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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Branchloft Pathway
Land
: Add .
Arrzarrina on Roon Shenanigans
1 year ago
Planned Land Changes
- Treetop Village -> Branchloft Pathway Flip
- Vesuva -> Spara's Headquarters
- Dryad Arbor -> Seaside Citadel
Planned Flicker Changes
- Green Sun's Zenith -> Wall of Omens
- Threats Undetected -> Wall of Blossoms
- Gilded Lotus -> Farhaven Elf
- Yavimaya Elder -> Wood Elves
- Explore -> Mystical Tutor
- Turnabout -> Preston, the Vanisher
- Stroke of Genius -> Solemn Simulacrum
- Angel of Serenity -> Sun Titan
- Turnabout -> Emiel the Blessed
- Acidic Slime -> Reclamation Sage
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These changes are intended to streamline the deck by reducing the overall average cmc of the deck or reducing coloured pips in low cost spells. There's also a shift towards more ETB creatures rather than instants or sorceries for bread and butter effects.
Arrzarrina on Roon Shenanigans
1 year ago
Planned Land Changes
- Treetop Village -> Branchloft Pathway Flip
- Vesuva -> Spara's Headquarters
- Dryad Arbor -> Seaside Citadel
Planned Flicker Changes
- Green Sun's Zenith -> Wall of Omens
- Threats Undetected -> Wall of Blossoms
- Gilded Lotus -> Farhaven Elf
- Yavimaya Elder -> Wood Elves
- Explore -> Mystical Tutor
- Turnabout -> Preston, the Vanisher
- Stroke of Genius -> Sun Titan
- Angel of Serenity -> Sun Titan
- Blue Sun's Zenith -> Solemn Simulacrum
- Turnabout -> Emiel the Blessed
- Acidic Slime -> Reclamation Sage
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These changes are intended to streamline the deck by reducing the
thefiresoflurve on Naya Populate True
1 year ago
Welcome to big board state club! (I used to run G/W populate back in the day).
Disclaimer: not sure what your budget is for recommendations, so I'm going to go by what I see here (Dockside, Smothering Tithe, Parallel Lives level of cost for individual recommendations).
I think Ghired, Conclave Exile would make a better commander here than Palladia-Mors, unless you're tied to the latter for sentimentality/flavor/etc.
Next, land base. The single best thing I did for my Esper deck was upgrading my land base. You don't have to go super hard here to see results, but I would put together a list like: 1x Cabaretti Courtyard 1x Command Tower 1x Jungle Shrine 1x Sungrass Prairie 1x Rockfall Vale 1x Branchloft Pathway Flip 1x Needleverge Pathway Flip 1x Rogue's Passage 1x Kessig Wolf Run 1x Gavony Township. If you like this route, there are even more cheaper dual lands you can add in like the Temple of Triumph and friends.
There are a few cuts or substitutions that I think the main deck could make really easily:
Ultramarines Honour Guard -> Caller of the Pack. If Ghired attacks with a creature that has Myriad, he can populate the token that Myriad creates, but the Populated token forgets about the exile clause. Thus, you can end up with a theoretically infinite horde of creatures. It's fantastic. :D
Going off that last bit... Wayfaring Temple -> Treasure. Basically a great card in commander anyway, here it's a free win if you manage to clone it.
Growing Ranks is an easy cut. It's way too slow for EDH (compare it to Parallel Lives...) Could replace it with a Talisman of Conviction or friends to help you ramp faster.
I would replace Momentous Fall with Teferi's Protection or Akroma's Will or Grand Crescendo - some extra source of board wipe dodging. I don't think your creatures are really big enough to warrant a momentous fall.
I would also replace Druid's Deliverance with one of the aforementioned board wipe dodges. There are also some cheaper options like Your Temple is Under Attack, Unbreakable Formation, Make a Stand. Reasoning being: you should have enough board state to block things that want to hurt you, as long as you keep your board alive.
As far as making tokens sooner: well, if you want to do that, you're going to have to run some cheaper creatures.... or ramp faster. I'd probably opt for ramping faster, TBH, since your creatures are really cool. If you add the entire Gruul Signet and friends, along with the Talismans I mentioned earlier, that should get you to the minimum ramp package in tricolor EDH to make sure you can play quickly.
Naya Charm -> Artifact Mutation can help make some earlier tokens.
Brindle Shoat and Call of the Conclave are some decent options for turn 3 tokens you might consider, as well. But adding those would also require cutting other stuff.... horrible choice I don't envy you : P
Sorry for the wall of text...Hope that helps, and happy building!
kamarupa on Moonlight Sonata
1 year ago
I think I might favor Tocasia's Welcome over Collected Company here, though Welcome would be even better if your bounce effects could happen on your opponent's turns. Ephemerate isn't quite as repeatable as Soulherder, but it is cheaper to cast, though not a creature spell itself. There's also the classic Restoration Angel, but that seems too high MV and only a one time use. Saltskitter seems interesting, but not particularly reliable. Eldrazi Displacer would be great if it didn't require 3 mana to activate. Thraben Doomsayer doesn't give the all the benefits of a bounce, but token generation is still a powerful trigger with Soul Sisters. If any of those made the cut, then I'd say you didn't need Blue spells at all, which would make your mana base faster, cheaper, and more reliable.
I think Speaker of the Heavens is a pretty perfect fit with Soul Sisters.
While on principle, I like protecting permanents, I think Patch Up might be strong enough that removing your creatures could prove more helpful to you than to your opponents - something that usually frustrates the hell out of me.
