|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Rare|
|Rise of the Eldrazi (ROE)||Rare|
Combos Browse all
- What would happen with a Primal Surge and a Bear Umbra?
- What happens when Skullbriar dies after receiving Bear Umbra + Solidarity of Heroes?
- Interaction between enchantments untapping land on attack
- Which happens first in a case of a creature having multiple instances of "Whenever this creature attacks, X happens."
- Totem Armor vs Lifelink and Infect
Enchantment — Aura
Enchanted creature gets +2/+2 and has "Whenever this creature attack, untap all lands you control."
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Bear Umbra Discussion
1 week ago
Nice deck. I do have a few suggestions though and I'll try to break it down by card type.
Lands: Crystal Vein and Cephalid Coliseum are both excellent options here that're budget friendly. Command Beacon is expensive (thanks entirely to Muldrotha) but worth it's weight in gold here (essentially never pay commander tax).
Enchantments: Bear Umbra is worth it just for the totem armor but the land untap is amazing here and allows you to really get creative with your turns. Animate Dead and Necromancy let you significantly cheat mana costs over and over. Pernicious Deed is also nuts here.
I'll just leave off here. Let me know if you're picking up what I'm putting down, I have plenty more suggestions. Here's a link to my Muldrotha deck, it's one of the top rated on this site. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite
1 week ago
Feel free to check out my list for ideas. It's one of the top rated Muldrotha lists on this site. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite
3 weeks ago
I do not think Vedalken Orrery is that scary of a card, and certainty do not think that it is worthy of a ban. First and foremost, not every deck wants to run Vedalken Orrery . Orrery's main value comes from allowing you to leave mana open during your opponents' turns for counterspells or other instant-speed interactions, then, if you do not need to use instant-speed interaction, still having the opportunity to play permanents on the end step before your turn begins.
For that to really shine, you need a critical mass of instant-speed interaction. While Orrery still has some utility in decks that don't hit that critical mass--such as surprising someone with a blocker or sorcery removal--the added value it brings does not necessarily justify spending four mana, which is a high enough mana cost that you are quite possibly unable to play any other cards alongside Orrery.
Ultimately, Orrery is a powerful card, but it is not all that gamebreaking on its own right.
Seedborn Muse and Wilderness Reclamation are also powerful cards, yes, but I do not think they are banworthy either. For them to be effective, you need to either run an extremely large volume of instant-speed cards to take advantage of their benefits, or you need to run another enabler, such as Orrery, so you can play things at instant-speed. Unwinding Clock has the same issues as Seedborn Muse and Wilderness Reclamation , but also requires you to have fielded a whole host of artifacts, thus requiring additional build constraints. These are cards that are powerful if built-around, but they do require fairly significant build-arounds to make shine. As such, they are not worthy of bannings either.
Bear Umbra and Sword of Feast and Famine (which you did not mention) also require significant build-around to get to work. Sure, they go infinite with Aggravated Assault and some other cards--but that's not dangerous in their own right. Both cards require you to have a creature you can safely attack with, and, on their own, only get you one additional main phase worth of casting. That's strong, but it's not something that an opponent can't recover from.
For all of the above, I think it is reasonable for the Rules Committee to keep them in the game--they're powerful, but most require your deck to be built in a specific way or for you to dedicate slots to other cards. The RC has made it very clear that they don't want to limit players' options too much with bannings--they don't want to ban cards that require significant deck-building investments, but rather cards that, exclusively on their own with no other deckbuilding constraints, warp the format.
Which brings me to Prophet of Kruphix , which is "turbo banned." As I said above, Seedborn Muse only becomes really scary when you have Vedalken Orrery also in play. That's what makes Prophet worthy of a ban--it takes two different cards, each fine on their own, but devastating together, and mashes them into a single card. It can be slotted into almost any Green/Blue deck and automatically makes that deck better, without any consideration to other deckbuilding constraints.
TL;DR - Most of the cards listed as needing to be banned are powerful, but still need additional support before they are devastating. The only one on your list that should be banned is Prophet, and that's because it is both "power" and "additional support" all rolled into one card--which is precisely why it already is banned.
Still, while I disagree with your conclusions, as always I enjoyed reading your thoughts!
3 weeks ago
4 weeks ago
Command Beacon is amazing here. It's a bit pricey (thanks entirely to Muldrotha) but it allows you to ignore commander tax and never pay more than 6 for Muldrotha.
I'm also really fond of Bear Umbra here. The land untap is on attack so you don't even need to connect and totem armor protecting key creatures like Muldrotha is nothing to scoff at either. Just use all your mana on your first main phase, attack and untap, then play even more stuff on your 2nd main and hold up mana for answers.
