Aura Shards

Enchantment

Whenever a creature enters the battlefield under your control, you may destroy target artifact or enchantment.

Apollo_Paladin on Party in the forest!

1 month ago

Long post, sorry -- but hopefully some insights to help you out here. At very least some stuff to mull over & consider:

When I first started playing many, many moons ago - yes a straight 60 card build was by far the most optimal.

Anymore though, there's so many ways to ramp and draw cards for each color in Legacy that if your deck can reliably draw at least a few extra cards per game, you may not be out of place with slightly more. Consider also that while there are loads of new draw options, Draw actually works against you somewhat if you're playing against a mill deck (these are fairly common in most playgroups, not sure about yours specifically). You don't want to be clutching to a 60-card build counting on drawing tons of cards only to find yourself at a real mill disadvantage.

Aiming for 60 cards is good I'd say, but most of my decks anymore end up slightly over as well. So long as you're not going 10, 15, 20 cards over the 60 card minimum, I don't think there's a ton of danger here.

As far as what to remove...well there's stuff I'd definitely change out as time/cash flow allows. That little Avacyn's Pilgrim and Llanowar Elves should just be another copy of Gilded Goose for this build imo; as not only can you achieve the same effect off the Goose, but it plays into your token-creation synergy as well much, much better. Also, the Geese will turn all of your other Food-creation into (effectively) double treasure tokens (not just those they create themselves) -- this will help you get your higher mana cost combo cards into play sooner if you're able to use some of your early food for Mana along with your Treasures rather than just eating it for life.

Kind of the same deal with Birds of Paradise -- you should drop both of these, the Llanowars, and the lonely pilgrim and just run 4x Gilded Goose. That'd save you 2 card slots at least.

Secure the Wastes is definitely the more solid option later on in the game, but all the more reason you would want to save these until you've got more mana to pump into them off Lands/Creatures. Stuff like Raise the Alarm is a very useful 2-mana drop that isn't wasting something that could be more of a finisher later on with all your doubling stuff out. These early blockers can help you avoid eating Food early on for Life, and won't force you to block with your Geese to avoid a creature that's, say, pumped up for a turn. They also scale well if drawn late-game in conjunction with your doubling stuff. Again, not as insanely as Secure the Wastes, but more cards with that effect overall I think would play very well here.

Aura Shards is certainly awesome under the right circumstances, but I think this is more of a Sideboard addition. There are plenty of deck types which would be either completely or mostly immune to this -- and at 3 Mana to cast, you'd better be sure you're going to be using it during the game -- else you'd have been better off just taking them out and drawing something else in their place. You could probably remove a couple of these and simply add them to the Sideboard to use on a case-by-case basis. I don't think you'd even necessarily need to "swap" anything for them. 2 extra cards isn't game-breakingly bad to your ratio. Though, maybe having actually played the deck you have a better idea on this & can maybe save some card slots here too by swapping them in/out after all.

Otherwise, looks pretty solid to me. Without building it and playing it myself I can't really say for sure one way or another how best to optimize your existing combo cards. Anyways -- good luck!

AstroAA on How do you build Karametra?

2 months ago

I used to run a Karametra, God of Harvests combo deck ages ago when Paradox Engine was legal. I updated it last summer, but it's still kind of mediocre and I would definitely redo it again if I had any interest in the deck. Regardless, if you're interested - my decklist is here:


[EDH][PRIMER] Karametra's Garden of Eden

Commander / EDH* AstroAA

SCORE: 10 | 9 COMMENTS | 1737 VIEWS | IN 4 FOLDERS


I did not go with the landfall mechanic as I'm not particularly a fan of it outside of Lotus Cobra. IMO she's best built abusing ETB triggers with cards like Aluren and Cloudstone Curio.

Cards like Whitemane Lion, Kor Skyfisher, and Emancipation Angel are absolutely phenomenal in Karametra. They bounce themselves, allowing you to play them again and get more lands. With Aluren out, you can get every single Forest/Plains out of your deck in a single turn.

Cards like Wall of Blossoms and Wall of Omens are great with Aluren + Cloudstone Curio because you could essentially draw your entire deck in one go. Albeit you'd need to be careful and specify how far you should go with this otherwise you'd deck yourself, but that's beyond the point - still a powerful draw effect.

With Aluren, Cards like Sandsteppe Outcast and Hanged Executioner are awesome for getting an arbitrarily large number of tokens, as the token on the ETB effect can bounce the creature that generated it with Cloudstone Curio. This can pay out in several different ways - mainly infinite mana with Ashnod's Altar and/or Phyrexian Altar through sacing the token, and infinite damage/winning the game on the spot with Blasting Station and sacing the token. You could also create infinite tokens with Oketra's Monument and any of the self-bounce creatures if you just have Aluren out.

I also really liked cards like Reveillark, Renegade Rallier, Destiny Spinner, Eternal Witness, Aura Shards, Bygone Bishop, Temur Sabertooth, and Rhonas's Monument.