I'm not convinced shock and fetch are the best lands. While the lifeloss is less painful when counterbalanced with Soul Sisters' lifegain, it also negates some of the advantage of gaining life. Equally efficient lands that don't cost life would be better. Pathways and fast lands seem, at least to me, just as good if not better: Barkchannel Pathway Flip, Branchloft Pathway Flip, Hengegate Pathway Flip, Seachrome Coast, Razorverge Thicket, Botanical Sanctum
Unlife on Stomping Counters
2 years ago
Temple of Abandon, Temple of Plenty, Temple of Triumph, Brushland, Battlefield Forge, Karplusan Forest, Cragcrown Pathway Flip, Needleverge Pathway Flip, Branchloft Pathway Flip could all fit into your manabase. I know you have a budget of about $5 per card, and i believe most of them other then Brushland are at or below that range.
I can see how heavily your deck is weighted toward green, but my instinct is that you have a lot of enter tapped lands that don't do anything when they enter tapped. Temples could at least provide 2 colors and scry you a card, but things like Grasslands don't thin out your deck enough to be worth losing a turn.
My recommendation is to cut 3 forests, Grasslands, Mountain Valley, Aether Hub, Alpine Meadow, Arctic Treeline, Highland Forest for the 3 temples, 3 pain and 3 pathways. With new caperna dropping, you can also cut a forest for Jetmir's Garden when its released.
Apologies for the wall of text, I hope it helps.
tylorlilley on Ghired
2 years ago
IN: Reflecting Pool, Spectator Seating, Needleverge Pathway Flip, Cragcrown Pathway Flip, Branchloft Pathway Flip
OUT: Cinder Glade, Inspiring Vantage, Jungle Shrine, Path of Ancestry, Temple of Abandon
multimedia on Kami War Dragons {Work in progress]
2 years ago
Hey, interesting start/WIP for five color Dragons in Standard.
You have too many cards, 63 is three cards too much consider cutting 2x Commune with Spirits and Bloodfell Caves to make 60 cards? You have too many creatures to play Commune since it can only reveal a land or enchantment not a creature. 27 lands is high, cutting some for ramp would help.
For Dragons in Standard Magda, Brazen Outlaw is great because she can create ramp for treasures or sac treasures to tutor for and put a Dragon of your choice onto the battlefield.
This is a core for ramp and to tutor for Dragons. Jaspera is the tap enabler for Magda that makes mana two ways by tapping Magda and creating a treasure. Innkeeper is the best two drop in Standard for ramp, play 4x if you're playing high CMC creatures. After Innkeeper makes it's treasure it can be tapped to make mana with Jaspera.
Showdown is powerful draw in Standard since it lets you potentially play any of the cards you exiled for two turns meaning you get a turn with all your lands and mana dorks untapped to play the exiled cards including a land from them. Ramping into Showdown turn three, four or five gives you potential to exile a Dragon, The Kami War Flip or even another Showdown to then play those cards with your ramp on your next turn. There's no restriction of what cards you can exile on the top of your library with Showdown which is great.
Another good draw option is Unexpected Windfall which also creates treasures, but to play it you would want to add more red sources in the manabase because of it's double red mana cost.
- 3x The Kami War Flip
- 3x Deadly Dispute
- 4x Dragon's Fire
These a good numbers for these cards.
- 6x Forest
If you choose to add Jaspera Sentinel and more Prosperous Innkeeper then you'll want more Forests because being able to cast Jaspera turn one can give you an advantage. Consistently casting Innkeeper turn two is also important which more Forests can help with. Another option rather than more Forests is add Pathways that can be green on one side: Cragcrown Pathway Flip, Branchloft Pathway Flip, Barkchannel Pathway Flip. Cragcrown would be best because one side of it can be red to cast Magda, Brazen Outlaw if you don't need a green source.
If you go for the more treasure route and you have to play lands that always ETB tapped then I think Uncharted is the best option since it gives you a lot of choice in game of what color to choose that you need.
Dragon's Disciple would be better as ramp. Path to the World Tree would also be better as ramp since it only puts the land into your hand and rarely are you going to use your mana to activate it. Boseiju Reaches Skyward Flip isn't worth four mana. The Dragon-Kami Reborn Flip has powerful saga levels, but is really too slow to get any value from it since it has to flip, you have to have a creature among the two exiled cards and then you have to a Dragon die to be able to cast that creature. I think it's more of a sideboard card for very slow matchups.
Jaspera Sentinel with Magda, Brazen Outlaw is better than Shambling Ghast and Reclusive Taxidermist. Ghast could be a sideboard card for aggro matchups, but consistently in those matchups you would want to cast it turn one which requires a lot of Swamps. I don't think it's worth negatively affecting the other colors in the manabase for Ghast.
Good luck with your deck.
eliakimras on Ghired - Precon Primal Genesis - Heavy Upgrade
2 years 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.)
Haste enablers:
- 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.
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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.
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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.)
Direct damage:
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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).
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Talking about damage, how about doubling it? Gratuitous Violence, Fiery Emancipation, Gisela, Blade of Goldnight, Angrath's Marauders and True Conviction can assist you on that.
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).
Boardwipes:
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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? :-)
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Blasphemous Act/Vanquish the Horde plus Boros Charm/Heroic Intervention is a good combo that saves your creatures while taking your opponents' creatures out for not a lot of mana.
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
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Garruk's Uprising is a better Colossal Majesty, even giving evasion to your creatures.
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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.
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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.
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Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
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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) ;-)
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