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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Azusa, Lost but Seeking
Legendary Creature — Human Monk
You may play two additional lands on each of your turns.
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4 weeks ago
Well, if you're getting lands onto the battlefield as a main strategy anyways, packing a few large spells that are known closers (Torment of Hailfire and Expropriate come to mind, but you definitely don't have to use those exact cards, since they're expensive, but you get the idea) are a solid backup. Landfall-type strategies is another natural fit, with Scute Swarm, Avenger of Zendikar and Field of the Dead as example closers.
The biggest trick with gates is that they're nonbasic, so a lot of the traditional ramp and landfall-enabling, like fetchlands, doesn't work on them. So I feel the deck would be leaning heavily into drawing a lot of cards (something all three of your colors are really good at), and then getting extra land drops per turn with Azusa, Lost but Seeking- effects. You could even lean into self-mill (which black and blue excell at), and then recur lands with World Shaper, Ramunap Excavator, and Splendid Reclamation. That, however, is risky again from the graveyard-removal angle.
Some of the other posters mentioned a voltron angle for the commander, and I definitely see that as a possibility too! I just wanted to lay out some other options.
1 month ago
I think that's an easy budget also I think landfall is the strongest strategy to go with. Also the most budget if you exclude fetch lands. Most of your budget will be lost in the Azusa, Lost but Seeking Type cards. But alot of the landfall payoff cards are budget. And throwing in all the cascade cards to go with the commander will make it more budget because most cascade cards are cheap. I like Averna, the Chaos Bloom
1 month ago
You have a lot of lands for a deck that doesn't seem to care about landfall very much. Rampaging Baloths, Tatyova, and Avenger of Zendikar are powerful, yes, but there isn't enough support for those effects. As ramp ends to be played in the first half of the game, those sorceries will likely not be triggering those abilities. If you want to lean into the lands more, consider adding effects like Azusa, Lost but Seeking and Aesi, Tyrant of Gyre Strait and more landfall cards. The flicker spells are good, and I would recommend adding a layer of redundancy with cards like Conjurer's Closet. You have a ton of ways to draw, which is excellent, though the general lack of control magic is concerning. Because Yarok works best with creature ETB effects, it can often be dealt with in the turn that it is cast. Flicker spells can be used to get around that, but it's preferable to use those spells to replicate triggers rather than save your commander.
Overall, this deck looks like a good toolkit that doesn't yet have a unified direction. To plug myself, I have my own Yarok brew with ETB time.
1 month ago
The problem with Neoform here is the general lack of good 2cmc creatures to sacrifice. I would recommend against running either Lotus Cobra Tangled Florahedron Flip, as while they accelerate mana, they don't accelerate your landbase, which is what you actually care about. While paying 4 mana to Summoner's Pact may seem daunting, it's actually not really an issue - as with sufficient ramp you'll easily be able to pay for it and the Swarm. Its a staple of Prime Titan decks for a good reason.
Never go over 60 cards. The current cards I think are questionable/droppable are:
Vastwood Surge, Eureka Moment, Migratory Greathorn and Quandrix Cultivator: 3-or-4 mana is a lot for this kind of effect, and generally quite slow. By the time you have the mana to cast these, you should be already at a point of not needing them. Aim for the cheaper ramp I'd suggested. In addition to what I'd suggest above, Sakura-Tribe Elder is stronger than all these cards, and a good potential replacement.
Prosperous Innkeeper, Lotus Cobra, Tangled Florahedron Flip: Your goal should be putting a lot of lands into play quickly, not just making a lot of mana. Mana on its own doesn't actually help you get anywhere, as your Swarm needs land drops, and a lot of existing lands in play.
Mana Leak feels like a sideboard card at-best. I'm not sure it works particularly well here, especially as by the time your engine is running, your opponent might also have enough lands to pay the cost.
