Also I switched out the two spinners with two Prowling Serpopard because I already have them. Later on if I wanted to get two shushers I feel like they would be better to ensure the enchantments resolve. Unfortunately, my friend does run counterspells cancels, and a whole lot of those kinds of cards. let me know what you think of these changes.
TheVectornaut on
Insane ramp idea - please help
4 years ago
Whether Vexing Shusher is better than Destiny Spinner or Prowling Serpopard is largely dependent on what cards you need to get past counterspells and how early you expect your opponents to have counters prepared. In a deck with only a single copy of Primal Surge , it was really important for me to stop sorceries from being countered or it'd sort of be game over. I even included Greenwarden of Murasa as a backup plan since the deck really wants to Surge at all costs. Stopping sorcery counters is something only the Shusher can do out of those 3 cards. If, on the other hand, I was mostly concerned with creatures and enchantments being successfully resolved, The Spinner would probably be sufficient while coming with a bonus activated ability. This assumes that you aren't seeing counterspells on turn 2 though. In that case, you'd obviously prefer that the counter-blocker is itself counter-proof.
If you do decide to add Primal Surge , I would try to limit the number of instants and sorceries you have. Having some is totally fine if they're important for the deck, but every additional non-permanent slightly raises the chance that you're spending 10 mana to do nothing on a Surge. Adventure Awaits is definitely the card I'd cut first since it's not even necessary in the world where you're already drawing a lot of cards off of your creatures' abilities. Next, I think I'd scale back the number of enchant land auras. Most decks I've seen running an Arbor Elf package seem to run 4 enchantments at the highest levels of play and about 8 at the casual level. My deck runs 4, but Nykthos, Shrine to Nyx is essentially acting as another 4 for a total of 8. Stacking too many will get you more mana than is necessary and makes it all the more painful if and when your lands get destroyed. Otherwise, it's hard to say what else I'd cut. I don't think that highly of Heroes' Bane when compared to Primordial Hydra here since it requires another card to gift it trample, but even that seems fine for budget. You'll have to let me know how Kiora, Behemoth Beckoner performs if you decide to pick her up. I can see her being a bundled Garruk's Packleader and Kiora's Follower that I could swap Magus of the Candelabra for. I'm always wary of planeswalkers with no + abilities and haven't had the chance to see if she can prove me wrong.
twechsler on
Insane ramp idea - please help
4 years ago
Yea I just saw that when I included them in the sideboard. I probably still want at least grothma though for the drawing ability. I do like silvos but there's already so many other great creatures that are indestructible so I don't find it as essential. I doubt my friends want to be picky about the modern thing but in any case, I think toski still has similar benefits to grothma. The only thing concerning me now is that if I add grothma, toski, and two toralf I am clueless as to what to get rid of besides emrakul. Only other thing I am thinking is maybe the Adventure Awaits . Still, they can give more options to get the right creatures for a given scenario. The only non legendary creatures are Destiny Spinner , Heroes' Bane , and Seedborn Muse and the untap creature cards.