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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- Archangel of Thune trampling a card with protection
- Buffing with silklash spider, vigor and akromas memorial.
- Effects of Jaya Ballard and Goblin Welder
- If I'm running a mono black and I play akroma's memorial, can I still target my own creatures with black spells?
- Protection and dual-color DFC interaction.
Creatures you control have flying, first strike, vigilance, trample, haste, protection from black, and protection from red. ((Remember the acronym debt.) Creatures you control can't be damaged, enchanted, equipped, blocked or targeted by anything black or red. Anything black or red attached to your creatures immediately falls off.)
1 month ago
Are there budget exclusions for this deck? Meta? General weaknesses you want to address? Was gonna recommend survival of the fittest, mana crpyt etc..... but dont wanna get ahead of myself.
Greater Good - The best card you can add to this deck, handsdown. Another user above suggested it but you did not reply to that card, please do not overlook as it allows you to recover from a wipe, prevent exile, prevent theft and is a discard outlet
Song of the Dryads - Not 100% needed, but nice to have. Good to use on mono red/black commanders as they usually lack enchantment removal. If you wanna be spicy, LD effects can be used in response to their enchantment removal (not necessarily yours even but other opponents/politics).
Sylvan Library - Not 100% needed, but helps set up draws, works well with topdeck effects and is draw in a pinch.
Bane of Progress - Given less than 10% of your deck is artifacts and enchantments, it might be worth considering. Meta dependent for sure, but most playgroups utilize a slew of artifacts.
Kozilek, Butcher of Truth - Not 100% needed, draw and removal. Also acts as a GY Shuffler (for better and worse).
Nissa's Pilgrimage - Albeit off curve, might be worth considering, potentially over cultivate/kodamas.
Life's Legacy - Similar to momentous fall but cheaper to cast but can't be used in response to removal. Also, folds to blue like momentous. Should you feel you need more draw, I would greatly recommend it.
Green Sun's Zenith - Tutor, very useful.
The Great Henge - Ramp, life gain and draw! Seems to synergize pretty well with the deck, don't sleep on it.
Selvala, Heart of the Wilds - Ramp and draw, very powerful.
Sakura-Tribe Elder - Creature form of rampant growth, definitely swap.
Elder Gargaroth - Versatile beater, I use him for draw and tokens mostly.
Nissa's pilgramige > Kodama's
Tooth and Nail > Shared summmons - For 4 more mana, u get a higher ceiling albeit a lower floor. The higher ceiling more than makes up for it
Primal Order - Dealing damage via non-basics is okay, but it costs a lot of mana and doesn't synergize with the rest of your deck. It also doesn't do much against mono colored decks. Lastly, you're limiting your own non-basics because of this card which I view as a mistake. Given you are mono colored, green at that, you have more flexibility than others to include non-basics in your mana base. Something like Yavimaya hollow for protection, ancient tomb for ramp and more...provide far more value than maybe hurting someone through non-basic land hate.
Apex Altisaur - It fights, its expensive removal. Too much IMO
Bellowing Tanglewurm - Not great evasion, given siege behemoth, I dont think you need the redundancy, do you often find yourself with creature stalemates?
Brooding Saurian - Meta inclusion? If you had more non-basics, Nylea's intervention and crop rotation would be MUCH better. Homeward Path could fix this while providing you with an additional card slow
Kozilek > Desolation twin - Same mana value, with removal draw and GY shuffle.
Elemental Bond > Garruk's Packleader - Cheaper to cast, less susceptible to removal. You have a lot of creatures, 1/4th of your deck. Cutting back 5 - 7 creatures would make your deck less likely to overextend into a wipe.
Spring-Leaf Avenger - 4 or 5 mana for a body and return 1 card, or you can get something like Seasons Past to recur several cards for 1-2 more mana and not reliant upon combat damage which is very helpful.
The Tarrasque - I'm on the fence about this card, seems cool but a bit costly. Why not just get another Eldrazi card like Ulamog Cease Hunger/Infinite Gyre. For 1-2 more mana, you get permanent removal and indestructible which is arguably better than ward
Topiary Stomper - Off curve for early game, low ceiling for late game, low floor. I dont see it's purpose here given green has better ramp. By replacing creatures that provide subpar effects for sorcerries/instant versions which provide a greater level of the effect, you can greatly increase the power and resilience of the deck.
Whiptongue Hydra - Is this a meta call?
Ulvenwald Oddity - I noticed you mentioned you use it as a haste outlet primarily. If that's the case, why not consider Concordant Crossroads or Akroma's Memorial? The former is cheap to cast but a double edged sword. The latter is more expensive but provides a myriad of benefits.
Looking forward to your response and thought process :)
2 months ago
Well, it really depends how you wanna go and win. There a lot of different ideas.
Adding tooth and nail will allow you to easily search for avenger + craterhoof.
