|Commander / EDH||Legal|
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|Commander 2019 (C19)||Uncommon|
|Core Set 2019 (M19)||Uncommon|
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At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
Colossal Majesty Discussion
1 month ago
Sheltered Thicket has two types, mountain and forest, so it helps with Kird Ape . Maybe you can focus on your lands to surprise your adversary with Primal Bellow , you may try Ash Barrens or Evolving Wilds . Or, following the shout style: Roar of the Crowd .
In fact this deck can use a lot of cards ideas. So I believe you will maintain it opened for new ideas you may have for quite a while.
2 months ago
Thank you for your many recommendations!
Asceticism : I considered this a lot, but I prefer auras than enchantments like this, so I can immediately trigger the fight mechanic. Colossal Majesty : Same reason with Asceticism; plus, when I cast this on turn 2 or 3, this most probably will do nothing for me. I have a lot of ways to draw cards. But I really did consider this when making the deck.
About the creatures, I initially had Polukranos, World Eater here but then I cut it as its too much too activate, I could just remove creatures using the fight mechanic on the commander. As for Chameleon Colossus , Whiptongue Hydra , and Phyrexian Hydra (he's not ugly lol, I love me my infect creatures :) ); I used to run this along with Polukranos when the deck started out as kinda tribal hydra / enchantress. Having decided to focus on the enchantment route, all I needed to do was to put out Gargos asap and kill creatures (through auras) and attack. But I am thinking of maybe cutting Karametra's Acolyte and/or Primordial Hydra for Whiptongue and Phyhrexian Hydra. (Thanks for reminding me about these two!)
Traverse the Outlands is something I overlooked, having 5 cmc I will have to think about it still.
Thanks for your recommendations, I really appreciate it! :)
2 months ago
Hello! I really like this idea to boost up this commander with enchantments. I just created a deck for the same commander, but I selected Instants instead of Enchantments. Enchantments have better support in Green, but Instant are more powerful without any support. However this Green Enchantment deck has a really unique atmosphere, so thank you for building it. Some (obvious) ideas which might worth consideration: Ramp Traverse the Outlands , always good creature it can be a wincon and hydra as well Chameleon Colossus , good removal creature Polukranos, World Eater , best protection in Green Asceticism , good card drawer Colossal Majesty , and the best flying creature removal Whiptongue Hydra and finally an ugly creature which is a hydra and a potential wincon Phyrexian Hydra . I hope you can use some of these cards. :-)
3 months ago
So I’m running: 3 Goreclaw, Terror of Qal Sisma 3 Traxos, Scourge of Kroog 3 Fleetwheel Cruiser 3 Phyrexian Soulgorger 3 Ghalta, Primal Hunger 2 Birds of Paradise 4 Sol Ring 4 Sarkhan's Unsealing 2 Colossal Majesty 4 Thud 4 Fling 2 Manamorphose 2 Kari Zev's Expertise 4 Stomping Ground 4 Rootbound Crag 2 Cinder Glade 1 Game Trail 6 Snow-Covered Forest 6 Snow-Covered Mountain I haven’t had a chance to play with it yet, but play testing hands, it seems a lot of fun. :)
3 months ago
Actually, I will give a few thoughts.
The Immortal Sun - What does this do for your deck or game plan? It tries to do a lot but instead only does a little of a bunch of things for too high of a cost.
Decimate - Zacama, Primal Calamity should take care of most of your artifact and enchantment destruction on his own, making this redundant, but this card also comes with the unfortunate problem that you can ONLY cast it if you have viable creature, artifact, enchantment, AND land targets. If you are missing any one of the 4 it's a dead card, and if one of those 4 is your own then you're forced to destroy that. Now, if you find that you really need more artifact and enchantment hate look into cards like Krosan Grip or Force of Vigor .
Savage Stomp - Why would you risk your creatures with this? If you are able to target them then you already have removal in the form of Path to Exile or Swords to Plowshares , not to mention Zacama, Primal Calamity ability to deal damage to creatures. If your opponent has a combat trick then you just lost your creature. It's a gimmicky card and I think there are better things you can do with the card slot in your deck. For example, Aggravated Assault or Reckless Assault will give you multiple combats which will really let you bring the full power of your dinosaurs to bear without giving your opponents time to recover.
Priest of the Wakening Sun - Why? If you need a fetch then run cards like Worldly Tutor , Finale of Devastation or Chord of Calling . If you need lifegain there are plenty of better sources. This just reveals cards in your hand to your opponents, gains a tiny bit of life, and kills an entire turn with your expensive fetch.
Atzocan Seer - Skip the returning Dinosaurs. You're a creature deck, and a big one at that. Just focus on constantly dropping big creatures and hitting your opponent, putting so much pressure on them that they don't have time to worry about strategy. Aggro decks don't really worry about their graveyard. As for the mana, you'd be far better served with Birds of Paradise or Sylvan Caryatid , or if you go non-budget then Bloom Tender .
Gigantosaurus - I'm honestly really not a fan of anything that costs 5 of the same color. This pretty much kills anything else you were planning on doing on your turn, which is absolutely not what you want to have happen. Sure it's a 10/10, but it's really not worth that downside, especially without trample. Look at Carnage Tyrant for a fantastic alternative.
Kinjalli's Sunwing - This draws unnecessary hate and really doesn't help your game out that much. You have a deck of giant dinosaurs. This shouldn't be an issue. If you really feel you need it then look into Authority of the Consuls or Urabrask the Hidden instead.
Runic Armasaur - Too specific and unreliable. There are better uses for the card slot.
Sakura-Tribe Elder - While a good card, your deck can't take full advantage of this and would be better off running land fetches like Tempt with Discovery , Nature's Lore , or Skyshroud Claim , all of which are better and come out untapped.
