Bayou

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Tiny Leaders Legal
Vintage Legal

Bayou

Land — Swamp Forest

(: Gain or .)

DreadKhan on Meren Reanimator

3 weeks ago

I agree on Sakura Tribe Elder being good, but I think most of the others are not as good as you think, and in my experience few hands are better than when you have a 'Steve', a creature similar to Sakura Tribe Elder. I feel like there aren't many things non-competitive Meren can be doing early game that are better than using a Steve to ramp Meren out, at which point she can reanimate them. The creatures I mentioned are all different in that they each will kill itself, which allows Meren to gain XP and have something worth recurring early game so her ability isn't 'dead'.

Fwiw, here are my takes on those cards, hopefully my suggestion will make more sense. Yavimaya Elder isn't even ramp, it's a cantriping creature that finds you two lands for 5 mana, which is usually much worse than Burnished Hart, which costs 1 more mana to actually ramp you two lands, and Hart requires no Green mana. I think you have enough lands that Elder is not especially good either way. Viridian Emissary suffers from not having a way to die sometimes, at which point you have a bear that nobody will block (and nobody will bother swinging at you for a few turns), I'd gladly take damage to not give you life, and many of my decks run evasive creatures or don't care about attacking, so it's possible it wouldn't even hinder some decks to not bother killing your Emissary, at which point you're dependent on another card to kill it, and this is a dork that only ramps on death, in addition to you not being able to recur it if it didn't die yet. Satyr Wayfinder is a weird card, but it's also not guaranteed, you'll whiff about 16% of the time as far as I can see, the exact chances vary considerably obviously, but it's not guaranteed and it can't kill itself, so you can't reanimate it to repeat it. Farhaven Elf is a good card, if you aren't running any non-Basic Forest cards (IE Overgrown Tomb or Bayou) then you don't need Wood Elves, Farhaven is just better, but on the downside, Farhaven might not die and thus won't generate XP or be recurred unless you have a sac outlet out, which can be hard to do early game when a Steve could be ramping you over and over.

I feel like non-cEDH Meren is potentially one of the rampiest decks you can build, but it will limit what you're recurring most games to ramp for the first few turns, but who wouldn't run a Commander that lets them ramp every turn, potentially for little or no mana?

CommanderNeyo on Gitrog Combo

3 weeks ago

I love the The Gitrog Monster, and he was the first commander that I built and owned.

Some recommendations I have for you are:

If you are wholly committed to the combo, Squandered Resources will become one of the best cards in your deck. It lets you generate significant amounts of mana and card draw to find Skirge Familiar and Dakmor Salvage.

Although not as good, I also enjoyed having Zuran Orb in my commander deck to draw boat-loads of cards.

Splendid Reclamation is great, allowing you to grab several of the lands that inevitably land in the graveyard. I would consider it necessary if you run Squandered Resources.

Underrealm Lich can let you dig deep into your deck when The Gitrog Monster is out.

I would recommend running a lot more fetchlands as well, since they work to help you draw cards. Anything that can grab a forest or swamp, so that you can grab Bayou or Overgrown Tomb

Nurturing Peatland was almost made for the frog, since it draws two cards when he is out. I also personally like Cryptic Caves.

If you add these lands, then I would also recommend adding Crucible of Worlds and Ramunap Excavator, since they will help you replay them to draw more cards.

Lycheex on The Spanish Inquisition

2 months ago

@ArtPunch: Thanks! Glad to see someone with lot's of experience comment on the sideboard. Are there any cards you would recommend for going broad? I thought that a cheeky Dark Ritual into Rotting Regisaur might catch opponent's off guard, but that isn't exactly going wide... Perhaps Bitterblossom?

I don't, however, see what the value of Aeve, Progenitor Ooze would be in the sideboard? I might be overlooking something, but except for Flusterstorm I believe that most storm-hate cards would also stop Tendrils of Agony or Goblin Charbelcher. I agree that Aeve is a big nonbo with Summoner's Pact, but you never want to pact for it. I also agree that you want to maximise your T1 win rate. But for just 1 slot, Aeve basically guarantees a T2 win on a low storm count.

