|Commander / EDH||Legal|
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|Eternal Masters (EMA)||Common|
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Commune with the Gods
Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.
Commune with the Gods Discussion
2 weeks ago
Oddly enough I was toying with a very similar build. Yours is faster since I skipped the mana accel. I planned Fecundity as an answer vs board wipe. I also added Commune with the Gods , Humble Defector , and Faithless Looting. It's a fun deck idea for sure.
1 month ago
Cool idea for a deck! I think you could try to build around your commander even more.
In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.
All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.
There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.
With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.
Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.
Chainflinger is decent in PDH and would fit nicely in a deck like yours.
Firebolt is very good in general and gets even better if you're milling it into your graveyard.
Fortitude can make a big creature a bigger problem and feed your graveyard lands.
Mother Bear seems like a good fit, like most cards that generate value in the graveyard.
Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.
Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.
A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.
In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.
Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.
Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.
A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.
Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.
Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?
1 month ago
Well that is were the original concept of the deck comes from. However this is attempting to be on the budget side (I guess I only put the budget in the tag and not in the description). The set of Wren and Six is more than the rest of the deck combined. I ended up putting mulch in it's spot. Instead of getting back lands it just gets more from the top. As a bonus, it can also be a great way to dig for a loom, or a combo piece if you have Noxious Revival .
While not as cost effect throughout a game, I feel it is a decent alternative. How do you feel about it?
You'll notice another notable addition to their list is Commune with the Gods as I felt it needed something to find it's pieces more consistently. Notable not includes are the big Chandra and the blood moons. So essentially is looking to add hand disruption for the big red prison. Again, how do you feel about these big differences?
1 month ago
@TypicalTimmy, Ah, I haven't changed my blurb in years. (How embarrassing.)
As for why the preference on the color pairing; I don't have a simple answer to it, but if there was a good number of colors to focus on, three always seemed ideal.
There are 10 three-color deck combinations to choose from. Before sticking to one color set I experimented with other color combinations using guild gates as the backbone of my manabase when I first started out playing Magic. I ended up playing against a lot of other decks that were absurdly more costlier in terms of money than my own decks back then which made losing a constant, but what made Magic most enjoyable for me was more so on the deck building and creativity. For me it kind of felt like a form of personal expression that was unique. My opponents were those who wanted to play competitively and they'd net-deck in Standard, Modern, and EDH playing sometimes with mirror copies of tournament-winning decks. For me that style of playing Magic was never appealing as it felt like you had to take someone else's idea or deck-concept to play seriously, and that net-decking was just an absurdly, non-ending, recycling of the same deck with only minor changes until it's as optimized as it can be. (Not saying it's wrong to play like that, it's just not something I would ever enjoy doing as it feels so unfulfilling to me.)
My Theros standard deck only consisted entirely of cards I had opened from a couple of packs from the various standard sets at the time, but I started picking up Modern when a friend of mine bought out a random person's collection online. This friend of mine was generous enough to let me have any of the worthless commons and uncommons he didn't mind parting with, so I built a kitchen table Modern deck that consisted of Gore Vassal and Feral Ridgewolf as it's signature cards. (This deck was crumby, but was way better than my excuse of a standard deck I was using and I liked it a lot more too because I had a bigger selection of cards to choose from which meant more creativity.)
I eventually got a part-time job after high school where I was actually making some money for once, but the pay wasn't amazing either. If I was going to financially invest into building a more serious deck I'd have to stick to a single three color-set as I did not have an intown local game store to trade one mana-base out for another. I decided on Mardu for a few reasons. One was that this was before the Khans of Tarkir block debuted, so I was limited to the original Zendikar fetch-lands to choose from and it seemed more ideal to build a three color deck that had a "wedge" color pairing as opposed to a "shard" color pairing. This meant I could run two sets of in-color fetches as opposed to just one; Arid Mesa and Marsh Flats . Second, I believe at the time those two fetch-lands were the cheapest to buy which also made them more favorable. Lastly none of the competitive Modern decks back then ever ran a true Mardu-color deck. ("True" as in not splashing into that pairing just to run a singular card.) The color combination just seemed as though it was ripe with potential to build around with and if I did make something really competitive it would give me a sense of pride and ownership that I didn't have to borrow someone else's idea or concept in order to win against my competitive friends.
