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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Draw a card for each creature you control.
3 months ago
A bunch of card-draw cards you will want to note for any future shake-ups:
I would skew toward permanents (for Kodama) and higher mana values (for Vial-Smasher)
4 months ago
Love your deck friend :)
10 months ago
WotC has stated that green's card drawing/card advantage must be related to creatures, such as Elvish Visionary, Collective Unconscious/Shamanic Revelation, or Garruk, Primal Hunter's second ability, which makes Harmonize a color pie break, and I think that green's life gaining should also be reliant upon creatures, to maintain that philosophy.
For example, I believe that Nourish, Weather the Storm and Stream of Life should be regarded as color pie breaks, but Brindle Boar, Obstinate Baloth/Ravenous Baloth, Oracle of Nectars, and Inscription of Abundance are acceptable (Dawnglow Infusion and Heroes' Reunion are acceptable because they contain white).
What does everyone else say about this? Should green's life gaining be reliant upon creatures? And, as a side note, how is Dawnglow Infusion only a sorcery, and not an instant? That severely reduces its utility, in my mind.
1 year ago
Skagra42 Which part of Shamanic Revelation do you think is the bend?
As I see it, Collective Unconscious and Regal Force show that can draw cards based on number of creatures, although it's more typically based on power, like Greater Good or Momentous Fall. Both Unconscious and R.Force might also be bends, but I don't think they are.
Momentous Fall bring us to the life gain side. ability to gain big chunks of life has quite a bit of precedent, with cards like Blossoming Wreath, Nourish, and Wandering Stream. Gaining life based on power has become more prevalent recently, but has been around since at least 2006, with Gristleback, and Feed the Pack was printed just before Shamanic Revelation.
Furthermore, S.Revelation has been reprinted in eight different products, and is virtually a staple for precon Commander decks. I don't think a bend card would receive that much exposure, but that's entirely my speculation.
So my interpretation is that while the individual parts may not come together often, every part of Shamanic Revelation is acceptably , with established and demonstrative precedent. is probably the second or third best color for both drawing and life gain, but it's reasonable for it to do both.
1 year ago
Looks like you need more card draw, otherwise you'll stall out too early. Keeper of Fables is pretty subpar. Collective Unconscious will draw you a ton of cards when you have your game plan going. I'd also recommend the courts, Court of Grace for sure, as it will produce more tokens for you. Court of Bounty is great for getting more land drops or creature drops, and Court of Ire can help you finish. You wouldn't necessarily need to have all three of them, but I think the white one really fits the theme of your deck.
A rather obscure card, but I find Kyren Negotiations to be a good way to use your creatures to punch for damage when you don't have advantageous attacks. Tap them for damage at the end of turn before yours, then untap and do your thing. This would pair nicely with Drumbellower.
1 year ago
Archetype of Courage and Archetype of Endurance aren't super good value for the mana you put in. If you want increased combat effectiveness, there are toughness buffs, and if you want protection, that are counterspells or targeted protections like Ephemerate or Dive Down or Simic Charm or Resolute Watchdog
Turn to Frog is not a very exciting removal effect if you're in white and could just be running Swords to Plowshares. Same for the tapdown of Winterthorn Blessing, or the delayed value of Fall of the Impostor. Beast Within or Generous Gift are also premier removal.
You have a few off-theme creatures I think you won't much like: Disciplined Duelist works off power, Horizon Chimera gains a little life which is pretty low value overall, same for Lunarch Veteran Flip. Rootcoil Creeper and Llanowar Scout aren't too bad, but I think there are probably better ramp effects for you.
Slaughter the Strong is crazy strong in your deck!
1 year ago
I'm gonna say more draw, or at least more efficient draw, which is easy in a green creature deck. Along the Beast Whisperer line of thinking, you have to include Vanquisher's Banner, as well as Zendikar Resurgent and/or The Great Henge for both the ramp and draw, and probably include Guardian Project as well, and maybe Soul of the Harvest. Next I would consider stuff like Shamanic Revelation, Collective Unconscious, Freyalise, Llanowar's Fury, or maybe Inspiring Call if you'll be distributing enough +1/+1 counters to creatures. To go other routes for draw, I would consider including Grothama, All-Devouring to attack/fight/"sac" a bunch of "excess" creatures for draw, or Skullmulcher does similar in a pure sac way, or perhaps Ohran Frostfang, Regal Force, Toski, Bearer of Secrets, Benefactor's Draught, Mind's Eye, War Room, and while Nissa, Voice of Zendikar is off the Elf theme, it's still effective for more than draw. Or go with stuff like Rishkar's Expertise, Hunter's Prowess, or Garruk, Primal Hunter if you're going the tron route with Lathril. If you don't mind spending some money, it's hard not to also mention Sylvan Library.
Anyway, tons of great draw options that are in line with your deck's theme. And if you have excess ramp, you need excess draw to keep up.
1 year ago
I like where you're going with this. You've got some key pieces and some cool synergy that really feels like it would be fun to play!
While I was looking over your decklist I noticed that you have a lot of really good cards in here, and I feel like you could focus your card draw a little more to really step up the momentum of your deck. I've got a few swaps I think would help the momentum of your deck:
These are all just ideas and the deck is already pretty fun without them!
Keep up the good work, -H-E-N-R-Y