Regal Force in place of craterhoof to draw a bunch (usually much safer than attempting to win on the spot via combat). Regal force really shines in a deck that makes more tokens. Aside from scute swarm, Greensleeves, Maro-Sorcerer works for making tokens upon lands entering in addition to Rampaging Baloths. Not even saying to add either of them, just giving you ideas of how you can play your deck.
Rude Awakening - While not incredibly powerful as other mono green cards, it acts as ramp with cradle, a wincon (swing lands) and a mana ritual. Without cradle, I wouldnt add it. Even if you had cradle, it isn't a sure thing. Just another idea.
Once you have an idea of how you want the deck to be built (Ex: Going tall with big creatures, going wide with small creatures, etc...), how you want to win, we can figure out the ramp draw and utility. You need to provide me/others with an idea how you want the deck to function as we can provide ideas that help you reach that goal. Otherwise, its just people like me giving suggestions which will probably help, but not be entirely synergistic with each other.
3 months ago
Grind / Dust i will definitely have to swap something out for Mirari's Wake, i debated some shapeshifters and some of them are quite good but it just doesnt feel on theme. Akroma's Memorial could be a good card to drop and just win, was also debating a copy of Triumph of the Hordes
Grind on Isla Nublar
3 months ago
Would you consider Mirari's Wake? Its great.
Also there are some cool dinosaurs you might not have considered: Mirror Entity, Realmwalker, Chameleon Collossus, and Taurean Mauler.
Also i feel like Odric, Lunarch Marshal or a Similar card might be worth running even if he isn't a dinosaur.
Finally any thoughts about Eldrazi Monument or Akroma's Memorial? Those can be good... Anyway cheers and have fun!!!
3 months ago
I would like to put Mindless Automaton into my Atraxa, Praetors' Voice EDH deck, because it could provide amazing card advantage in that deck, but I am not certain which card to remove in favor of it. My first choice was Abzan Falconer, since this deck already contains both Elspeth, Sun's Champion and Akroma's Memorial, but the redundancy there is good, and replacing the falconer with the automaton would increase the deck's average converted mana cost, so the next choice is Azor's Elocutors, since replacing that card would decrease the deck's average converted mana cost, and the elocutors would make me a target, since there is no way that my opponents shall allow it to survive. I did also consider replacing Otherworld Atlas with the automaton, but I would like to have both cards in the deck, for redundancy.
What does everyone else say about this? How can I put Mindless Automaton in my Atraxa deck?
4 months ago
Hey, thanks for all the upvotes at my decks.
Nice start for mono blue and interesting Commander who I don't see played much. You have 101 cards, Desolation Twin could be cut to make 100. It's a much worse Eldrazi then the others.
Your deck could be less price, it's not overpriced garbage, but you could cut the price in half and it would be just as good. Three of the most expensive price cards here are Blightsteel, Ulamog and Betrays, but without more protection, counterspells and some more haste these creatures can be subpar to cheat with Braids because they don't give you value unless they can attack. Each of these creatures is a must kill by opponents. If you don't get to attack the first turn you give your opponents an entire cycle of turns to find an answer which in multiplayer Commander is a lot time. Treasure Mage is another creature who can tutor for Blightsteel.
Consider some more lower mana cost hard counterspells such as Arcane Denial and some creatures who can protect such as Spellskite? Protecting Braids is not as important as protecting what you cheat onto the battlefield because opponents are getting value from Braids too. More one mana instant protection is helpful such as Stubborn Denial and Slip Out the Back which is phasing and it's powerful with Braids.
Swiftfoot Boots is a lesser Greaves, but still fine and wanted in blue that doesn't have haste options. Akroma's Memorial is more price, but it's a big artifact to cheat with Braids that helps to setup other big creatures since it gives haste as well as other attacking abilities. Might also want to play Tribute Mage because can tutor for Greaves.
If you play Blightsteel, Ulamog and Betrays also consider playing some big creatures who give you value without attacking such as Hullbreaker Horror and Tidespout Tyrant? Each are much less price and can pack a punch without attacking. With Braids you'll have mana open to cast spells after your upkeep, use this mana for protection while also getting value from each spell you cast.
Bounce the permanents that your opponents cheat with Braids because the first turns cycle opponents get to trigger Braids before you. Bounce your own clones to clone something else or them. Both of these creatures when you control two them can infinite combo with Sol Ring. Bounce your own creatures who draw to cast or cheat them to draw again. Bouncing Braids can be a smart strategy because sometimes you don't want to give opponents the upkeep trigger and maybe you don't need the trigger.
Phasing, when you can control when a creature phases out is a busted effect with Braids. Vanishing can repeatedly protect Braids if you need that or deny your opponents her trigger because of how phasing works, only phasing in at your untap step. With Vanishing you can phase out Braids at any time or after your upkeep trigger which skips all your opponents upkeeps. It also protects her from opponent's sorcery board wipes which are plentiful in multiplayer Commander. You don't have to phase out Braids, but having the option can be helpful and you can politic with it by letting one opponent have the upkeep trigger and skipping the rest.
