Carpet of Flowers

Carpet of Flowers

Enchantment

At the beginning of each of your main phases, if you haven't gained mana with this ability this turn, you may gain X mana of any one colour, where X is the number of Islands target opponent controls.

Latest Decks as Commander

Carpet of Flowers Discussion

solterranean on Lathril (94%) let’s get 95!

2 weeks ago

If you're looking to speed the deck up, I'd consider adding: Elves of Deep Shadow, Birds of Paradise, Wild Growth, Utopia Sprawl, Boreal Druid, Elvish Pioneer and the all-mighty Deathrite Shaman. For those, I'd look at cutting: Kodama's Reach, Rampant Growth, Elfhame Druid, Farhaven Elf, Jaspera Sentinel, Llanowar Visionary, and Springbloom Druid. Selvala, Heart of the Wilds is an amazing card, just not sure if it belongs here, maybe replace it with Elvish Guidance. There's also always Heritage Druid,

And hey, if you've got a Gaea's Cradle, Crop Rotation is a must (and its slower cousin, Sylvan Scrying, which also makes Nykthos, Shrine to Nyx a good add. More ($$$$) lands to consider would be: Cavern of Souls and Yavimaya Hollow. Other utility lands you might want to check out would be: Emergence Zone, Nurturing Peatland, Castle Garenbrig, and Wirewood Lodge.

If you've got the funds and are looking to get those last few % points in your ramp package, take a look at: Carpet of Flowers and Jeweled Lotus.

For card advantage, yeah I agree that Glimpse of Nature and Oakhame Adversary are good options, along with Sylvan Library, Necropotence, and Dark Confidant if you've got the $$ and looking to get as close to 100% as possible. Regal Force is a non-elf that's essential in elf decks. Some other options would be: Pact of the Serpent and Elvish Visionary. In terms of tutors, definitely consider: Chord of Calling, Eldritch Evolution, and maybe even Woodland Bellower and Fauna Shaman. Decks closer to CEDH would probably include: Vampiric Tutor, Diabolic Intent, and Survival of the Fittest. Also, Eternal Witness might be too good to not include, along with Noxious Revival. Patriarch's Bidding is a cheaper Haunting Voyage.

Card advantage cards you could consider cutting would be: Twinblade Assassins and Silhana Wayfinder.

In terms of removal, I think you'd want: Assassin's Trophy, Abrupt Decay, Nature's Claim and/or Force of Vigor, and Deadly Rollick. I also like Golgari Charm in more casual metas.

For elf synergy, along with Elvish Champion, I'd take a look at: Ezuri, Renegade Leader, Immaculate Magistrate

For utility, consider: Autumn's Veil, Veil of Summer, Vitalize, and the non-elves Scryb Ranger and Temur Sabertooth. Concordant Crossroads seems really good with Lathril too.

Hope this helps! Happy brewing

Niob_Mordodrukow on Fast Animar

1 month ago

Lotus Field was never used as intended, so, i removed it and added basic forest (we need enough forests for few cards like Arbor Elf, for example)

Also removed Rhythm of the Wild and Ulamog. First is too slow. Second one is a winmore. If we have a lot of counters to cast Ulamog for free, but our only option is to exile two permanents - it is pretty sad.

Added Elvish Spirit Guide and Carpet of Flowers. It was not in original list, because in my meta islands are rare. In cEDH should work well.

trippy_mcfly on Mono Black Death Plague

2 months ago

Cool deck. I'm here to offer some suggestions after you pointed me here from your other deck.

Tergrid, God of Fright  Flip is a powerful commander and generates insane advantage in 4-player games. Let's take a look at this deck and see what it is doing, and then streamline it. I see three main objectives of this deck:

1 - RAMPING.

This is pretty much a primary objective of any commander deck, since if your only source of mana is playing one land per turn, you're going to fall way behind. Your main ramping plan for this deck is to double lands, using Cabal Coffers, Cabal Stronghold, Caged Sun, Crypt Ghast, Extraplanar Lens, Gauntlet of Power, and Nirkana Revenant. This is super cool and probably a pretty strong plan. We want to try to maximize this plan. How can we do that?

All of these cards want you to load up on basic swamps, which you did. We want to make sure we are playing a basic swamp every turn. Solemn Simulacrum is definitely a worthwhile add. Liliana of the Dark Realms is very helpful and I'm happy to see her in this deck. Often times Urborg, Tomb of Yawgmoth is a worthwhile add for decks with Cabal Coffers. I think it is worth it here. Although you yourself don't have many non-swamps that will benefit from Urborg, you are likely going to be stealing people's lands with Tergrid, and counting those as swamps will be helpful for you.

