Castle Garenbrig

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Legality

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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Castle Garenbrig

Land

This enters the battlefield tapped unless you control a Forest.

: Add .

, : Add six . Spend that mana only to cast creature spells or activate abilities of creatures.

Profet93 on Red-Glove Landscaping LLC.

2 days ago

Andramalech

Farseek - But the only basics you have are forests and farseek doesn't get a forest. What am I missing here? I'm trying to wrap my head around this.

Speaking of lands, have you considered adding any non-basics? I understand you need a lot of basics from your strategy + early game. Crop rotation in particular would warrant some nonbasics. Some non-basics to consider include....

Boseiju, Who Endures - Removal

Castle Garenbrig - Ramp

Yavimaya Hollow - Regen + politics, expensive but could be worth it depending on how much you're trying to drop on this deck.

Yavimaya, Cradle of Growth - Not a strong inclusion as it could help your opponents more than you. The benefit being able to tap your fetchs for mana when needed and sac them when you don't (especially for top of deck cards like Oracle of Mul Daya).

Profet93 on Xenagos: Jumbo AF

4 days ago

aed38

How has playing with 40 lands been like for you with an avg 4.2 cmc? Have you considered swapping out 1-3 lands for either ramp or card draw? Speaking of lands, here are some lands you might find useful.

Castle Garenbrig - Ramp

Turntimber, Serpentine Wood  Flip - Big creature

War Roomfoil - Draw

Yavimaya Hollow - Regen + Politics

Beast Within - Removal

Deflecting Swat - Protection, politics. Redirect counterspells, targeted removal, extra turns and draw. Ability to bluff while tapped out is nice.

Heroic Intervention - Protection

Your creature choices seem solid like most xenagos decks. I do wonder how Realm Seakers and panglacial wurm have been playing for you, +1

Profet93 on Sustainable Green Energy

2 months ago

Hordebane

Crucible of Worlds/Conduit of Worlds/Ramunap Excavator - Recursion for fetch lands. Those are your easiest ways to stack energy. Maybe even a Splendid Reclamation, but that's a bit much.

Lotus Cobra - Gas!

Azusa, Lost but Seeking/Exploration/Burgeoning - Extra land drops needed to utilize energy

Boseiju, Who Endures - Removal

Yavimaya Hollow - Regen/politics

Cryptic Caves - Draw, reuseable with crucible effects

Prismatic Vista > Terramorphic, budget permitting

Castle Garenbrig - Ramp

NV_1980 on Ursa Major *PRIMER*

8 months ago

Thanks for the recommendations Profet93; I can always count on your valuable support. For now, Nissa's Pilgrimage will definitely replace Kodama's Reach and Castle Garenbrig will definitely replace a forest (can't believe I overlooked that one!).

You're suggesting a lot of additional (or replacement) draw mechanisms for a deck that already has at least sixteen scry/draw/tutor resources. During play with this set, I've rarely lacked for enough cards to cast so I'm not sure whether adding more CA is necessary. Greater Goodfoil is the one suggestion I'd still like to find a place for, considering that it allows one to still make use of a card that might already be on its way to the graveyard (or in emergencies, when one is stuck). I get Elemental Bond is harder to remove than Garruk's Packleader, but I opted for leader because as a creature it can do more than just remain a static enchantment (so for me, multi-functionality trumps survivability, but I can still understand Bond's appeal).

As for Primeval Bounty; it's mostly in for sentimental reasons (I will mention this in the primer, because you're not the first person to mention it in a similar context). It was the first mythic my wife ever pulled from a pack (she unexpectedly passed away in 2020) and the above deck is largely based on her favorite mono-green build (which featured Yeva as its commander).

Profet93 on Ursa Major *PRIMER*

8 months ago

NV_1980 +1 my good sir, I love reading your descriptions. It's evident that you spend a lot of time and love for each of your decks. I have some thoughts....

Return to Nature > naturalize - Strict upgrade

Elemental Bond > Garruk Packleader - Costs less and is an enchantment so it's much less likely to be removed and it's easier to cast

Nissa's Pilgrimage > Cultivate/Kodama - Strict upgrade

Primeval Bounty - First mode is the best, second is decent, third is not impactful. It has a high CMC and doesn't do much the turn it comes in. What has your experience been with it? Perhaps swapping it with something below could help....