Personally, if you wanted to play a straight-up ETB combo deck, I think Trostani, Selesnya's Voice is a better general due to having far easier access to using Aetherflux Reservoir, (generate a ton of life with Aluren + Whitemane Lion, shoot people with the Death Star). Karametra, God of Harvests is nice for land filtering, but you only run so many lands in the deck she becomes kind of useless later on in the game - hence why I've kind of lost interest in her. In addition, what TypicalTimmy said is very true - if you rush out to an early lead in lands with her, you often become a target. IF you wanted to build Karametra, God of Harvests still, I would highly recommend going combo and including a myriad of methods to win - such as combat damage, Walking Ballista combos, and Blasting Station combos.

ClockworkSwordfish on Reaper King ETB Abuse

2 months ago

Looks very solid, and I like this creative build for piloting Reaper King.

If you really want to double down on making use of your critters popping into play, you might want to find room for Aura Shards and Qasali Slingers. There are never any shortage of mana rocks or funky engine cards in a given game, I find, so they should free up Reaper King's destroy-target-permanent triggers for other, harder to get at targets.

I'd also highly recommend Maskwood Nexus, as the ability to make everyone trigger all of your tribal-matters effects (as well as the ability to put a scarecrow token into play each turn!) can really make for ridiculous plays. It's a strong enough effect you might want to find room for Arcane Adaptation while you're at it.

If you do go that route, then it would probably be easy to justify Harmonic Prodigy as another way to double 187 abilities. Why not go all-in, right?

The other thing that surprised me is that if you're all about banking on comes-into-play abilities, you're mostly missing out on the easiest way to reuse them: flicker effects! Ghostway, Eerie Interlude and Semester's End all let you reuse all of your CIP abilities while dodging board wipes and other removal. Might be handy to have against more control-oriented decks!

ClockworkSwordfish on People are the Biggest Monsters

3 months ago

The deck looks very solid - it's smart that you included so many ways to spread indestructibility around, since board wipes are basically the only answer to a deck that builds up this many fearsome creatures! That said, there are a few card slots that I'm more... skeptical of. Possibly there's an opportunity to tighten these spots up!

Demystify is something of a, well, mystifying choice. It gets the job done, but even for the exact same mana cost there are a number of strictly superior options, including Erase, Wax / Wane and Light of Hope. For your build in particular, you might prefer something like Sundering Growth for the added effect and ability to nail artifacts as well. Since you're running very few ways to deal with artifacts, finding room for options like Nature's Claim, Sylvan Reclamation and Aura Shards is probably worthwhile!

The card advantage and lifegain of Camaraderie is great, but since you're aiming to grow such a buff army, you might find you often get more life from Shamanic Revelation, which even costs one mana less! The only advantage of Camaraderie is really the +1/+1 which feels pretty minor at six mana.

One other choice I was curious about was Mentor of the Meek. Normally he's great card advantage for a white deck, but seeing as your commander quickly gives all of your creatures a big static boost, it might quickly be the case that you never have a creature with power 2 or less coming into play, even if they're a 1/1 token. Do you find this ever backfires, or Kyler is active rarely enough that it doesn't often overlap?

To support your strategy, a few other cards that might be a good fit in this build come to mind. It's a little slow and clunky, but Hydra's Growth might be a great way to achieve truly ludicrous size on Kyler. Deftblade Elite is a super versatile one-drop that can do it all: help your other creatures get past blockers, or hold off a deadly attacker indefinitely. Thanks to the boosts your commander is handing out, though, it's conceivable that the Elite could quickly get big enough to kill off a utility creature every turn thanks to Provoke, too! Mother of Runes is also a superb one-drop that is great for protecting your commander from any unwanted interactions.

Last_Laugh on Attack someone else Plz

3 months ago

Loyal Apprentice is a stud here. Spirit Mantle/Spirit en-Dal are great ways to get any creature into the redzone. Aura Shards is amazing and at $5-6 it's the most reasonable price you'll find it for.

I also suggest more card draw options like Rites of Flourishing, Lifecrafter's Bestiary, Jared Carthalion, True Heir, Selvala, Explorer Returned, Runic Armasaur, Subira, Tulzidi Caravanner, and Welcoming Vampire... they're all good budget options. Toski, Bearer of Secrets and Ohran Frostfang are at the top end of your budget but are worth their weight in gold here.

Feel free to check out my list for more ideas. It's definitely not budget overall but it has plenty of stuff under 10 bucks. Upvotes on any of my decks are appreciated. Marisi the Pimp - (Combat) Trickin' Hoes

Asgeren on Mega Soreass

4 months ago

Love dinosaur tribal <3 Aura Shards would be very good in this deck, and not toxic since this is not a token deck ;)

GangstaFranksta on Heroes of the Weatherlight

4 months ago

I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.

I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.

These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.

There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.

Real quick, I notice the deck doesn't have much draw. Consider adding something like Beast Whisperer or more expensively Mangara, the Diplomat.

Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.

Hope this helped!

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