Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle your library.
|Have (4)||orzhov_is_relatively_okay819 , , torterrapizza , gildan_bladeborn|
|Want (4)||torterrapizza , Vuuduuhedd , Mlord , Morpho-peleides|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
on Tasigur cEDH
4 days ago
What do y'all think about Energy Tap? Found it flipping through my commons and uncommons box and it seems interesting given it only taps instead of sacrificing. I dont like that it is at sorcery speed, but otherwise it seems good. My main issue is that it is really only profitable with 10 creatures in my deck, and only actually good with 3 of them, but one of those is Tasigur himself, so I will have access to him almost constantly. Additionally I am not sure what to remove for it. I am leaning toward one of the current ramp spells currently...Cultivate maybe because it is 3 mana? It is getting tougher and tougher to cut things now. I guess that is a good sign somewhat, but at the same time, I know this list is far from optimized, so I should be able to make these decisions easier I would think. Also contemplating Deranged Assistant because of the mill effect...
5 days ago
Hey, one drop green mana Elves are really good, a big reason to play Elves. They aren't just ramp with Lathril they're also fuel for her activated ability when you don't need them for ramp and lets you get more Elves onto the battlefield quicker.
- Elves of Deep Shadow: can tap for black mana which is helpful with a lot of Forests.
- Fyndhorn Elves
- Elvish Mystic
- Llanowar Elves
- Arbor Elf: combos with Elvish Guidance when it's enchanted to a Forest.
- Birchlore Rangers: lets you tap Elf tokens the turn they're created to make mana, even black mana.
Staff of Domination does everything as a mana sink for Elves and can be an enabler for Lathril to be a win condition. With Staff you first make infinite green mana by tapping and untapping one of Archdruid, Marwyn(with 5 or more power), Priest of Titania, Circle or Wirewood Channeler. When you have infinite green mana then Staff is the mana sink to draw and cast enough Elves to control 10 or more. When you have 10 or more Elves then Staff can be the mana sink to repeatedly untap Lathril and each one the 10 Elves as the win condition.
Quest for Renewal is another enabler for Lathril and 10 Elves to be win condition. When Quest has four counters which is not difficult especially with more mana Elves, you can untap all creatures you control during each opponents turn. With Lathril each opponent loses 10 life on each player's turn, resulting in all opponents losing 40 life in one cycle of all player's turns if you have three opponents.
Chord of Calling is a helpful instant creature tutor since can tap Elves to help to pay for it's convoke, with enough Elves it's a free spell to cast and it puts the creature you search for onto the battlefield. It has nice interaction with Elf tokens since can tap them to convoke the turn they're created. With Chord get Ezuri or Miara, Thorn of the Glade in response to removal, get Archdruid so you can tap him on your turn, get Magistrate so you can tap her on your next turn, get Varragoth so you can attack with him on your next turn, etc.
Patriarch's Bidding is among the most powerful tribal spells for quick recovery. For five mana it reanimates all Elves in your graveyard. Play a Regrowth just to have another potential Chord or Bidding or recur any other card.
An area to consider improving to help with competitiveness is the manabase by upgrading to Golgari dual lands that ETB untapped.
- Undergrowth Stadium --> Foul Orchard
- Llanowar Wastes --> Golgari Guildgate
- Overgrown Tomb --> Jungle Hollow
- Unclaimed Territory --> Darkmoss Bridge
- Twilight Mire --> Cabal Stronghold
- Woodland Cemetery --> Skemfar Elderhall
Cabal Stronghold only works with basic Swamps and there's only 9 here which is not enough to really get much if any ramp making it consistently only a colorless source of mana.
Some cards to consider cutting: Blightbeetle, Mana Bloom, Terramorph, Serpent's Soul-Jar, Return Upon the Tide, Masked Admirers, Wild Pair, Golgari Guildmage, Korozda Guildmage, Rhys the Exiled, Blanchwood Armor, Dowsing Dagger Flip, Harvest Season
If Blightbeetle is tech in your playgroup than nice, but if it's not then it looks out of place. Most if not all mana ramp sources can come from actual Elves instead of other sources like Mana Bloom or land ramp like Terramorph. I would even play one drop mana Elf or Farhaven Elf over Cultivate or Harvest Season.
Serpent's Soul-Jar is not a good card, exiling an Elf when it dies is not a may you have to do it and hoping to be able to cast many Elves later, one at a time with Jar is not going to consistently happen. Instead most if not all your exiled Elves will be stuck in exile for the rest of the game because Jar will be destroyed or removed another way.
Good luck with your deck.
