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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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: Add or . Brushland deals 1 damage to you.
2 months ago
Edit: Missing card: Forbidden Orchard
Card added from jakeelephant006's collection: Brushland
2 months ago
Love the list, CrashBreakdown! Have you considered the fast lands (i.e., Copperline Gorge, Razorverge Thicket, and Battlefield Forge)? Also, I personally like the pain lands Karplusan Forest, Brushland, and Battlefield Forge especially since you have multiple ways of gaining life. I would also get proxies of the original dual lands Taiga, Savannah, and Plateau.
Triumph of the Hordes may be worth an add as well given how powerful the Dinosaur tribe is and would give you another wincon.
1 year ago
How not to love cats and dogs?
If so, it is worth investing in an Unbreakable Formation and Heroic Intervention (which is also on flavour with Ajani), since the last thing you want is for all your furry friends and tokens to die to removal or even worse boardwipe.
Speaking of boardwipes, I see why you included Hour of Reckoning, but be careful as it would also hit a lot of the other creature I expect you to have on the board. An Austere Command should allow you to save more of your own board.
As for mana-base, I would advise to get rid of bad taplands like the guildgates, 0Tranquil Expanse and Blossiming Sands. I am not the biggest fan of bounce-lands in deck that cannot make the best use of them with either landfall or untap effects, but that's up to you. As a budget replacement, painlands (Karplusan Forest, Brushland, Battlefield Forge) could be helpful, and you have lifelink effects available so the downside is minimal. A Naya Panorama can help you with generich mana straight away or to fetch the basics you need.
1 year ago
Adding in because it dawned on me after the fact: If you wanted to further trim your CMC, replace Juniper Order Ranger with Good-Fortune Unicorn. Not as good as Juniper Order Ranger as it doesn't place a +1/+1 counter on itself, but it does still place a counter on the ETB'ing creature for two less mana.
Managorger Hydra and Knight of Autumn are both really strong. Avenger of Zendikar can get ridiculous really quickly. You should also look at including more spot removal, like Nature's Claim, Beast Within, and Generous Gift. Tutors like Chord of Calling, Worldly Tutor, Eladamri's Call, and Green Sun's Zenith can help add in redundancy.
Also, I'd advise replacing the taplands (lands that ETB tapped) in your landbase. These slow you down a lot. Things like Brushland, Bountiful Promenade, City of Brass, Mana Confluence, and maybe even sometimes Razorverge Thicket can be helpful. Also, fetches like Windswept Heath, Arid Mesa, Misty Rainforest, and Prismatic Vista can also speed you up tremendously because they filter lands from your deck, meaning you're more likely to draw a card that you can play instead of a land - albeit playing fetches like the ones I've listed can get rather expensive $$$ wise very quickly.
1 year 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.
1 year ago
Indeed it’s been awhile since you commented, glad to hear from you. Thank you for bringing these cards onto my radar, let’s discuss them - I can easily tell that Survival of the Fittest would dramatically change the way the deck plays – with Survival of the Fittest + Dregscape Sliver on the board, access to at least 3 mana, 1 creature in hand, and at least an additional I can combo out and win the game on that turn. The only drawbacks I can see here are the mana requirements coupled with the more than likely opponent interaction that would be coming my way. Given that Dregscape Sliver’s ability is only sorcery speed – that only solidifies my concern as A simple Bojuka Bog could wreck me If I do not populate my graveyard with care and proper timing. This makes me wish that Paradox Engine wasn’t banned – I really miss that card. The verdict is out on Survival of the Fittest, I want to like to this card but I can’t help but feel hesitant in including it (let alone the investment). I think I’ll maybe proxy it in and see where that takes me. Speaking which, check out this really awesome alter:
Survival of the Fittest Sliver Alter Show
Dregscape Sliver on the other hand I’m considering including. Maybe cutting Patriarch's Bidding, as I do not like the mana investment and the potential added bonus of assisting opponents. In the metas I play in there are a lot of tribal decks – I’m sitting across from at least one or two other tribal decks every game. I’m ordering a copy today, so thank you for mentioning that card again.
Hi Sneuxfox (death by Snu snu?),
Welcome to my deck page! Thank you for posting. I’ve always wanted to work Magma Sliver into this decklist, but I don’t think it would be a good fit – Magma lends itself toward a Sliver deck that compliments a more Aggro strategy where the goal is to hit a “critical mass” of creatures and abuse enough evasion keywords to get a single creature to knock an opponent out. First Sliver's Chosen would be an absolute must include alongside Magma Sliver, as it would solidify a Voltron strategy by stacking Exalted triggers alongside Magma’s ability. I definitely agree that the aforementioned can get out hand when you have just one Sliver be the target of multiple triggers.