A phased out creature also phases out all auras/equipment that's attached to it, Vanishing is protected from removal when Braids is phased out. Vodalian Illusionist can also repeatedly phase out Braids. Combine phase out with Teferi, Mage of Zhalfir to protect during your turn especially any hasty creatures you cheat with Braids. If you can get Teferi down before you cast Braids then you can flash Braids in before your upkeep to trigger her before your opponents.
Consider more draw especially from creatures such as Nezahal, Primal Tide or artifacts such as The Magic Mirror that Braids can cheat? Nezahal is Mystic Remora which is excellent in multiplayer Commander with a big body who can protect itself. With Mirror you can stack the upkeep triggers to draw before Braids trigger. Mulldrifter is a budget creature for draw who can also be easily cast and is a nice target to clone/create token or bounce.
Braids is a Wizard you could take advantage of some Wizard only effects such as Azami, Lady of Scrolls can repeatedly draw two cards by tapping her and Braids. Galecaster Colossus can repeatedly bounce two nonland permanents opponents cheated with Braids. Riptide Laboratory can repeatedly bounce Braids. Combine this effect with Teferi, Mage of Zhalfir to deny your opponents Braids triggers by flash cast her at last opponent's end step and then after your upkeep bounce her with Riptide. Teferi is also a Wizard.
Vedalken AEthermage can Wizardcycle to get any Wizard including Orvar, the All-Form who does count as a Wizard while in your library/hand/graveyard. Vodalian Illusionist is also a Wizard. Wizard's Retort is Counterspell with Braids.
I like the secondary strategy of cloning your own or opponents permanents and/or gaining control of your opponents permanents that they cheat with Braids. You could expand on this strategy with Agent of Treachery, who is more price, but he can gain control of any permanent. He's also not legendary making him an excellent clone/create token target since the more of him you have the easier to control three permanents you don't own to then repeatedly draw. He's a good target to bounce because you don't lose the permanent you gained control of. Clever Impersonator can clone any nonland permanent.
Instants with buyback that target such as Mind Games and Capsize are good with Orvar, the All-Form to repeatedly trigger it. Capsize can be a win condition when you create infinite blue mana which mono blue is quite good at doing. If you want go this route you wouldn't have to add very many cards. In fact Orvar + Peregrine Drake + any buyback instant that targets is a combo for infinite blue mana from Islands as well as infinite Drake tokens as a potential win condition.
Consider more ramp? You're playing a lot of high CMC spells that you're counting on Braids to cheat them, but if you don't control Braids then more ramp could help to cast these spells. More ramp can also help to be able to cast Braids and have mana up for instant interaction the turn you play her.
High Tide is a favorite of mono blue since it's only one mana and playing so many Islands. Caged Sun with or without Braids can help to repeatedly cast almost any spell. Combine Tide/Sun with a draw spell such as Pull from Tomorrow or Blue Sun's Zenith to draw a lot of cards at instant speed, giving you a lot of options of permanents to cheat with Braids.
Good luck with your deck.
4 months ago
I highly suggest Everflowing Chalice be mainboard. It's a 2 drop mana rock when you need it to be, and free sacrifice fodder when you don't. Since you're going for a heavy artifact focus, I highly suggest Akroma's Memorial, Contagion Engine, Triplicate Titan, and Mycosynth Lattice (which wins with Scrap Mastery, Nevinyrral's Disk, and Vandalblast, as well as Karn, the Great Creator if you add him, and is also very powerful with Karn, Silver Golem, Dockside Extortionist, Goblin Welder, Darksteel Forge, and Treasure Nabber).
6 months ago
Last (probably) big update till new commander comes out. Swapped out Kodama's Reach for a Selesnya Signet I have a lower concentration of basics and an extra rock just seemed good. also swapped Mosswort Bridge for Bala Ged Sanctuary Flip getting a random free elephant most of the time isn't as worth of a land that can sometimes be recursion, Karn's Bastion was cut for another forest, after playing it a few games, tapping to proliferate just never felt worth the cost and I'd rather just have another colored source in my lands. Fortified Village was cut for Ondu Skyruins Flip as being the worst dual land, deemed having an emergency wrath is just more necessary. Return of the Wildspeaker swapped in for Shamanic Revelation on average I end up with 1 or 2 bigger creatures vs the 6 or 7 creatures I'd need for revelation to draw the same rate + the instant speed over sorcery is nice and random overrun is eh but cool to have if ever needed. Akroma's Will was put in place of Akroma's Memorial having basically the same effects at instant speed (+ a 7th instant speed mass protection) is basically the same as a clunky artifact as when you cast it you're usually swinging for lethal that turn anyways instead of risking a potential blowout if they have a Shatter effect. and lastly Call of the Herd came out (i know sad, but found the elephant token spells just aren't worth it as they've slowly been cut out over time) for Harsh Mercy a Janky on flavor board wipe that leaves my board in tact.
also slowly been foiling out all the cards in the deck that CAN be foiled cause shiny thing invoke terror ~