6 days ago
This post is going a bit long, but I wanted to give some constructive feedback, and this is an archetype I love to play around with.
Infinite Turns is probably the best thing you can set up in your build with almost no changes, most cEDH decks run that as their primary win con. You can easily tutor for the lands needed (people use Strip Mine I understand), and blue tutors can find the infinite turns spell, making it pretty easy to set up. Because you need so many Islands out to make Sanctuary work, I feel like the oddball cards like Cultivate/Kodama's Reach make sense, as a land in hand is very good early, and you will almost never be stuck on 2 mana, the main weakness of those 3 mana ramp spells. With Aesi, you automatically get a bonus land drop, so you just need a way to bounce Mystic Sanctuary and you're ready to combo. I think Trade Routes is about the best option, but Meloku the Clouded Mirror is decent, giving you flyers to win with if he's bouncing Sanctuary. Bounce also dodges graveyard hate like Rest in Peace that would otherwise neutralize your combo, not sure if you face such decks.
Aesi wants ramp rocks compared to Tatyova, with 5 feeling much cheaper. Jeweled Lotus is worth considering for the speed, and you're right, Mana Crypt and Vault should both likely be in to rush out your Commander.
I could be completely wrong on this, but I feel like you probably want more lands, I run 45 in my Tatyova deck, and I do not feel like it's too many. I honestly suspect the deck would play more smoothly with even more, since I like opening hands with 4 or more lands, and despise ones with 2. Aesi will probably need to play 5 lands (and have played ramp) before getting a card, and from my math you should expect to hit 5 lands at 12 cards. Aesi feels pretty clunky if you can't pretty much guarantee an extra land drop the turn you play it, but I admit 42 sounds like a lot. To double check, I recommend running it through a hypergeometric calculator, that's how I figure out my land count for more optimized decks.
Gush is generally a good card at higher levels. In your deck, I guess Gush is going to be good for 4 cards, and perhaps 2 extra mana that turn. That is good enough to run I'd say, and you shouldn't struggle to get out 2 islands to bounce.
Cursed Totem is a reasonable card (and worth running), and Collector Ouphe is a big nuisance for sure. You might consider Energy Flux as it's sometimes a bit better, though other times worse. A stax card I've always wanted to try out in Tatyova is Freyalise's Winds, which hopefully won't affect you as much as other people since you are putting extra lands into play. Most higher level decks set up a ton of mana at once, and Winds will make that a bad strategy arguably, giving opponents many dead turns if they can't hit land drops consistently. I never have tried it because my Tatyova deck cannot handle the attention that card would attract, and I don't have any other decks that can really make it work. Not really sure if it'll work for you or not. Mana Web is pretty interesting, it could be good enough, especially if people like to hold up instant speed interaction and run duals, they likely will have to choose.
Well, I feel like looking through your deck has helped give me some good ideas for my own Tatyova deck, so thanks for posting this! Infinitely Inevitable Combo is my work-in-progress infinite combo deck, and it mostly uses land bounce, if you want to see how that works.
1 week ago
I like your list, but I feel like you are missing out on sorcery speed ramp, which is one of the biggest benefits of playing green in EDH. I would recommend adding 2 and 3 cmc ramp spells like Three Visits, Farseek, Rampant Growth, Cultivate, and Kodama's Reach. This will make it easier to cast multiple werewolves per turn early in the game.
Also, I would up the land count. 30 is how many lands an elf deck would run and that deck has access to tons of mana dorks that cost 1-3 mana. I think ~35 lands and more ramp spells would really help this deck out.
I made my list and I am in the process of putting it together once the new werewolves come in the mail. Give it a look when you can-
1 week ago
I tried a similar deck and i think Harrow is a good option, better than Cultivate that is too slow. For late game game i put Omnath, Locus of Rage or i was thinking about Multani, Yavimaya's Avatar; now i'll try Shatterskull Smashing Flip, could be a good solution for ending a game. Explore is a good card draw for the deck. However nice deck there's a lot of nice tips that i could use for mine.
2 weeks ago
Hey, nice list of cards on a budget. You have several good cards, but also many stinkers.
Do you really play this deck? Or it is a deck you made here for fun? I ask because I don't see how this deck can win a game or consistently function well enough in a real game of multiplayer Commander. If Jodah gets disrupted you're done because your deck is relying way too much on Jodah. Problem is Jodah will be an instant target for removal when he's on the battlefield as your opponents can't let him stick around letting you take over the game. You want your deck to be able to function in gameplay without Jodah.