I agree that it's criminal that Magma doesn't make it's way into alot of lists, maybe it's due to most decks wanting to lean into the Mid-range Sliver tool box? Or maybe it's because the deck would need to be more Voltron centric? I decided to throw together a quick decklist as an example of what I think the average deck running Magma Sliver would look like:
Budget Aggro Sliver Decklist Show
- Sliver Hivelord CMDR
- Magma Sliver
- First Sliver's Chosen
- Bonescythe Sliver
- Brood Sliver
- Cloudshredder Sliver
- Crystalline Sliver
- Galerider Sliver
- Gemhide Sliver
- Harmonic Sliver
- Heart Sliver
- Hibernation Sliver
- Horned Sliver
- Manaweft Sliver
- Necrotic Sliver
- Quick Sliver
- Sedge Sliver
- Sentinel Sliver
- Shifting Sliver
- Sliver Legion
- Syphon Sliver
- Striking Sliver
- The First Sliver
- Venom Sliver
- Dregscape Sliver
- Synapse Sliver
- Hollowhead Sliver
- Homing Sliver
- Spiteful Sliver
- Arcane Signet
- Shared Animosity
- Chromatic Lantern
- Demonic Tutor
- Eladamri's Call
- Phyrexian Reclamation
- Grim Tutor
- Urza's Incubator
- Herald's Horn
- Nature's Lore
- Patriarch's Bidding
- Vanquisher's Banner
- Sol Ring
- Sylvan Library
- Three Visits
- Winds of Change
- Sylvan Tutor
- Worldly Tutor
- Skyshroud Claim
- Growing Rites of Itlimoc Flip
- Anguished Unmaking
- Assassin's Trophy
- Beast Within
- Cyclonic Rift
- Mystic Confluence
- Dovin's Veto
- Merciless Eviction
- Path to Exile
- Ruinous Ultimatum
- Nature's Claim
- Blasphemous Act
- Swan Song
- Swords to Plowshares
- Spectator Seating
- Smoldering Marsh
- Indatha Triome
- Rocky Tar Pit
- Breeding Pool
- Training Center
- City of Brass
- Command Tower
- Flood Plain
- Gemstone Mine
- Hallowed Fountain
- Llanowar Wastes
- Mana Confluence
- Vault of Champions
- Rejuvenating Springs
- Savai Triome
- Bad River
- Canopy Vista
- Scalding Tarn
- Prairie Stream
- Steam Vents
- Cinder Glade
- Zagoth Triome
- Raugrin Triome
- Underground River
- Sunken Hollow
- Verdant Catacombs
- Ketria Triome
- Watery Grave
- Mountain Valley
- Yavimaya Coast
What're your thoughts on the list, Sneuxfox ?
1 year ago
Hey, m4rs, I'm back with some spicy tech for your deck, this time regarding the big tokens themselves:
My suggestion, whenever possible, is to run creatures over other spell types for the same effect: they synergize better with your deck, despite being more vulnerable to boardwipes. (It makes you more explosive, which is better the higher you go on power level).
Have you considered Quartzwood Crasher? It is already a trampling beater that gives you even bigger trampling beaters.
Overwhelming Stampede is great when you have a 5+ power creature on the board. Unfortunately it doesn't apply to the tokens created thereafter.
Delina, Wild Mage can copy your legendary creatures as non-legendary, just for Ghired to copy them even further. (Throw in Parallel Lives in the mix and we're salivating already.) Maybe you're lucky enough and roll 15+ three times in a row?
Harmonic Prodigy and Wulfgar of Icewind Dale double your Ghired triggers. The former can be cloned for extra spice and the latter also works with Etali, Primal Storm, Aurelia, the Warleader and Combat Celebrant. (Too bad Isshin, Two Heavens as One is black :-/)
If you're relying a lot on "when-something-enters-the-battlefield" effects, Panharmonicon might be a good friend to you.
In that matter, Hofri Ghostforge gives all your creatures a second life should your opponents dare removing them. (I played against him, and it is ANNOYING to have to kill things twice to get rid of them.) The bright side is that the exiled cards come back to the graveyard after they LEAVE the battlefield for any reason, so you can recur them.
Iroas, God of Victory gives evasion to your creatures while protecting them from blockers.
Marisi, Breaker of the Coil should maybe return to the deck if you're afraid of being attacked when going all-in, since you removed Intangible Virtue. It also has the neat bonus of your opponents having to answer before you declare who you're attacking. (I know it doesn't scream "token" off its textbox, but it is a repeatable Disrupt Decorum effect which clears the board for your next attack).
I believe Selesnya Eulogist might be swapped out for Scavenging Ooze or the recently spoiled Lion Sash. Despite not populating, they exile any card and are cheaper mana-wise. The Sash can also be equipped to a creature to buff a creature and avoid creature wipes.
Since you run the Moxen, Gemstone Caverns fills the same role of exchanging cards for tempo, while being a land. (You can always choose to not go first if you win the dice roll.)
Now, as always, I want to suggest some removals:
I love Mimic Vat in battlecruiser games, but it doesn't pull the same weight on quick games. (It hurts to write it, but my beloved Soul Foundry might also only belong to Christmasland, since, if you don't have the mana to cast AND copy the creature right away, your opponents might see the danger incoming and remove the artifact before you get any value off it.)
Tendershoot Dryad might not belong here, since Ghired cares about quality, not exactly quantity of the tokens.
Esika's Chariot. I understand it already comes with its tokens for crewing, but getting a token copy of TOKEN creatures AFTER combat is too narrow for my taste (and you don't have noncreature tokens). Again, Rionya and Delina are better suited for this job.
Sword of Hearth and Home is good protection stapled to decent blink and ramp effects, but the ramp comes too late for Ghired to care, the blink is unreliable and the protection can be better executed by Shalai, Voice of Plenty, Saryth, the Viper's Fang (trample + deathtouch is nasty), Privileged Position or Asceticism.
What are your experiences with Warstorm Surge? I usually leave it out of my deck if I have access to Terror of the Peaks, since 6 mana is a lot in my games and the Terror is tutorable by cards you already run.
1 year 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) ;-)