Castle Garenbrig enters the battlefield tapped unless you control a Forest.
: Gain .
, : Gain six . Spend that mana only to cast creature spells or activate abilities of creatures.
|Want (5)||dchaffee02 , TheOtherRoxas , TurophobicMage , Rawphull , Jhiaxus|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Castle Garenbrig Discussion
6 days ago
I saw your deck cycle, throwing more at you....
Reflecting Pool - I feel this is better in tricolor decks where there is more versatility. Having 2 of the same when you sometimes need another color isn't always ideal. That being said, given your dorks/ramp, I doubt it has whiffed on you before. Still curious
Urza's Saga - For sol ring and shadowspear? Would suck if you already drew into them. I dont think you have enough targets to make it viable, how often has it whiffed? I feel if you added Sensei's Divining top, it would be more viable.
Wheel of Fortune - Seriously considering this in my build. How do you know when to and not to play it? Would love some advice on that. Xenagos lists draw through combat damage or through targeting a high power creature you control. Having draw that is not reliant upon maintaining a creature on board
Bonders' Enclave - While colorless making dork casting more difficult, the potential for draw might be worth it
Dread Statuary - While same issue above, having a man land has been very helpful for me. Making it a 8 power with commander, then casting draw spell is nice.
Castle Garenbrig - Similar issue to above, but helps ramp out 5 of your creatures more quickly. Might be worth it
Skullclamp - Draw, power booster and makes your late game dorks into draw engines. I've almost always been happy to see this card. Not to mention that if you equip pre-combat, they have to decide whether they want to remove it to prevent you from drawing. But many times (meta dependent), people are hesitant to use removal on a threat that might not be coming to them. #politics
Rancor - Turns 1/1 --> 3/1 --> 6 power with commander. Recurs itself, provides trample. Not needed, but nice to have. Often times, I cast selvala, rancor onto it, go to combat, pump, no swing --> main phase 2, use the haste + pump to cast big spell (greater good, riskhar's etc....)
Heroic Intervention - Most important suggestion, super useful. Dont sleep on it.
Your list is pretty tuned, so its hard to recommend any cuts
1 month ago
Thanks for the +1 and the awesome comment!
Field of the Dead - A fantastic card and while it is a bit out of budget, the main reason I don't play it is because it doesn't make elementals. Although, it will make the maybe board for my Omnath, Locus of Creation build.
Tempt of Discovery/Vengeance - My playgroup is pretty greedy when it comes to lands so usually they tutor, especially in the early game. And even though opponents usually don't choose tokens, it's still worth having for me alone.
Abundance - Funny enough I added this card two days ago, so I haven't had the chance to test it out yet unfortunately, so I'll have to find out.
Castle Garenbrig - More ramp, I like
Cryptic Caves - Wish I thought of this earlier, going in
Sol Ring - Again a great card that would improve the deck, but artifact ramp just isn't on theme.
Life from the Loam - Definitely an eventually addition.
Thanks again for checking out the deck!
1 month ago
+1 even though I'm not a huge fan of the deck due to my personal differences in regards to playstyle. That being said, the deck is definitely a solid piece of work and seems like it can put enemies on their toes if they are not careful. I can tell how much you care for your deck based on the time and effort you put on it. I hope you enjoy playing it for years to come!
Field of the Dead - Extra token production, works well with scapeshift. Is it out of budget?
Nylea's intervention - Works best in land matters decks, you don't have a lot of targets unless youre using it for it's 2nd mode which wasn't mentioned in the primer. There aren't many impactful lands in your deck that would require specific land tutors, rather, I would focus on just ramping harder to field with a spell of a similar CMC as you don't always have the luxury of having multiple land drops if you opponents are aware of your strategy. Speaking of opponents....
Tempt Discovery / Elemental - You mention in the primer that no1 wants to give you elementals, do people really want to give you lands? I'm curious how your meta plays it. With your commander, you still get your elementals even if they all tutor for strip mine (aka, my meta) and having the lands you tutored for in your grave to be later recurred with splendid reclmation or another recursion spell.
I know sylvan library is out of budget but seeing an abundance without a sylvan library is like selling your car for gas money :P But seriously, how has abundance played for you? EVERY time I use it I always choose the wrong mode, no matter what. It's never once worked. Every time I want lands I skip over a huge ramp or draw spell. Each time I choose non-land hoping for the aforementioned, I get nothing substantial. Just like gamble, I always toss the card I tutored for. Genuinely curious how you use it.
Blighted Woodland - Ramp which is better than GRUUL Turf IMO. Turn 1 Gruul Turf kills me
Castle Garenbrig - Ramp for om nom nath
Cryptic Caves - Draw , works well with crucible of world effects. Also, it's really good with Titania, Protector of Argoth.
Realms Uncharted - Tutor, I usually just get all fetches if I'm lazy.
Sol Ring - Ramp or not needed?
Life from the Loam > Sylvan Scrying - I don't think you need specific land tutors. Adding an additional, reuseable, form of recursion is helpful in maintaining land drops and getting back your lands. While the redundancy might not be needed here, it's worth mentioning.