There's a basic deck structure you can use for a causal Commander deck that's a starting point for building a deck.
- 36-38 lands (Exotic Orchard, Path of Ancestry)
- 20-25 creatures (Faeburrow Elder, Maelstrom Archangel)
- 12 or more ramp sources (Arcane Signet, Fellwar Stone)
- 10 or more draw/tutor sources (Temur Ascendancy, Conflux)
- 10 or more removal/board wipes/counterspells (Beast Within, Stubborn Denial, Austere Command)
This structure doesn't cover everything, just the basics to help to make a functioning deck. For example with Jodah you will want to dedicate quite a few card spots for protection such as Boros Charm and Swiftfoot Boots for him and the big stuff you cheat onto the battlefield. Some areas such as number of lands, lands used in the manabase and ramp become much more important than others. Especially when playing five colors, needing one of each color to cast spells with Jodah and having many high mana cost cards you want to cast.
You have Command Tower which is good, one of the best lands in Commander. When playing five colors then more color fixing from lands in the manabase and ramp sources that can make any color of mana are areas to focus more on and allocate more funds to make gameplay better with or without Jodah.
- Arcane Signet
- Fellwar Stone
- Exotic Orchard
- Path of Ancestry
- Faeburrow Elder
- Jegantha, the Wellspring
- Commander's Sphere
For lands on a budget if basic lands are the lands you count on most then include ramp and other lands that have interaction with basic lands.
Glade and the four others are called Tango lands and they care about you controlling two or more basic lands for them to ETB untapped. Farseek can search for any one Tango land and put it onto the battlefield tapped.
You have Jungle Shrine which is good, it's called a Tri land and on a budget these lands are some of better lands you can play for color fixing. Consider more Tri lands?
I can continue with more advice in another comment. Would you like me to continue?
Good luck with your deck.
2 weeks ago
Atarka can make a pretty mean combat damage deck. It's not the best at interaction, but player removal counts as removal, too. I notice you're not running much green interaction, so I would suggest adding Nature's Claim and Return to Nature. They're nice and cheap.
Some upgrades could be Untamed Wilds and Spoils of Victory for Kodama's Reach and Cultivate. There's also Skyshroud Claim and Beanstalk Giant. Having lands that can ramp is really nice too, so I'd consider swapping some basics for Myriad Landscape and Blighted Woodland.
Bower Passage gives basically all your dragons unblockable (it's some really nice tech for dragon decks). This ca
Savage Ventmaw is an excellent dragon in my opinion. Helps a lot with the mana. If you have a Klauth, Unrivaled Ancient or Old Gnawbone that would be better. But the uncommon is good on a budget. Any one of these goes very well with Aggravated Assault or Hellkite Charger.
Now for the expensive suggestions. Xenagos, God of Revels lets you one-shot people with your commander while also giving haste. I know you may not want to be one of THOSE people, but if you put Grafted Exoskeleton on your commander, it also lets you one-shot people. Balefire Dragon and Hellkite Tyrant are excellent for completely wiping out opponents. Steel Hellkite is a budget alternative to those. The Great Henge is powerful in this deck by giving you draw, extra power, mana, and being a low cost once you have a dragon out. Utvara Hellkite is an army in a can. Gets ridiculous fast.
Some cards I would consider cutting are definitely the burn spells. Magma Jet, Lightning Bolt, Volcanic Fallout, Dragon's Fire, Banefire, and Atarka's Command may be good in other formats, but they fall short in commander. They aren't very good interaction because you'll often not be able to deal with the biggest threats on the board. Better cards for interaction would probably be Ryusei, the Falling Star, Rolling Earthquake, and Scourge of Valkas.
2 weeks ago
Heya! Back again! I forgot to mention, Chatterfang unfortunately has the color identity of green AND black, so he is not TECNICALLY a legal card in a mono green commander. That being said... I think he fits the bill and would be useful in the deck if you choose to keep it, just maybe mention it to your playgroup and see if they mind!
A few of the cards I think might be a little less impactful than you think. For example, the Ravenous Lindwurm could be upgraded to a Thragtusk if you're looking for a beat stick that gains you life, plus the addition of token production when it dies (and it's like a quarter hahah). In addition, I think some of your equipment might be underwhelming in the long run. In green, card draw is a little hard to come by, so if recommend finding some good sources, maybe like a skull clamp or something!
All in all though, play with what you have! Try evaluating cards in terms of, "Does this help me win the game, or does it further what I want to do with the deck?". So while scrounging babar is a pet favorite monkey cat of mine, it could brick if you draw it late game, than something like a Cultivate!