How else can we keep getting swamps onto the battlefield to power up this strategy? Card draw. The more cards in your hand the higher the chance you will have a swamp to play every turn. Night's Whisper and Sign in Blood are great for this. Disciple of Bolas is solid too. Dread Presence loves swamps and is a must-add. I would add Phyrexian Arena, which is great card draw for you. Necropotence, one of the craziest cards in the game, is also a worthwhile addition. Not as good but worth consideration are Yawgmoth's Bargain and Null Profusion. Two other well-known card draw machines in black are Dark Confidant and Bolas's Citadel. You have some costly spells in your deck, so they might be a bit of a liability. If you want to include them, Sensei's Divining Top pairs very well with them.

Just because you are mainly ramping with land doubling doesn't mean there isn't room for other ramping as well. You have Black Market, which I have never personally tested, but is probably decent. Black has some explosive, single-turn ramp with Dark Ritual, Cabal Ritual, and Culling the Weak. These cards would do well in letting you get out expensive plays ahead of schedule, mainly Tergrid. Artifact ramp is also great in any deck. I would add Mana Crypt, Sol Ring, Jeweled Lotus, and Jet Medallion. I would consider adding even more artifact ramp as well. Getting down Tergrid as early as turn 1 or 2 is just so good.

2 - SACRIFICE AND DISCARD.

Once you have Tergrid out, sacrifice and discard become powerful effects that let you take control of your opponent's permanents. This is insane advantage and if left unchecked for very long will win you the game. Syphon Mind while Tergrid is in play not only puts you up 4 cards in comparison to each opponent (since they each went down 1 and you went up 3), but also could net you 3 more cards if they discard permanents that then go onto your field. That's insane. Let's take a look at all the cards you have that enable Tergrid:

SACRIFICE:

Archfiend of Depravity - A one-sided, almost board wipe that repeats every turn? Pretty solid. Getting the creatures onto your field with Tergrid? That is nuts. The one issue is that some commander decks won't have that many more than 2 creatures on the field when this comes down, and if they do, then this card and/or Tergrid become a big target, but if you survive the turn, this and your commander will put you ahead so far.

Butcher of Malakir - Similar to Archfiend. If this guy sticks around for a bit, you're going to be at such an advantage. It costs 7 which is a bit high and very vulnerable to something like Mana Drain, so I wouldn't be super upset if you cut it, but it is great with Tergrid.

Gatekeeper of Malakir - This guy only costs three and steals a creature if Tergrid is on the field. Love it.

Phyrexian Obliterator - If someone is dumb enough to deal damage to this guy, then you're getting a lot of their permanents! I don't love this card for you. People will just leave it alone and then you just hit someone for 5 each turn or leave up a blocker, which is a bit slow.

Sheoldred, Whispering One - Similar to Archfiend. If this guy sticks around for a bit, you're going to be at such an advantage. It costs 7 which is a bit high and very vulnerable to something like Mana Drain, so I wouldn't be super upset if you cut it, but it is great with Tergrid.

Torment of Hailfire - Expensive and liable to be countered but if it resolves then you will get a ton of value!

Dictate of Erebos - I like it. Let's say you have 10 mana. Cast Tergrid, then somebody goes to kill him. Flash this card in. Now, you at least get 3 of your opponents creatures on the way out!

Grave Pact - I like this as well. You can't flash it in, but if you put this card on the field, then people will have to kill this before Tergrid comes down or else end up giving you their creatures.

The Eldest Reborn - Immediate impact with Tergrid on the field, pretty good value on its own. Definitely a keep.

DISCARD:

Liliana, Defiant Necromancer - You need to flip her first, but once flipped she is great.

Syphon Mind - Great.

Torment of Hailfire - Expensive and liable to be countered but if it resolves then you will get a ton of value!

The Eldest Reborn - Immediate impact with Tergrid on the field, pretty good value on its own. Definitely a keep.

... and that's it. We need more cards that are busted with Tergrid! The following would be great adds to your deck: Smallpox, Dark Deal, Liliana's Triumph, Plaguecrafter, Soul Shatter, Mire in Misery, Innocent Blood, Vona's Hunger, Death Cloud, Burglar Rat, Demon's Disciple, Fleshbag Marauder, Elderfang Disciple, Liliana, Waker of the Dead, Bottomless Pit, Fraying Omnipotence, Rotting Rats, Cunning Lethemancer, Merciless Executioner, and a personal favorite: Smokestack.

Notice that all of these cards are typically even trades (ex: I play Elderfang Disciple, going down 1 card, everyone else goes down 1 card.) These aren't great on their own since it costs you mana to do so, and, in the case of discard and sacrifice, the opponent gets to choose an asset that they are least upset to get rid of, making them actually below-even trades. However, they become insanely busted with Tergrid. (ex: I play Elderfang Disciple, going down 1 card in hand for a measly 1/1. But, I get a Carpet of Flowers, basic plains, and Birds of Paradise on my field? Now that's an amazing play). Therefore, the ones that are recurring are better, since they give you more chances to make sure they resolve while Tergrid is on the field. (ex: I play Cunning Lethemancer and my opponent kills Tergrid. Later in the turn I play Tergrid again, albeit for 7 mana now due to commander tax. Next turn, with the Lethemancer trigger, I get some great value!)

