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|Want (6)||jw560211_magic , dchaffee02 , tchukerchu , Devilspawn421 , popesnarkyiii , DocMis|
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|Commander: Rule 0||Legal|
Latest Decks as Commander
Blighted Woodland Discussion
1 month ago
The absurd value from a density of fetch lands is omg, lol.
3 colors, I believe you can use 9 of the 10 fetch lands. Only one you don't have access to is the Izzet one.
Grab shock lands and Vilis, Broker of Blood so you get immense card draw. You can use K'rrik to pay less for Vilis so he ETB faster.
Harsh Sustenance would be amazing in this deck.
Lots of fun Timmy builds to explore here. I may do it this weekend <3
1 month ago
Thanks for the +1 and the awesome comment!
Field of the Dead - A fantastic card and while it is a bit out of budget, the main reason I don't play it is because it doesn't make elementals. Although, it will make the maybe board for my Omnath, Locus of Creation build.
Tempt of Discovery/Vengeance - My playgroup is pretty greedy when it comes to lands so usually they tutor, especially in the early game. And even though opponents usually don't choose tokens, it's still worth having for me alone.
Abundance - Funny enough I added this card two days ago, so I haven't had the chance to test it out yet unfortunately, so I'll have to find out.
Castle Garenbrig - More ramp, I like
Cryptic Caves - Wish I thought of this earlier, going in
Sol Ring - Again a great card that would improve the deck, but artifact ramp just isn't on theme.
Life from the Loam - Definitely an eventually addition.
Thanks again for checking out the deck!
1 month ago
+1 even though I'm not a huge fan of the deck due to my personal differences in regards to playstyle. That being said, the deck is definitely a solid piece of work and seems like it can put enemies on their toes if they are not careful. I can tell how much you care for your deck based on the time and effort you put on it. I hope you enjoy playing it for years to come!
Field of the Dead - Extra token production, works well with scapeshift. Is it out of budget?
Nylea's intervention - Works best in land matters decks, you don't have a lot of targets unless youre using it for it's 2nd mode which wasn't mentioned in the primer. There aren't many impactful lands in your deck that would require specific land tutors, rather, I would focus on just ramping harder to field with a spell of a similar CMC as you don't always have the luxury of having multiple land drops if you opponents are aware of your strategy. Speaking of opponents....
Tempt Discovery / Elemental - You mention in the primer that no1 wants to give you elementals, do people really want to give you lands? I'm curious how your meta plays it. With your commander, you still get your elementals even if they all tutor for strip mine (aka, my meta) and having the lands you tutored for in your grave to be later recurred with splendid reclmation or another recursion spell.
I know sylvan library is out of budget but seeing an abundance without a sylvan library is like selling your car for gas money :P But seriously, how has abundance played for you? EVERY time I use it I always choose the wrong mode, no matter what. It's never once worked. Every time I want lands I skip over a huge ramp or draw spell. Each time I choose non-land hoping for the aforementioned, I get nothing substantial. Just like gamble, I always toss the card I tutored for. Genuinely curious how you use it.
Blighted Woodland - Ramp which is better than GRUUL Turf IMO. Turn 1 Gruul Turf kills me
Castle Garenbrig - Ramp for om nom nath
Cryptic Caves - Draw , works well with crucible of world effects. Also, it's really good with Titania, Protector of Argoth.
Realms Uncharted - Tutor, I usually just get all fetches if I'm lazy.
Sol Ring - Ramp or not needed?
Life from the Loam > Sylvan Scrying - I don't think you need specific land tutors. Adding an additional, reuseable, form of recursion is helpful in maintaining land drops and getting back your lands. While the redundancy might not be needed here, it's worth mentioning.
Let me know what you think of each suggestion
1 month ago
Hey, I think I understand you correctly when I say you want more utility/non-basic lands you can use in here? Do you have a budget in mind?
First off, I personally don't love Arcane Signet in a mono-Green deck, that shouldn't hurt to remove as a start? Sol Ring is probably good enough to keep. As for some non-basics you could look at, Wirewood Lodge is a good Elf land, Gilt-Leaf Palace is a good land maybe, not too cheap though. Tainted Wood might work, I'd consider Blighted Woodland, Tyrite Sanctum can make your Commander Indestructible, Mortuary Mire or Witch's Cottage can get you back a creature, I like to include bounce lands like Guildless Commons in decks short on lands (they count as 2 drops effectively), Nephalia Academy is probably useful if you face discard decks (bad if not though), Woodland Chasm can be found with Wood Elves (but comes in tapped unfortunately), Mosswort Bridge is a good Green land on a budget, War Room is a good one if you're splurging, Castle Locthwain can draw as well, but it's clunkier than War Room most of the time, Jungle Basin might be fine as a bounce land if you've got lots of basic forests, Castle Garenbrig has potential relevance, Buried Ruin can get back an artifact (if you add Vanquisher's Banner, or Staff of Domination, which combos very well with Elves), Scavenger Grounds can exile graveyards, and Bojuka Bog exiles 1 graveyard when it enters.
If you end up liking basics more than you expect, you could also go low on non-basic lands and use Primal Order, which can cause some decks considerable grief. I'll check in later, hope these give you something to think about at least!