Momentous Fall - Useful in response to removal. Sacrificing is additional cost to cast so watch out for the blue player. Alternatively, it's cousin, Life's Legacy might be worth considering. Return of the Wildspeaker also can act as draw or an overrun.

Green Sun's Zenith - While you do already run finale, some additional tutoring redundancy can't hurt.

Garruk, Primal Hunter - It's a soul's majesty that can make tokens to defend itself. Also adds devotion.

Dense Foliage - Not an entirely serious suggestion but worth mentioning, you usually target your creatures with abilities, not spells. Depends on the meta for sure. Could be useful to make someone burn a removal spell.

Greater Goodfoil - Best recommendation for your deck. Draws cards + virtual card advantage, acts as a sac outlet to prevent exile and theft (which apparently is a thing given your homeward path) and can be used in response to removal.

Shaman of Forgotten Ways - Nice little guy, not entirely serious but worth noting. It's ramp and an alt wincon.

Castle Garenbrig - Simple ramp

Boseiju, Who Endures - Removal in land form

Mirrorpool - Not a serious suggestion given your lack of nonbasics (which I think you can add some more). Imagine copying rishkar's, shamanic, beast within, etc.... not to mention any of your big dudes.

Turntimber, Serpentine Wood  Flip - Land when you need it, creature when you don't!

Profet93 on Azusa, Lost but Staxy

10 months ago

MATTSCOTTR, Understood

Extra lands for field of the dead....

Yavimaya Hollow - Regen/Politics

Deserted Temple - Maybe not the best for this build but the ceiling with cradle is insane

Castle Garenbrig > Forest

Thoughts on Karn, the Great Creator > Collector Ouphe? Collector can be more easily recurred and interacted with, comes down more quickly but is symmetrical. Karn can come down later, is harder to recur and interact with but is asymmetrical. Plus it can be a useful recursion tool and a political tool as well. If not swapping over Ouphe, perhaps over Karn Liberated given the high cmc for permanent removal?

Realms Uncharted - Useful to tutor for lands, even better with land recursion on field or in hand. Also works great with Petrified Field.

Profet93 on My 3-headed baby girl

1 year ago

austintayshus

Tokens are outside my wheelhouse, but I'll do my best to help. Also, I see you run the Emeria Shepherd + Sakura Tribe elder synergy, nice!

Shamanic Revelation - Draw with a side of lifegain

Alhammarret's Archive - Double lifegain, double draw!

Harmonize - Simple draw

Elemental Bond - Steady draw

Skullclamp - You run a decent amount of mana dorks.

Reliquary Tower - Maybe not needed yet but once you add more card draw, it should definitely be considered. Currently, Creeping Renaissance could warrant this inclusion.

Greater Good - Such a good card for draw. Also helps prevent exile and theft tactics.

Momentous Fall - Used in response to removal. Beware of the blue player! Also note Life's Legacy.

I understand that tokens are secondary, but have you considered at least adding one token doubler card such as Doubling Season? Not necessarily doubling season itself given the price constraint but any one of it's close cousins can fit the bill.

Winding Canyons/Emergence Zone - Flash would help primarily with Felidar Sovereign, Sunblast Angel and combat tricks. It also helps you from over-extending your board

Castle Garenbrig - Ramp

Profet93 on Samut, Vizier of Naktamun

1 year ago

SufferFromEDHD +1 because of you, interesting deck.

Dualcaster Mage - For the combo potential with hit shimmer and twinflame, as well as general utility.

At the risk of being winmore, Alhammarret's Archive?

What is the point of squee, synergy with survival of the fittest? Reminds me of when I used to run Genesis for a similar interaction.

Skullclamp - Draw, or is it not needed?

Do you have enough mountains to trigger valakut? I feel the slot would be better utilized with a Castle Garenbrig?

Command Tower/Cragcrown Pathway  Flip - Color fixing

Turntimber, Serpentine Wood  Flip - Utility

War Room - Draw

Have you considered adding some extra combat step cards to trigger your commander's ability and deal additional damage such as Karlach, Fury of Avernus, Relentless Assault, Seize the Day, Scourge of the Throne, World at War, Breath of Fury, Combat Celebrant or my personal favorite Aggravated Assault?

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