, : Create a 2/2 colourless Shapeshifter creature token with changeling. (It has every creature type.)
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|Modern Horizons (MH1)||Uncommon|
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|Commander / EDH||Legal|
Birthing Boughs Discussion
2 weeks ago
I like the unique take of using changeling to get reductions from the eminence keyword and then trying to get some fun payoffs from lords. That said with 16 changelings, including Amoeboid Changeling and Mirror Entity and 28 pay off cards. I feel like you are forcing a lot of "lords" into a deck where it doesn't really matter.
Some of the lords I would remove because there aren't worth the slot for the small effect on a few changelings. Cloudshredder Sliver, Drogskol Captain, Lord of the Unreal, and Lovisa Coldeyes. Most of your changelings are small and giving them a small bump is P/T and haste or hexproof isn't worth forcing these cards into the deck.
Sliver Overlord, Realm-Cloaked Giant, and Thundercloud Shaman are on my maybe list because they are a bit more situational. Are you going to spend 3 mana to search for a changeling to get an effect? Do you want to wrath away your dragons and leave a team of small giants? Not sure how often these show up.
2 months ago
In regards to sideboards - they don't exist in EDH. This is a singleton format where players bring their decks as they are. So...unless those are cards you are considering for the deck - ya gotta cut em. Now here are some suggestions on what you could put in the deck to help it run more consistently:
- Manaweft Sliver: Like Gemhide Sliver but better.
- Worldly Tutor/Congregation at Dawn: These are tutors that have synergy with your commander (who must already be in play). Tutor for the 1 (or 3 slivers that each have a CMC 1 less than the other} and place it on top of your library. When casting Congregation at Dawn you can stack 3 slivers each with 3 different CMCs and - voalá you have 2 more Slivers coming into play.
- Skyshroud Claim/Pir's Whim/Nature's Lore/Sliver Hive/City of Brass/Exotic Orchard/Reflecting Pool/Chromatic Lantern/: For a 5c deck you have woefully little ramp/manafixing.
- Path to Exile/Swords to Plowshares/Anguished Unmaking/Krosan Grip/Beast Within/Generous Gift/Counterspell/Swan Song/Mana Leak/Arcane Denial/Forbid: Your deck has very little interaction - making you just a passive victim when your opponents decide it's time to deal with you - or when your opponents are going off. You need to be able to act. Slivers aren't passive creatures, and neither should you be when piloting them.
HONORABLE MENTIONS FOR ADDITIONAL CUTS: I know I went over a bunch of cuts in my previous post, but here are some more suggestions -
- Assemble the Legion/Retreat to Emeria/Birthing Boughs: You don't need Sliver Queen to make more tokens in an efficient manner. Allow me to introduce you to Brood Sliver and Hive Stirrings. Why go throught the trouble of making a janky combo that creates soldier tokens/changelings in cheap Sliver costumes when you could just...make Slivers? You also have the added flavor of getting double the tokens per combat damage assignment step when you have both Brood Sliver and Bonescythe Sliver out on the battlefield. Worse yet - Legion, Emeria and Boughs have absolutely no synergy with your commander outright. you have to hope you have Hivestone on the battlefield. AND THEN even if you have alll of the parts and pieces on the board you have literally zero cards in your deck that are CMC 0 - as tokens have a CMC of 0 - creating a total non-bo that just allows you to only be able to shuffle your library. That's it.
3 months ago
Cool deck! You might like these: Winter Orb (tap it with your general before your turn starts, and you get to untap all your lands while everyone else only untaps 1), Static Orb, Storage Matrix, Drift of Phantasms (finds Verity Circle), Muddle the Mixture (finds either piece of the Illusionist + Greaves combo), Merchant Scroll / Spellseeker (finds Muddle the Mixture), Urza's Incubator, Birthing Boughs, Riptide Replicator, Amoeboid Changeling, Mothdust Changeling, Shapesharer, Quicksilver Fountain
3 months ago
Its not budget at the moment but Swarmyard should be here if you can swing it.
Also Since you are running the token doublers Renowned Weaver I think is the only other mono green option that makes spiders. However, you could run Helm of the Host and Mimic Vat which would put token copies of your spiders on the board for doubling. There is also Birthing Boughs which makes shapeshifters that are spiders. Riptide Replicator does too but its over all investment is high.
3 months ago
Okay, sorry for the super late reply. I had it all typed out and the damn site bugged out on me and I lost everything.
Commander / EDH
SCORE: 1 | 154 VIEWS | IN 1 FOLDER
So this deck is like a year old. I need to update about 1/3rd of the non-land cards in it.
The original concept was as follows:
- Use Changelings to bring out "Dragons" on curve
- Ramp and reduction to assist with costs
- Use token generators to flood boardstate
- Use Conspiracy, Arcane Adaptation, Xenograft and Day of the Dragons to force tokens into becoming Dragons
The issue is that it's slow. It needs more Dragons and protection. I plan on dropping the majority of the token generators, along with the last bullet point to simply add in more natural Dragons. Some I can think of off the top of my head are Venomous Changeling and Shimmer Dragon, as well as Birthing Boughs.
I'd like to keep Thopter Spy Network as the card advantage is very powerful.
I need to add in counter spells to protect me against wrath effects, as well as some light recursion tricks to help bring back anything that is picked off.
I also need to rework my draw potential, to keep pressure on the boardstate.