3 months ago
First off, how many Lands are you intending to add? How many are non-basics? I run 38 lands in my two 5 colour decks, both running lots of Basics, but also ~10 duals and things like Myriad Landscape, Blighted Woodland, and Krosan Verge to ramp via lands, and potentially find a needed colour.
If you get your lands sorted out, it makes it easier to rate your deck. A lot of decks like to have ~10 copies each of ramp, card draw, and removal, as well as a few board wipes. These are just rules of thumb, where people your meta can dictate how much of each you need. If you want, I can take a closer look at your list, after you've sorted out at least the lands and ramp (ramp is stuff like Sol Ring or Rampant Growth that add permanent mana). Sorry if this comes off as condescending, just not sure what your experience level is!
4 months ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)
4 months ago
Not sure if I'm missing something, but why do you have 45 lands? That is as many as I run in my Tatyova Lands deck, which wins the game via lands mostly, specifically my Commander offers a payoff for landfall. I see you have a few payoffs for landfall, but it still seems like a lot. Anyways, a few thoughts!
First thought, Multani, Yavimaya's Avatar would probably work well in here, maybe even as a Commander. He often end up quite big, and he comes with Trample and a recursion effect. You can still run Ohran Frostfang and Bow of Nylea for Deathtouch, and you could run Saryth in the 99 still. Just an out there thought to start off with, not trying to be negative.
I think Isochron Scepter probably wants more potential 'hits' (you have 2 afaik, I find having quite a few more, and some tutors for Instants and Artifacts still doesn't set it up very often).
Crucible of Worlds seems odd in here too, for one Ramunap Excavator does similar work and is a more useful type (and your Commander can get the creature Hexproof), and on the other hand your deck runs enough lands that you'll hit drops to turn 6 usually. I'm going to list a few utility lands that might help by giving mana sinks or card draw to help when you get flooded: Bonders' Enclave and War Room might work out, offering a mana sink and card draw to help smooth out bad draws. You could consider Geier Reach Sanitarium and/or Mikokoro, Center of the Sea, but these help everyone. Tyrite Sanctum is a good utility land in more casual play, offering +1 counters or Indestructible. Temple of the False God can blow up in your face a bit with a terrible hand, but it's usually a ramp land if you run this many lands. Inkmoth Nexus might work well with +1 counters, and it dodges wipes usually. Tower of the Magistrate is useful vs Voltron, you can give an opponent's creature protection, dropping all it's equipment IIRC, which can be pretty funny the first time. Homeward Path can be nice in Green, if people steal your better creatures it feels pretty bad. Any of the G lands with Cycling like Slippery Karst or Tranquil Thicket can be nice with a higher land count. Blighted Woodland or Myriad Landscape offer ramp, but are slow or use a lot of mana to do it. I actually like Opal Palace in a deck that can benefit from it in 1v1, and you should have lots of mana on hand to make the tax pretty insignificant. If you can recast your Commander a few times, they end up reasonably beefy.
Time of Need can find Fynn or Toski. Have you thought about more removal, mostly for artifacts and enchantments, but Green has access to some creature removal, so-so stuff like Kamahl’s Will exist at this point, or the reasonably useful Transmogrifying Wand for repeated Destroy. Silklash Spider or even Squallmonger can help deal with Flying decks, which are frustrating. I also run Sandwurm Convergence in my mono G deck, otherwise I consistently lose to faster flying decks like Talrand (a very nasty 1v1 Commander), ymmv though.
5 months ago
If you're running into trouble with Meren, it's worth looking at what other people run in their decks. Nel Toth Community College and Round Table is my own Meren deck, where I am mostly running a combo to win, using Haakon, Stromgald Scourge usually. My deck uses a lot of repeated effects, one of my favorites being recurring Sakura Tribe Elder. I also run 4 other 'similar' cards, and am considering running Blood Pet. Blood Pet looks good to both get Meren out early, yet also provide an easy target to recur that will generate a death trigger at no mana cost (B to cast, sac for a B whenever).
Looking at your deck, one big issue I see is you run lots of black mana sources, yet run lots of green ramp. I find I can usually get Black if I have Green, so I run a fair bit less black mana, and a bit more Green. My mana base is pretty out there, but many Meren decks try to run 33-36 lands, depending on how much ramp they run. I run 30 because I am building around drawing a relatively small amount of lands, and just ramping for the rest via recursion of various creatures that find lands, so I actually run many such creatures. I also have 2 lands that can ramp me in a pinch, Myriad Landscape is super-slow, but I can usually fit it in somewhere, Blighted Woodland is a colourless land with a nice upside sometimes. Lands that bounce one of your own (so you can replay it next turn) are also handy here, like Golgari Rot Farm and Guildless Commons make your deck hit more land drops on average, which is nice if you run few lands.
One of my big strategies is getting repeatable reanimation effects on the board to reinforce Meren, and then generating value off the various sacrifices I do along the way. I also like removal a fair bit, so there is a bit of that, because artifacts and enchantments can ruin my day, as can creatures.
For a more powerful Meren deck, you could look at Honourless Meren which is based on the go-to cEDH list, if you are in a hyper-competitive format that would be more up your ally. If you need advice on how to play Meren, I could give more pointers in another post, but reading a few primers/deck descriptions could help a lot if that is where you are struggling.