I eventually did make a high stakes Modern deck in which used an Evershrike + Spirit Loop synergy to create a nasty end-game for my opponents. At the time other Modern graveyard strategies were nowhere near as prevalent or fast either so graveyard-hate was little to no concern as well. The issue with the deck was consistently pulling off that synergy just wasn't good enough at the time with the cards that were available, and so the other half of my deck consisted of good-stuff like Boros Reckoner and Vampire Nighthawk which generally made the focus of the deck an all-rounder as opposed to aggro, control, or midrange - good at everything, but not the greatest for any given one. That deck probably would have been tier 2.5, (higher tiered if I could land the signature combo,) but even though it wasn't the best the personal enjoyment I got out of giving my friend's net-decks a real struggle made it exhilarating to play with as if I was on the verge of creating a new Modern archetype all by myself. (It was pretty strong against the Splinter Twin and Jund match-up which is part of what made it so promising in the first place.)
That never worked out though. I spent exhaustive nights pooling through gatherer, but I had hit the limit. There was no real way to make the end-game combo anymore consistent than I already had it. The deck was scrapped, because the best way to improve it was to either drop red or white for green to run Commune with the Gods and Rancor . Seeing how the Splinter Twin archetype was later banned out of modern and with the rise of faster, stronger graveyard decks made graveyard hate more common, had I changed out of my color set to include green that Evershrike deck would have needed to eventually devolve into yet another Zoo, Dredge, or Jund deck just to stay in the meta. I digress, with the level of care, spending, and testing dedicated to just that one color-combination I would have gone absolutely nowhere had I abandoned my personal color combination.
In return, I canned Modern for EDH dedicating all my time and focus on the same color set - the same style of deck - the same business as usual. I already had the cards, the experience, and whatever I didn't have was just convenient to obtain for the circumstances at the time. Mardu OG dual-lands were still in the $50 price range while others were over $100, my college offered a playgroup consisting heavily of a competitive no-nonsense-styled EDH meta that forced me to rely on what I already did best to just to keep up, and by constantly being pitted against the decks that were already pushed to their limit I was able to do the same for my own.
In the end what I learned is you could spend your time playing in different colors and different strategies, and develop a flexible understanding on how to pilot just about any deck, but at the same time you only ever play each game one deck at a time. In each game how well you have crafted and piloted that deck is reflective only on how much time you've spent with that deck itself. I can't switch over to other colors as it would be like asking an artist who has dedicated all his time to painting to pick up a musical instrument or to write novels. For me all my experiences and thoughts are placed in one color combination, so whenever I play a game I'm going to be coming out throwing everything that I got into it. That's why I value above all other color combinations, but only for personal reasons. (I don't think it's fair to say any color combination is truly the strongest though, but even if there was one I would have no interest in playing it because I would like to be the one who proves that claim wrong.)
There's a quote from Bruce Lee that sums it up pretty well:
"I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times."
If you're curious my sole EDH deck is Flame Haze. The other decks are concept works I haven't even acquired the cards for. (Flame Haze's deck description is currently outdated at the moment however.)
2 months ago
how do you get Fecundity out since its key to popping off would you concider adding somthing like Commune with the Gods or just relay on mulls
2 months ago
I think you're understating the significant difference between a card that costs 2 mana and another that costs 3. If you only rely on Transmute as a Heartless Summoning tutor, the earliest you'll be able to get one on the battlefield assuming you don't draw one naturally is turn 4; and while that isn't necessarily slow enough to automatically lose you the game, it's still brutally slow against a lot of modern decks. Commune with the Gods may not be as reliable as a legit tutor, but if it does hit (and there's a pretty high chance of it doing so, since you'll be getting through almost 25% of your deck (13-14 cards) if you cast it turn 2) you'll be able to play a Summoning turn 3 and dump a 3 cmc creature and any Lupines or Superions you have in your hand.
And that's not even mentioning how much more flexible Commune is in comparison to a Transmute card; if, say, you already have a Summoning on the battlefield, Transmute would at best turn into a 3 mana Myr Superion , while Commune with the Gods can look at the top 5 cards of your library and get any other creature, like a Hazoret or Disciple of Bolas or even a Mass Hysteria should the situation call for it.
As for the downsides, if Commune does whiff on grabbing a Heartless Summoning it still digs 5 cards deeper into your library, increasing your chances of drawing one in succeeding turns by a decent amount. With all the 4 and 3-ofs, dumping creatures in the graveyard is highly unlikely to be a problem that actually affects the deck's performance, either.
2 months ago
I disagree that Transmute for 3 isn't worth it. It's essentially making a copy of Heartless Summoning , which is the core of the deck and it can grab 7 creatures. Without HS, the deck is kind of screwed. Commune with the Gods is ok, but it's not nearly as consistently going to find HS in the top 4 cards AND it puts cards in the graveyard with no way to get them back. All that downside for 1 mana fewer doesn't sound a lot better to me. I suppose it might be worth asking: if Heartless Summoning isn't good enough to tutor, is it worth building around?
2 months ago
Commune with the Gods occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.0%