Here are some other cards that work well with Tergrid, although they only target one opponent: Sudden Edict, Hellish Rebuke, Pharika's Libation, Diabolic Edict, Duress, Thoughtseize, Hymn to Tourach, Chain of Smog, Despise, and Divest.

Notice that in the absence of Tergrid, these cards are negative trades. They set you and an opponent back by putting you both down one card. The other two opponents are left untouched. Seeing them early in the game is not particularly helpful since you'd rather spend the early game ramping. They are great and slowing down whoever is winning, but at the expense of your own board. There is a trade-off here, since these can be leveraged politically. "Each opponent discards a card"" can give you tons of value with Tergrid on the field but makes you 3 enemies. "Target opponent discards a card"" gives you not as much value in general but you can leverage this to make someone else the common enemy or make a deal with a player ("if you don't attack me next turn I won't target you with my Duress"). Things like Duress can also target specific cards, which is an added benefit for you and an added detriment to the opponent.

I would run some from each category, probably with an emphasis on maximizing Tergrid value.

3 - DRAIN AND GAIN.

Blood Artist and other cards gain you one life and drain your opponent one life. This is cool and certainly an interesting archetype of a deck. It doesn't synergize with Tergrid particularly well. I personally would not use this strategy at all in this deck and maximize the Tergrid plan. However, Exquisite Blood + Sanguine Bond is an awesome combo and an unexpected way to finish the game for you while people are busy dealing with Tergrid. If you want to keep this, I would trim some of the other cards, such as Exsanguinate and maybe Underworld Dreams.


So, now that we know what the 3 objectives are, and have maybe cut the third, we have a bit more of a plan. I've suggested adding some card draw and mana rocks for ramp, and tons more Tergrid synergy. What are the cuts? I would say anything that doesn't fit in with the objectives, so basically any card I haven't mentioned already, unless it gives great value on its own. I'll go through some:

Demonic Tutor and Vampiric Tutor are incredible cards and provide great value. Diabolic Tutor, Scheming Symmetry, and Shrouded Lore are worse tutor effects and should probably be moved to the maybe board. Sudden Spoiling is interesting and stops somebody from comboing off on their turn so is probably worth it. Reanimate is good value and should probably stay, same with Animate Dead. Demonic Vigor protects creatures but not Tergrid, unless you want him going to your hand. This is risky but probably fine. I could see him getting countered and then removed from your graveyard which puts you back majorly, but I could also see you avoiding commander tax. Worth looking into. Undying Evil is strictly better since it has instant speed and keeps him on the field. We might also want to protect him with Lightning Greaves or Swiftfoot Boots

Coffin Queen is too expensive and vulnerable. Drana, Liberator of Malakir is cool for aggressive strategies and can help you close out the game but is out of place in this deck. Falkenrath Noble is an overcosted Blood Artist. Gonti, Lord of Luxury is a value creature that if you can get his ETB many times, which your deck can't really do. Grave Titan isn't worth it in this deck. Gravedigger is fine but might be a bit slow. Helldozer is probably not worth it unless you want to pick on somebody lol. Korlash, Heir to Blackblade is not worth it. Massacre Wurm might not be worth it. Nighthowler isn't worth it. Opposition Agent is always a good add. Phage the Untouchable is too slow and vulnerable. Sepulchral Primordial might not be worth it. Skirsdag High Priest is probably not worth it. Syr Konrad, the Grim is not worth it. Wight of Precinct Six is not worth it. Tainted Strike is not worth it. Lashwrithe is not worth it. That's about 15 cuts right there.

Props to you for building Tergrid and having an interesting ramp strategy. I think if you go more in on the Tergrid plan by cutting unrelated cards for cards that ramp or are good with Tergrid then your deck will be a lot more reliable. After all, the most fun part of this deck is going off with Tergrid!

Hope this helps.

snotice on Vorinclex loves to count (Goal 95% Comp.)

2 months ago

Suggestions:

Ramp:

Nature's Lore over Cultivate and Three Visits over Kodama's Reach: Though you are attempting ramp big, it is better to ramp more efficiently than waiting an additional turn to ramp one more land.

Priest of Titania: In a competitive environment you will run into other players who play elves. This elf rarely taps for just a green.

Augur of Autumn: Playing creatures off the top of your library is a strong ability, especially in a mono-green deck that wants to play creatures in mass.

Selvala, Heart of the Wilds: With casting several big creatures, this elf gets better and better the big the creatures you put down. I think a must include in a deck like this.

