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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Snow Land — Mountain Plains
(: Gain or .)
Alpine Meadow enters the battlefield tapped.
1 month ago
Updating to Alpine Meadow was a great call for Wild Nacatl being 3/3 on turn 2 with the right draw and came up quite a bit and with a forest in play ambusher surprised haste goblins on return attacks. I tried putting a plains and mountain alone but the cursed draws would give me those and no forests to power the deck from behind. Evolving Wilds is the cheap way to thin the deck and either Sol Talisman or Mox Tantalite work well by turn 3 to get an advantage without tapping out for artifacts of the same power. I was trying Gift of the Gargantuan but the rate of not drawing land wasn't working well and being stuffed with creatures I couldn't afford to play wasn't working as well as Kodama's Reach.
Anyways, a fun deck. Comments are welcome!!
4 months ago
I got my first Meekstone from a store's binder, one that probably hadn't been looked through in an age, that was ~20 years ago now. Even when I didn't really understand the game particularly well, I could see that it had potential. It's a tough card to sneak into decks, but it's a good card to make people's eyes jump out when it hits the table. People tend to remember 'remove this 1 drop or your deck won't work' cards!
The Aura Payoffs are meant to be used in combination with tutors that find Auras for me and mostly the two Auras that can be bounced and recast for WW or RR, Crown of Flames and Flickering Ward, each recast will trigger my various payoffs. I'm not 100% that this is consistent enough, but it feels good when it works, paying RR or WW to draw a card and buff my whole board isn't a bad Commander ability. I have the 2 that cost 1WW and 1RR to do the same, but those feel WILDLY worse, not sure if they'll both stay in.
For the land tutors, technically anything that can find a non-basic Plains can also find me a Mountain Plains like Sacred Foundry (which I intend to add) and Alpine Meadow, but it is a valid concern, I might want to look at more ways to find a Mountain. Still, that's all of 2 of them in the deck, because WotC doesn't like printing Enemy Duals with basic land types it seems.
Haha, yes, the deck is trying to do too many things, that made it really, really hard to get the deck down to 100 cards. It's not really 'done' yet I feel, so it's good to get some feedback. I suspect some of those relatively weak White creature tutors might work, I have a lot of small creatures that I like to get out. If I could fit in more card draw I'd probably solve the main issue that I have, which is running out of cards if I can't set up a draw engine. Some of your suggestions will probably help, thanks for your input!
5 months ago
This was an idea I wanted to try for a little while now; A tri-color checkland.
Mountain Fang Peak
Mountain Fang Peak enters the battlefield tapped unless you control two or more lands of the following types: Island, Mountain or Plains.
: Add , or .
And if all you control is an Alpine Meadow, no Mountain Fang Peak will not ETB untapped. While you do have two subtypes, you need two different permanents. Alpine is just one permanent, ergo ETB tapped.
It bothered me that we have Jade Orb of Dragonkind as well as the blue and red ones, but not the white and black ones. I'd like to think that white would gain you life equal to that Dragon's power and black would have an opponent ̶d̶i̶s̶c̶a̶r̶d̶ ̶a̶ ̶c̶a̶r̶d̶ mill cards.
Quartz Orb of Dragonkind
: Add . When you spend this mana to cast a Dragon spell, you gain life equal to its power when it enters the battlefield.
Onyx Orb of Dragonkind
: Add . When you spend this mana to cast a Dragon spell, target opponent mills five cards.
Rineraz, the Covetous
Legendary Creature - Elder Dragon
Flying, Ward X where X is the number of nontoken artifacts you control.
Rineraz, the Covetous can only be cast by mana produced by artifact sources you control.
When Rineraz, the Covetous enters the battlefield, gain control of target artifact each opponent controls until Rineraz leaves the battlefield or you lose control of him. Untap those artifacts, they gain haste until end of turn. If you lose control of Rineraz, the player who gained control of him also gains control of all artifacts you control but do not own.
(He is an 8/8 because I recognize not only how difficult it will be to cast him only using artifacts, but that it will become increasingly more difficult with commander tax - and a simple bounce or artifact wrath shuts him down, entirely.)