It's effectively a Dimir Aggro, which is hard to pull off. I do have this current deck in real life, so changing 15 - 20 cards isn't that big of a deal.
Anyway, the deck works under a three-pronged approach, which is how I build the vast majority of my EDH decks:
- Ramp / Reduction
- Play Dragons and attack
- Protect Dragons at all costs
Because of how Silumgar, the Drifting Death works, each combat step is effectively going to be a wrath. This means I don't need to add removal in here, because Silumgar himself does it for me. While Silumgar does have Hexproof, keeping him back on the sidelines is an easier way to ensure he stays safe.
Because I need to attack each and every single turn, I am constantly open to assaults. However, if played right the majority if not all creatures should be wiped off the board. In my experience, once a wrath settles into play, it is nearly impossible for any opponent to recover from, because at this point anything they play dies before they get a chance to use it. It becomes sort of a soft lock on the game, with the only way out being to remove my boardstate via wrath - which is why counter spells are important.
So I have a bit of work to do, but this is the older version.
It is a slower deck, so faster decks can generally out-pace it. In a 1v1, this spells the death of the deck. But in a 4-player pod, most of the time faster decks play slower as nobody wants to instigate the first move. In my experience, this gives me ample time to build a small army and swing for attacks.
Silumgar doesn't need to attack, which means once you drop the mana to bring him out, you generally wrath from that point forward.
3 months ago
seshiro_of_the_orochi, there are Shapeshifters I can use. Adds an additional six creatures + Birthing Boughs. The page says 8, but we minus one for Birthing Boughs since it's not a creature (despite making tokens) and we also subtract Morophon, the Boundless.
Ender666666 Glad to have you aboard!
Suns_Champion All good suggestions. Thanks!
Since we are clearly very heavily based in artifacts, I'd have to auto-include everyone's favorite garbage boi, Daretti, Scrap Savant. Adds an additional layer of card advantage (kinda) but also some artifact recursion.
So I generally like to build decks with three main functions, each of which can stand on their own or work together in synergy. It appears right now we have the following:
- Combat Matters (Anthems, Voltron, Synergy, Extra damage tax, etc)
- Artifacts Matter (Equipment and some solid artifact draw)
I'm honestly thinking the third prong of this attack might be land destruction. The fact is, we want to attack as much as possible. So the further we push our opponents behind, the further we can push ahead. Unfortunately LD is frowned upon in EDH. Also, having dedicated cards such as Stone Rain aren't a good idea, as you are trading 1:1. The problem is that when you have 3x opponents each with approximately 35 lands in their deck, you are up against literally 100+ lands to destroy. You, in that vein, can not mathematically have enough cards to trade 1:1. So I'm thinking some wrath-like effects. Not many, perhaps just 4x - 5x of them. This way they aren't duds in my hand, but I'm still probably going to draw into at least one during the game.
But this still leaves a solid 1/3rd of the deck. Typically I structure decks in this format:
- Commander (In this case, 2x)
- 8x mana rocks since it's mono-red
- 35x lands
This brings us to a total of 48, leaving us with 52 cards left.
A quick Gatherer search for tribal puts us at:
- 7x Samurai (Minus Brothers)
- 6x Changelings which we established earlier
So let's assume that of the 52 cards left, we dedicate around 25 - 30 of them as creatures or token-making permanents. This leaves us with 27 - 22 cards left.
From these, we can subtract 4x land wraths to keep pressure on and stop interruptions. This brings us down to 23 - 18.
From here, I have an extensive list in my Lathliss' Brood deck, in which I have 7x cards under Draw / Card Advantage. If we minus Dragon's Hoard since we won't have enough to justify it, but add in Daretti, Scrap Savant, we have 7 of them still. Now, there is some overlap here in creatures, meaning we actually get to cross these two prongs of the deck for some overlap. So we can count a few of these creatures under "Draw / Card Advantage" while still padding out our base.
This brings us down to 16 - 11 cards. Whew, we're cutting it tight.
We still need to add in voltron / anthem effects. I'd feel safe saying we are good for these. At 11 - 16 cards, you're looking at one voltron every 10 - 6.5 turns, which I admit is not very good. However, we have draw / card advantage on top of this, which adjusts these values a little better in our favor.
So I'll get to work on a rough design and post it in here in a little bit.
3 months ago
I don't think there is enough Satyrs to go full tribal quite yet. Perhaps you should go gruul tokens? Anyways here are a few things that seem decent.
Eternal Witness- always a great card, imo.
Bedlam- you are not blocking, why should anyone else? GRUUL!
Birthing Boughs- satyr tokens? I dunno if this is actually any good.
Throne of the God-Pharaoh- double whammy
Grenzo, Havoc Raiser- surprisingly solid way of playing defensively in an offensive deck.
Shaman of Forgotten Ways- an alternate win con and good mana production.
Champion of Lambholt- Protects your itty bitties from combat.
Kari Zev, Skyship Raider- very aggressive card.
Anger- goes nicely with the discard your commander allows you to do.
5 months ago
Eerie Interlude , Ghostway , and Rite of Replication all destroy massive amounts of permanents with Reaper King out. The former 2 also count as boardwipe protection. For Rite of Replication, it's important that you make 5 copies of Reaper King. Yes, you have to sacrifice all of them to the legendary rule, but the 5 copies each saw the other 4 come in, and your commander saw all 5 tokens, so you get to destroy 25 permanents! Birthing Boughs is great for making many scarecrow tokens.