Let me know what you think of each suggestion
1 month ago
Hey, I think I understand you correctly when I say you want more utility/non-basic lands you can use in here? Do you have a budget in mind?
First off, I personally don't love Arcane Signet in a mono-Green deck, that shouldn't hurt to remove as a start? Sol Ring is probably good enough to keep. As for some non-basics you could look at, Wirewood Lodge is a good Elf land, Gilt-Leaf Palace is a good land maybe, not too cheap though. Tainted Wood might work, I'd consider Blighted Woodland, Tyrite Sanctum can make your Commander Indestructible, Mortuary Mire or Witch's Cottage can get you back a creature, I like to include bounce lands like Guildless Commons in decks short on lands (they count as 2 drops effectively), Nephalia Academy is probably useful if you face discard decks (bad if not though), Woodland Chasm can be found with Wood Elves (but comes in tapped unfortunately), Mosswort Bridge is a good Green land on a budget, War Room is a good one if you're splurging, Castle Locthwain can draw as well, but it's clunkier than War Room most of the time, Jungle Basin might be fine as a bounce land if you've got lots of basic forests, Castle Garenbrig has potential relevance, Buried Ruin can get back an artifact (if you add Vanquisher's Banner, or Staff of Domination, which combos very well with Elves), Scavenger Grounds can exile graveyards, and Bojuka Bog exiles 1 graveyard when it enters.
If you end up liking basics more than you expect, you could also go low on non-basic lands and use Primal Order, which can cause some decks considerable grief. I'll check in later, hope these give you something to think about at least!
2 months ago
Profet93, again, thanks for the suggestions, they're super helpful!
I definitely agree I should cut Helix Pinnacle, but it's a massive pet card of mine. It's only won me 1 game ever, but I can't bring myself to cut it. That being said, I might playtest Glimpse of Nature instead of it, because it will 100% function better. I also might try Umbral Mantle too, because that might be even more consistent than Glimpse of Nature, if a bit less versatile.
Staff of Domination does go infinite with priest, marwyn, etc. which is why I keep it in. It does require a fair bit of mana (3 to cast, 3 to activate), but I've found it wins me the game on a successful resolve, with either Ezuri's second ability or drawing into craterhoof.
The single fetch in this deck is exclusively to flex on one of my friends who plays simic. We opened MH2 packs together and I pulled the Misty Rainforest, so I have it in there basically just to show off. I also like to tell myself it thins the deck out so I draw into more useful cards, but I should probably playtest something else, maybe a Castle Garenbrig or something. Strip Mine isn't super helpful in my meta as my playgroup doesn't run a huge amount of worrisome lands. I might try it anyways though.
3 months ago
Got to love some big green stompy! Any deck playing Siege Behemoth needs a +1.
This list is pretty tight, but here are a few cards for your consideration. Augur of Autumn to be able to play lands and creatures off the top of your library. With 36 creatures, Lurking Predators will likely consistently hit. Nylea, Keen-Eyed for additional cost reduction and card advantage may be helpful (she is tough to remove as well). Lastly, I'll suggest a pet card of mine: Worldspine Wurm. It's massive, has trample, makes other big wurms with trample, and it keeps coming back.
Possible cuts for Spring-Leaf Avenger and the aforementioned cards would be Desolation Twin and Impervious Greatwurm. Those creatures are huge, but they are chump blocked for days. Primal Order is another. It's a cool card for sure, but I think you have enough in the way of finishers that you don't need it. Plus removing it would allow you to play more utility lands like Castle Garenbrig.
3 months ago
Not sure if these cards have been considered:
Castle Garenbrig it produces mana only to creatures but using mana doublers it can make a lot of mana, also the mana can be saved by omnath.
Overwhelming Stampede good finisher.
Carpet of Flowers I guess it is meta dependant
Traverse the Outlands big ramp
3 months ago
Came across Agadeem's Awakening Flip which would almost work as a clunky recursion combo assembler if flooded, so I definitely think that is worth considering. Field of Ruin like I mentioned earlier, is solid land hate that replaces itself with a colored manasource. Kazandu Mammoth Flip / Blackbloom Rogue Flip / Tangled Florahedron Flip would be a 'land' that could be found with Collected Company, just be careful of how many tapped lands are included if you decide to include any of those.
Mistveil Plains could help with the mill matchup, and it works to give you a Chord of Calling target if needed, plus it is findable with fetches. Oran-Rief, the Vastwood lets you get a lot out of Kitchen Finks, so it may be worth an inclusion. It would also help if you transition to an aggro strategy during the match.
I've personally always liked Reflecting Pool as a singleton psuedo-mana fixer and one or two of the filter lands (Wooded Bastion / Fetid Heath / Twilight Mire) in 3+ colored decks to alleviate the burden of all the life loss cards (shocks + fetches).
Castle Garenbrig would work as some slow ramp, probably not worth it, but figured I would mention it. Turntimber Grove / Llanowar Reborn would help to get more out of Devoted Druid and the like, although it probably isn't worth coming in tapped (the Grove would sort of be a combat trick when found with Elvish Reclaimer as well). Turntimber Symbiosis Flip / Emeria's Call Flip would be some other clunky options, that I just don't think are worth it.