Consider a mulligan to 5 and you get the following hand: Dark Ritual, Infernal Tutor, Cabal Ritual, Bayou and Lion's Eye Diamond. This is a good hand. The play would be:

  • Play Bayou
  • Cast LED (storm 1)
  • Cast Dark Ritual (BBB) (storm 2)
  • Cast Cabal Ritual (BBBB) (storm 3)
  • Cast Infernal Tutor holding priority and sacrificing the LED for green (BBGGG) (storm 4)
  • Get and cast Aeve with the Infernal Tutor for storm 5

The line above is a win on T2, short of an Entreat the Angels of the top of the deck, or an opponent that turbo's out Ensnaring Bridge on T1/2. It's (nearly always) a T2 win. I find this preferable to grabbing a Draw 4 spell, hoping to continue building the storm count. You might get there, but might also not. In this regard, I view Aeve to be similar to Wild Cantor. You don't often cast the cards, but they're in the deck for the few times you need them.

Having said all this, I don't use Aeve that often to win (I usually have a high enough storm count for Tendrills). So, you could argue Aeve doesn't merit it's spot based on the frequency you cast it. Despite this, I still want to have an Aeve in my mainboard.

jbgrv on Triome Evolving Wilds

5 months ago

Is it then possible to fetch OG duals (Tundra, Bayou, Plateau, etc.) with Evolving Wilds, Prismatic Vista, or Fabled Passage, or also not? How can land have the basic type written on itself, but still not count as a basic land (triomes or shocklands...)?

This is very counterintuitive. I thought all lands that HAVE any of the basic land types written on them (Shocklands, Amonkhet cycle lands, Mystic Sanctuary..) are fetchable with anything that can search for basic land. But you say they are only fetchable with cards like Farseek or original fetch lands, but not with Evolving Wilds, Prismatic Vista, or Fabled Passage? If you are correct then it is really strange and against logic.

DemonDragonJ on How Good are the New …

7 months ago

The new Innistrad block provided a new cycle of dual lands (Deathcap Glade, Deserted Beach, and so forth), which I appreciate, and I especially like how WotC printed a full cycle of ten dual lands, rather than half a cycle of five dual lands, as they too often do.

Naturally, I am wondering how those dual lands compare to other cycle of dual lands, so I wish to ask others about their opinions of those lands.

The best dual lands of all are obviously the original dual lands (Bayou, Tundra, Plateau, and so forth), but those are too expensive for all but the most hardcore of players, so I shall not mention them any further in this thread.

After the originals, the second-best dual lands are the shock lands (Hallowed Fountain, Sacred Foundry, Godless Shrine, and so forth), which are nearly as good as the originals, with only a very minor downside.

After that, however, it is difficult to say what the next-best cycle is; I say that the "battle lands" (Cinder Glade, Canopy Vista, and so forth), the "check lands" (Glacial Fortress, Sunpetal Grove, Isolated Chapel, and so forth), and the filter lands (Cascade Bluffs, Wooded Bastion, Sunken Ruins, and so forth) are all contenders for the title of third-best dual lands, so I am not certain where the new Innistrad lands rank in comparison to them.

What does everyone else say about this? How good are the new Innistrad dual lands?

GSShadowstep on Chatterfang, Golgari goes Nuts

1 year ago

Love the deck. I'm going to try to make my own version of this. I think if you are going to play Gaea's Cradle you might also just add in a Bayou no?

Balaam__ on

1 year ago

I think a few more lands what help tremendously. You want to hit your land drop each and every turn, no exceptions, and without any of the usual mana dorks green runs ( Arbor Elf , Llanowar Elves etc) I think 17 is a bit low. I see you have Whisperer of the Wilds , but even so. Good news is that once you figure out what you’re taking out to make room, you don’t need any super expensive lands. Bayou would be ideal, but a couple extra Forests is just fine.

Also, maybe I’m just overlooking something, but how are you getting Whisperer of the Wilds out Turn 1?

KITTYMANHunkGTI on The Whale Who Cried Wolf

1 year ago

Are cards like Bayou and Tropical Island really necessary? because I love the deck, just not the completely overpriced cards. (no offense)

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