Samut, Voice of Dissent - Why in heaven's name are you running this? This card is awful? If it's for the haste then there are tons of better cards. Look at Fervor , Rhythm of the Wild , or Fires of Yavimaya . Even Urabrask the Hidden would be a better way to spend 5 mana. Is it for the untap effect? There are still much better options such as Seedborn Muse . This card burns 5 mana for no good reason. No. Just no.
Shalai, Voice of Plenty - Meh. I'd run Leyline of Sanctity or Privileged Position instead. Asceticism , Archetype of Endurance , and Sterling Grove are other good options. All are harder to hit and kill. It's nice but overall i'd run the alternatives instead.
Shifting Ceratops - Doesn't do enough. It's nice but not good enough overall.
Territorial Hammerskull - While not inherently bad, it's also just "meh". It's okay. I'd rather have cards that give your creatures trample and just march your dinosaurs through your opponents, and/or bigger and better creatures.
Jaya, Venerated Firemage - Why? This is a waste of a good slot. Run Warstorm Surge and get a far better effect than her. If you want more damage then run Dictate of the Twin Gods . She's really not worth it.
Samut, Tyrant Smasher - This card is awful. Run any, and I mean any haste enabler instead. Her negative is awful and her passive is better on any other card. Honestly, run Xenagos, God of Revels . He's amazing, gives haste, doubles a creature's power, and add's their power to their toughness.
Temple of the False God - I've taken this out of most, if not all, of my decks by now. It's not great honestly. It seems really good, but if you get it early game then it's a dead land that stares up into you and slowly seeps the joy out of your soul, and if you get it late game then it's just an extra mana that really doesn't matter to you.
3 months ago
To be honest, I think this version is much more competitive than the other one, mainly because Overwhelming Stampede and Colossal Majesty are not helping the deck where it needs help: staying alive and winning consistently by turn 4. While Overwhelming Stampede can and will win the game on its own, you won't often get the chance to cast it without ramp or interaction to keep you alive like Path to Exile . Colossal Majesty is just too slow to make a meaningful impact on the game, as well; the earliest it can draw a card is turn 5 since you don't have any 1-2 cmc creatures with >4 power, and in a format where turn 4 wins are the starting point for most decks (though that has been creeping closer to turns 2-3 recently) it won't ever have the chance to do anything outside of a control matchup.
Of course, all that is considering how it's being played in a more competitive setting. But even if you don't play against established top tier decks and only lower tiered ones (ex. Merfolk, zombies, goblins), it'll likely still get steamrolled without interaction or lower cmc spells.
This has gotten long, so I'm gonna scoot over to the other deck. ;)
3 months ago
as for cuts Lightning Greaves actually shuts off your commander's ability to target the bear equipped with it ( Swiftfoot Boots does work though), now the Doubling Season type enchantments could all be cut, you may find yourself making a lot of tokens and doubling counters does sound nice, but honestly they could result in a lackluster result for their cost and card slot. Colossal Majesty and Primal Rage also both are likely too slow or too weak to really be as useful as you'd want.
Now for bear flavor I'm surprised you're not running Savage Swipe as it's just a straight upgrade to Prey Upon in function and bear art. (even if it's power isn't 2 when you cast the spell it will still fight, just not get the pump effect.
As for strengthening the deck I'd almost suggest looking at how Yisan, the Wanderer Bard decks run their toolbox of answers to things.
3 months ago
Thank you for your comment and for you ideas. I appreciate it and will follow your advices.
Unfortunately I had time to play just three games with this deck and twice my Birds of Paradise or Dryad Arbor got hit by a Lightning Bolt or similar card. I love Bloom Tender but it usually eats removal asap (any card that may generate more than 1 mana is usually hated in my meta). Anyway I need some chump blockers and if I use more mana dorks, some of them could survive .. I had some bad experience when I used to play Prossh in the same meta and at the end I had to avoid mana dorks as much as possible, otherwise everybody was killing my ramp.
Second Sunrise and Faith's Reward - both are great suggestions, I have Teferi's Protection in my collection, so it could be even better than any of the forementioned cards (since I have almost no ETB creatures). You are right with Swords to Plowshares , I will switch it immediately. Gaddock Teeg should fit in as well.
When I goldfished this deck the card draw was the biggest issue. When I have creature tutor and some enchantments, I am able to draw a lot of cards. In one of my other decks (Bant Enchantress Combo v2.1) I was using self returning enchantments to be able to draw some cards with enchantresses (when I had no enchantment in my hands). I am thinking about Flickering Ward - it would give me evasion (I may choose the color protection based on color of defending player's creatures) and with an enchantress on battlefield I may return it to my hand and play again. Crown of Flames seems to be another option as well. I am considering Runic Armasaur . It could draw a few cards in every game and 2/5 is quite ok for blocking.
Some other card draw possibilities:
- Colossal Majesty is slow and I need to have Uril on the battlefield.
- I am tempted to run Selvala, Explorer Returned , it is ramp & card draw, but it's slow and gives cards to my opponents as well.
- Do you think that it would be worth to add Mesa Enchantress ? I don't like the double cost and I am not sure if I need another enchantress.
This deck is my second / third deck which I want to play as maybe 75 %, not cEDH. Anyway I want to win some games and in all the games so far Uril got a lot of hate, because everybody was afraid what happens when he hits the field. Right now I want to avoid mass land destruction, but it maybe needed in the end. Realm Razer seems to be ok. The lands are not destroyed, but it's not possible to use them and if anybody has an instant removal, he may float some mana and then kill it.
Colossal Majesty occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%