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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | 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 |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Broken Bond
Sorcery
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
mickalopagus on
Phyrexian Fight Club
6 months ago
I think you need to get rid of the Broken Bond cards and replace with more fight. also missing Scheming Symmetry as the easiest tutor. I like Culling the Weak a little better than D ritual, as you can put a 1 mana scrub like an elf or Ulvenwald Tracker out there and sac him to get your big dude, but ritual is good too..
I mean really, why not just throw a couple old skool Lure in there, Alluring Scent, Revenge of the Hunted, Shinen of Life's Roar, etc..
Arena, though I think it is generally a bad card might actually be decent considering your build is around PO.
Also you maybne think of one card draw engine. Like Phyrexian Arena, etc..
wallisface on
7 months ago
Some thoughts:
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cards that only gain life are pretty universally bad - as such I'd suggest replacing Heroes' Reunion, Rest for the Weary, and Chaplain's Blessing for cards that do something more useful.
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Broken Bond is interesting, but there'll be a lot of matchups where it's a dead draw (if your opponent has no enchants/artifacts, you can't cast it, unless you're destroying your own stuff). If you're using it to ramp, Explore would be a lot more reliable.
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I'd suggest ditching Sunbond entirely. Your road-to-victory doesn't appear to be one where you need one large creature, and Sunbond is unlikely to be helpful as you have no real way to protect your stuff anyway. 4 mana is a lot for this kind of effect also. As you're already at 64 cards, this is something you can effectively remove for free also - giving you better odds to draw all the stuff that matters.
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I think with only basic lands it's going to be really hard to support 3 colours in a way where the deck has any kind of reliability. I'd suggest cutting back to 2 colours - green seems super-easy to ditch here as it's not really doing anything for you.
Phule451 on
A Vast Network of Spies
7 months ago
One of my favorite budget casual cards is Broken Bond. Most decks can always use more removal, and with the card draw of your commander it’ll almost always serve as land ramp as well.
Epicurus on
Runadi, Behemoth Caller: Beef Chief
8 months ago
First off, I am not a competitive player by any stretch. So take any comments I might make with that in mind. It is very likely that I'm just not a good enough player to understand. And I mean that honestly. In other words, I'm trying to learn something here.
Just going on the statistics, the deck has 34 spells that cost 5 or more (with 16 of those cards split equally between MV7 and 8), while only having 10 cards that cost 2 or less. That's more than a 3-1 ratio, with the larger category comprising slightly more than a third of the deck.
Of your mana ramp spells, 4 are in the MV5 or higher category, while having only 3 in the MV2 or less category. Even the remaining 7 ramp spells, at MV4 and 5, can't be played in the first two rounds unless you happen to get one or more of those 3 early ramp spells in the first 8 cards drawn. An even more lopsided ratio exists for the removal.
Constructed as such, when I playtest the deck, I'm almost always drawing for at least 4 turns before I can play a single spell. Just nothing but MV5+ spells and lands. The percentages don't make sense to me.
I guess what I'm getting at is that I've always thought that the ratio should go the other way around. Heavy on the lower cost ramp, and include a select few power ramp cards for a huge mid-game push. Generally fueled by the obvious Elvish selection (Llanowar Elves and all of it's counterparts). And yes, I do recognize that your land base is pretty stellar.
To answer your question, some of my favorite mono-green removal spells are already on your list. If I were to list a few others, I would include Manglehorn, Broken Bond, Caustic Caterpillar, Song of the Dryads and Lignify. For colorless, Warping Wail, Ratchet Bomb and Powder Keg. I don't know if stuff like Chalice of the Void, Trinisphere or Thorn of Amethyst would do anything for you, but they might put your opponents on a level playing field with you. And yes, if all else fails, you could at least have a Fog or two or three or four in the mix to at least stave off combat damage whilst you spend turns building resources.
I think that I'd have to actually see you play it to appreciate how it works.
ThomMTG on
dino tribal
9 months ago
Catpocolypse on
The Island Awakened [[Primer]]
9 months ago
Alright @TheoryCrafter, I'm gonna do my best to break this down.
Artifact/Enchantment hate is definitely something I'm lacking, the main problem I have is that I don't know what to cut. Of the two, I think I'm more likely to play Broken Bond due to the land synergies and that I don't often need anything more than spot removal.
Walking Atlas was something I considered, but Skyshroud Ranger is just strictly better imo and as I kept refining the deck, I started cutting out some of those types of ramp effects for more draw effects.
I am not doubting that Angel of Jubilation is a very strong card, but I'm failing to see how it effects my main game plan. Yes, it messes with effects like Greater Good, but it doesn't do anything to stop the landfall/land recursion elements of my deck, which are the main strategy.
Of the 3 lands you suggested, I'm only truly considering Fertile Thicket. All 3 enter tapped, but only Fertile Thicket has an effect that benefits me enough to offset that cost. While yes, it does give me the etb trigger, it takes one less basic out of my pool and I already run less than 50% basics, removing many more would start to severely hamper my fetches. All 3 of them are also much harder to bring back from the GY than a basic forest, which either slows down the land recursion engine, or makes it more complicated to put into motion. Field of the Dead is a super powerful card, but I'm worried that in order to consistently activate it, it is doing too much damage to all the fetch lands I run.
Thanks for the suggestions, I hope the logic behind my replies makes sense
TheoryCrafter on
The Island Awakened [[Primer]]
9 months ago
Your deck is looking pretty good. However, I find it lacking in Artifact/Enchantment hate.
You may want to consider Pest Infestation. With how quickly you'll be emptying out your library it's not outside the realm of possibility you can draw this soon enough to be relevant. It doesn't create you big creatures, but the number of pests it will produce(especially with the help of Paralell Lives) could have a staggering effect.
Another to consider would be Broken Bond, as it fits into additional land plays.
Speaking of addional land plays have you considered Walking Atlas?
Another weakness to your deck is Angel of Jubilation. While I find it unlikely you'll have to face it in the near future, it may be an idea to add something like Ram Through to directly kill it or use something like Primal Bellow(which you can then target your Commander with) to force it to block.
Also, have you considered Fertile Thicket, Khalni Garden and Llanowar Reborn? The former two would have a least some benefit from extra land triggers, the third for consistent buffing of an important creature and they'd be a much easier option to sacrifice since they come into the battlefield tapped. This would also give you more fuel for Field of the Dead if you wish to reconsider it at a later date.
That's all I got for ya. Thank you for reading me out. I hope it helps. Happy Hunting!
Kret on
Tawnos plays Jumanji
10 months ago
I'd definitely add Ulvenwald Oddity
Flip -> 2 hasty 4/4 creatures that can also give haste to all your birds and beasts in the late game.
Indrik Stomphowler is a little overpriced but your deck lacks removal spells so I think this could work here.
Consider Anara, Wolvid Familiar and Esior, Wardwing Familiar. They are legenday so Tawnos won't copy them but they are reasonably costed and provide protection for your commander.
The last thing that I'd change is your ramp. You're in simic -> colour that has the best ramp in the game. I would cut all mana producing artifacts and instead play cards that put more lands onto the battlefield like Rampant Growth, Farseek, Nature's Lore, Cultivate, Kodama's Reach, Nissa's Pilgrimage, Skyshroud Claim, Explore, Growth Spiral, Joint Exploration or Broken Bond.
If you cut all the mana rocks for land ramp you can also run the new card Fade from History.
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