1 month ago
I am not 100% on the idea, but I want to remove as many creatures as possible from my Omnath, locust of mana edh deck that I have. I just recently put it back up here after I made a few changes to it. My idea is that I want Omnath to be the "only" creature in the entire deck. No mana dorks and I don't really want to, just yet, go fishing for all the really expensive mana rocks just yet. But I want spells to do either one of three things. 1. Put mana in the mana pool or fetch lands. 2. Increase the power and toughness of my commander or give him an ability such as trample. 3. Protect my commander in ways such as the green umbra cards like Bear Umbra does.
So, if it is a card that does not do one of those things I want to try and get rid of it in my deck. Problem is that I am not sure what to get unless I want to start using spoiler lists for every single set ever or try using vague searches in gatherer. Does any of you have suggestions for what I might want for this or maybe want to talk me out of a no creature Omnath? Need some input. I want this to be a really fun 1v1 deck and for it to have a unique flavor compared to other EDH decks of its same kind. It is also the first EDH deck I ever put together.
Deck-Large:The Green by Vas
1 month ago
So three things:
There is, as far as I know, only one asymmetric Null Rod effect: Karn, the Great Creator . In EDH, where there’re typically no sideboards, he can be underwhelming. But his +1 and passive are very relevant.
I think with regard to the not wanting to draw dorks late, you can just rely on mass card draw. I mentioned a few card advantage engines above (see Beast Whisperer ) which would draw you through dorks to GET to your threats, late game.
There are some voltron-y-style enchantments in green you might find useful instead of the equipment package. Aspect of Mongoose is excellent, though note that it grants Shroud and not Hexproof. Rancor and Dragon Fangs give trample, and Rancor , like Aspect of Mongoose , is self-recurring. Bear Umbra is another good form of protection. Unfortunately, there don’t seem to be any auras in green that grant lifelink; that being said, running Collector Ouphe doesn’t preclude your running one or two lifelinking equipments.
2 months ago
This deck seems to have a couple of weird things and a couple of holes in it. First off, your ramp seems to be through the roof and I don't really see why that's necessary. I would recommend cutting some of, if not all, the cluestones or maybe a sorcery speed ramp spell. Maybe consider switching one of your current sorceries for a Skyshroud Claim and probably switch Druid of the Anima for Sylvan Caryatid . Related to this is your current lack of enchantment cost-reducers. I would recommend adding one or two back in. You can switch some of your ramp for cards like Herald of the Pantheon or the new Starfield Mystic .
Next is card draw and tutors. You're not doing too bad at this, but I'm surprised you're not running Satyr Enchanter , Kor Spiritdancer , Sram, Senior Edificer or Open the Armory . Maybe even Three Dreams or Plea for Guidance are playable as well. Also, I think Harmonize deserves a spot because it can get you back in the game without any help.
Another thing you seem pretty weak on is removal. Both targeted and mass. I think Beast Within or Generous Gift or both would pretty easily fix your targeted removal. Maybe even Decimate or Qasali Pridemage . I think you ought to run at least one more board wipe. Single Combat or Divine Reckoning seem prudent. If you wanted to be able to hit more types of permanents, I'd highly recommend Tragic Arrogance .
My final category of things to add are other auras/enchantments and recursion/protection. Bear Umbra has been reprinted and it's still not here and Unquestioned Authority is also good. Also, the new Treefolk Umbra seems good enough to run. Maybe add back in Snake Umbra for card draw. Maybe On Serra's Wings or Asha's Favor for the host of abilities they grant and maybe Boar Umbra . For recursion and protection I'd say Hall of Heliod's Generosity , Umbra Mystic and Boros Charm are all cards that belong in here. Adding back in Retether seems like it would be fine and including either Eternal Witness or Auramancer or both might be good too. In general, I think this deck needs to be rebalanced a little bit.
Now, I'm sure you're thinking, "But my deck is already perfect. What am I supposed to take out?". I'm here to tell you, you're wrong and there are a few cards that seem ripe for removal. First off, Gideon's Intervention seems kinda silly in here. Really not what the deck wants to do. Maybe there are one or two cards that you really don't want to see in a game, but I think having single target removal in place of that would be better. Next off is Combat Celebrant . This guy is kinda slow, really vulnerable, and not an enchantment. If you really want this effect go with Aggravated Assault which, in concert with Bear Umbra, can give you infinite combats. Also, I think it's time for Wall of Reverence to bow out. It can gain you a bunch of life, but I don't think that it's worth the slot. As I mentioned before, the Keyrunes are easy pulls for some card draw spells, enchantment cost-reducers, and maybe another (probably basic) land or two. Maybe one or two other ramp spells (I might consider cutting Burgeoning if you don't add in more card draw) are worth cutting. I think 10-12 is a good number of ramp cards for this deck. Some of the weaker auras I'd look at are Scourge of the Nobilis , Felidar Umbra and maybe Mammoth Umbra and Burning Anger . Maybe I'm wrong about most of or all of those auras. That seems like the most difficult category to cut from.
I hope you've had fun reading all of this and that maybe a couple of my suggestions make a difference.
Bear Umbra occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
GWU (Bant): 0.85%