If I were building this list with budget in-mind, it'd probably look something like:
1 month ago
your description states you need to “wait around for a scute swarm”. That’s not at all ideal, especially if this card is countered/killed. You need ways to fetch for it so that you can reliably play it. Summoner's Pact could be good for this. The alternative option is to have a playset of a second wincon.
waiting until turn 5 to start enacting your plan is waaay too long. In a lot of modern games the victor is mostly decided by this stage. I suggest you include more ways to dump lands down fast - notably Growth Spiral, Arboreal Grazer, Explore, and Azusa, Lost but Seeking. Also, you need to ensure that you’re running enough lands to make all your land drops… i think 26 is too low here. Current Prime-Titan decks are running 33, and i’d suggest you’d want to get to at least 30-31 at a minimum.
2 months ago
Victory's Herald is kind of meh and overcosted for it's effect, as Cathars' Crusade does the same thing as many times a turn as it can, whereas Victory's Herald can only do it once. Replace it with like a Birds of Paradise or something like that to help both your curve and ramp.
While I do like Wayward Swordtooth, I'm not sure it does you much good here as I prefer it as a redundancy card. If you wanted a 1:1 replacement and are looking specifically for land-based ramp cards, Azusa, Lost but Seeking is infinitely better, and Wayward Swordtooth should only ever be ran in land-based decks that are wanting additional land plays per turn, such as a general that revolves around lands like Titania, Protector of Argoth. However, I would personally recommend cutting lands as 37 is a bit much, especially for a green/white deck. I'd recommend cutting down to around 34, but in place of those three lands I'd add in cheap creatures that still try and deal with your gameplan, like Fertilid, Incubation Druid, or Esper Sentinel.
2 months ago
Unless I'm missing something about how this deck is supposed to play, you're running way too many lands here. Your typical commander deck has probably between 34-40 lands. My Lord Windgrace landfall deck (in which the lands are extremely important) only runs 42. The upside of this fact though is that it takes away some of what is the most painful part of tweaking my decks: deciding what to cut. You need to cut a bunch of forests. Also, I'm not sure why you're running Mirror Gallery. It doesn't look like you're trying to copy any legendaries
You could probably consider swapping one of them out for Nykthos, Shrine to Nyx. This is a great mono-colored commander land.
Getting a bunch of extra land drops in a turn is great with stuff like Azusa, Lost but Seeking and Exploration, but unless you're able to draw extra cards to replace those lands, you're just gonna wind up with an empty hand and hoping for something good from your top deck. Cultivator Colossus is a great way to dump some lands onto the battlefield and keep your hand full in doing so.
Cultivate is a great way to dig some lands out of your library, and there's other good spells that do similar things. Harrow, Kodama's Reach, Three Visits, and Nature's Lore among others can help you ramp up and thin lands out of your library. You may want to include some more of these types of spells.
Personally, I like to include some redundant effects along with my commander. Omnath can help you pile up mana, sure, but you'll lose it all if he gets zapped. Horizon Stone can help hedge your bets in case something happens to your commander.
There's lots of Nissa planeswalkers that interact nicely with your lands, most notably Nissa, Who Shakes the World. You should definitely look into some of those.
Lastly, given what Omnath can do and since you're clearly looking to produce absurd amounts of mana, it kinda looks like you're lacking a real payoff for all that production/retention. You need some outlets into which to sink all that mana so that you can close out the game. Finale of Devastation is a pretty popular one in these types of decks. You might also want to consider Helix Pinnacle as a surprise alternate win-con if you're sitting on a pile of 100 or more mana. Not to mention, being mono-green, there's tons of enormous and expensive creatures with devastating effects (I'm looking at you, Craterhoof Behemoth) you can run as well.
I hope this is helpful, I'd say you've probably got about 20 slots to replace forests with stuff that's more fun than basic lands. You say this is your first EDH deck, so in case you were unaware, EDHREC is a great resource for ideas while brewing your decks. Good luck!