UTILITY:

Bala Ged Recovery  Flip: A utility card that can take the place of a land in the deck.

Destiny Spinner: Since your deck is focused moreso on your commander being present, having him be uncounterable makes casting him easier to do.

REMOVAL:
Beast Within: Arguably, the best removal green has in its arsenal. Any permanent for a 3/3 trade is almost always worth it.

Crop Rotation: An easy way to go fetch up on of your utlity lands.

Nature's Claim: One of the cheapest artifact/enchantment removal spells in green.

Caustic Caterpillar: a creature and removal spell all in one.

Karn, the Great Creator and/or Collector Ouphe: Artifact hate is a must in nearly every cedh table you sit at. These two will help you more than hurt you.

Kogla, the Titan Ape: he goes infinite green mana with Karametra's Acolyte and a haste enabler. In addition has removal built into him.

Lastly, your curve is a bit high, I'd suggest going down to 4ish planeswalkers or add even more low cmc ramp to the deck like Elvish Mystic, Llanowar Elves, Exploration, Burgeoning, Carpet of Flowers, Wild Growth, etc.

trippy_mcfly on Big Daddy

2 months ago

Sweet deck! Old Gnawbone works really well with Goldspan Dragon, which in turn works well with EDH staple Dockside Extortionist. Have you considered either of those two cards? They are pretty good value regardless. Carpet of Flowers and Deathrite Shaman are good too if you want to include those. Commander's Sphere might be better than Chromatic Lantern, but if you run into fixing issues often enough than maybe not!

trippy_mcfly on The Ur-Dragon

3 months ago

Fun deck! Other good ramp you might want to include in this deck could be Burgeoning, Carpet of Flowers, or Birds of Paradise. Great value cards to add, in my opinion, are Esper Sentinel and Mystic Remora. These would all help you lower the curve. I would consider cutting a few less-valuable dragons, the more costly enchantments, or perhaps Mirror of the Forebears since so many of your creatures are legendary.

jaymc1130 on After 500 games of testing …

4 months ago

So at this point I've managed to get in 500 games of Hullbreacher and Opposition Agent play in various decks and that's a large enough sample size to be pretty confident in the results of the data.

Hullbreacher already got banned but I'll start with some statistics for it. 503 game played with Hullbreacher included in at least one of the lists. 318 wins for Hullbreacher decks in that span, and with everything accounted for the card wound up with an expected win share percentage of + 6.6%. In other words, just adding that card alone to a deck would bump it's win share % up from 25% in a vacuum to over 31% in that same vacuum. Our database has some 5,000 total cEDH games tracked and logged at this point, and 10s of thousands of individual cards performance's tracked as well. This probably won't come as a shock, but Hullbreacher, of every single individual card we've ever tracked and tested posted the highest single card expected win share increase of any card in MTG's history. By a lot. More than double the increase in win share percentage from the next closest card with a minimum 500 game sample size. In our data set it's confirmed at this point to be the most dominant performing card in cEDH history. Not to surprising it wound up banned.

Astonishingly (or perhaps not) the number 2 card on the list in terms of expected win share contribution in a minimum sample size of 500 games in the entire 5000+ game data set we've collected is Opposition Agent. 500 games on the nose, 206 wins, and a final expected win share contribution of +3.1%. Until these 2 cards were printed we'd never had a single card post even a +3.0% expected win share contribution and we'd seen some dominant numbers from cards like Extract, Timetwister, Wheel of Fortune, Force of Will, Ashiok, Dream Render, Paradox Engine, Carpet of Flowers, Thassa's Oracle and Deathrite Shaman over +2.5%.

According to the data I've collected so far, Oppo Agent and Hullbreacher are the two most dominant cards ever printed for cEDH and by very significant margins. It wasn't even a contest, these two just performed heads and shoulders above every other card in the format.

Almost certainly this data set is not perfect or ideal, it's a mere 500ish game sample size compared to data we might have for a card in Legacy or Vintage that might have 10,000 or even 100,000 games of tracked data over several decades that can be easily found on the internet, so take these findings with a grain of salt would be my recommendation. I know since I've started posting more and more statistics based approaches to evaluating cards and decks in cEDH that more folks have been doing the same (hard to argue with the benefit of the results and those sweet extra wins here and there based off an analytics approach) and I'd be curious to see what kind of data others have collected about these 2 cards since their release. I think it's pretty unlikely our group wound up with an aberrant data set, but it's the kind of result that is so over the top and even a bit unexpected (seriously? THESE are the two best all time performing cards for cEDH?) that even I'm a bit skeptical looking at the results of the data collection.

We've had a fair amount of time to experiment with these 2 bad boys by now, so I'm curious about the results of any one else who tracks data like this and what their data set might say about the performance of these 2 cards in cEDH. If you've got some interesting results to share let us know how they've been performing in your games.

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