Are there any "unfinished sets" or other ideas that have bothered you, that should have been finished or changed? If so, here's your chance to correct / amend it or them.
6 months ago
Add: - Raiyuu, Storm's Edge - Swords to Plowshares - Lion Sash - Lizard Blades - Komainu Battle Armor - Rabbit Battery - Alpine Meadow - Rugged Prairie - Arid Mesa - Needleverge Pathway Flip - Sacred Foundry - Command Tower - Great Furnace - Reliquary Tower - Inventors' Fair - Eiganjo, Seat of the Empire
8 months ago
- out: Snowfield Sinkhole, Sulfurous Mire, Alpine Meadow, Cryptic Caves, Canyon Slough, Smoldering Marsh
- in: Legion Vanguard, Universal Automaton, Duskborne Skymarcher, Martyr of Dusk
8 months ago
See, the problem with specifically me suggesting cuts is that you and I seem to have much different playstyles. I am not big on Planeswalkers and like to keep my mana curve super low to the ground, especially with a mana hungry commander like Marath. I can tell you about objectively strong cards for your mana base though, and I tried to just do that.
If I were pressed and had to make suggestions; for just the first four sorceries I would say both 6-mana Ajanis, a basic Forest, and a basic Plains. For all 12 of my suggestions and in descending order from first card cut to last so that you can take any number and have my suggestions for cuts:
Many of these other cuts are also ramp, but that is because your Land+Ramp number is pretty close to what I like after cutting the two Ajanis. Going with sorceries and artifacts will protect you a little better from sweepers since your mana base will be able to survive a Wrath of God and you would be more likely to be able to recover. The artifacts will still leave you weak to Austere Command, but you are less likely to be collateral damage.
8 months ago
Temple of Abandon, Temple of Plenty, Temple of Triumph, Brushland, Battlefield Forge, Karplusan Forest, Cragcrown Pathway Flip, Needleverge Pathway Flip, Branchloft Pathway Flip could all fit into your manabase. I know you have a budget of about $5 per card, and i believe most of them other then Brushland are at or below that range.
I can see how heavily your deck is weighted toward green, but my instinct is that you have a lot of enter tapped lands that don't do anything when they enter tapped. Temples could at least provide 2 colors and scry you a card, but things like Grasslands don't thin out your deck enough to be worth losing a turn.
My recommendation is to cut 3 forests, Grasslands, Mountain Valley, Aether Hub, Alpine Meadow, Arctic Treeline, Highland Forest for the 3 temples, 3 pain and 3 pathways. With new caperna dropping, you can also cut a forest for Jetmir's Garden when its released.
Apologies for the wall of text, I hope it helps.
10 months ago
Hey, good start, nice Atla Dino version.
When you start to make modifications consider adding more low CMC noncreature ramp? Arcane Signet, Fellwar Stone, Farseek. The Farseek suggestion goes with some budget land upgrade suggestions: Cinder Glade, Canopy Vista and Alpine Meadow. These lands have two different basic land types which can be searched for by Farseek. When land ramp can get a dual land instead of basic land(s), that helps color fixing.
Quartzwood Crasher is one of the best Dinos since it can create an army of Dinos with trample by itself because it has trample and it's $2. Of course if you have more creatures who have trample then Quartzwood becomes much better esepcially with Ghalta, Primal Hunger. Garruk's Uprising gives all creatures you control trample and it also can be repeatable draw since each time a Dino ETB or Dino token that's created that's 4 or more power you draw a card. Uprising is just plain good with Dinos because most of them have 4 or more power.
With Mirror Entity more effects to give Atla a +1/+1 counter are helpful and you can get more just from budget lands: Tyrite Sanctum, Opal Palace, Forge of Heroes. Sanctum is best of these three because it can be repeatable and you don't have to cast Atla with it. When Sanctum has made Atla a God it can be saced to make Atla indestructible which is really helpful against the majority of board wipes and targeted removal. High Market is a land sac outlet. Crop Rotation can instant tutor for one of these lands, put it onto the battlefield or sac a basic land to get Command Tower.
Fanatical Devotion is more protection for Atla and it's a sac outlet for Eggs.
Good luck with your deck.