Tap: Add (1) to your mana pool.
(1), Tap: Untap target land.
|Want (2)||dchaffee02 , SkipBalis|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Deserted Temple Discussion
1 day ago
Oppression, Desolation, and Painful Quandary are all quite strong. Deserted Temple and Rings of Brighthearth can give you an infinite mana combo with your Cabal Coffers to win with the lantern. Sangromancer can give life as fuel for citadel and aetherflux.
2 weeks ago
You could use Citadel of Pain to add some ongoing damage/work around counter magic, and Rite of the Raging Storm to create pressure on other players. Spellshock adds more damage, which should speed things up, serving as a miniature backup Kaervek. I think Captive Audience is downright hilarious. Gorilla Shaman is a reasonable 1 drop, and Viashino Heretic is pretty hostile to big artifacts. Rionya, Fire Dancer might fit.
2 weeks ago
I read your description and your update. I wish I could +1 this again, but then the 69 wouldn't be there anymore. I also love the low avg cmc despite several high CMC cards in the deck.
Regarding your update, you asked for a potential cut for Perilous Forays to come back in the deck. Fiery Emancipation seems like the easiest cut for me. It costs 6 mana, doesn't do anything the turn it comes down and is very much winmore - Helps when you're ahead, does nothing if you are behind. Reading the above comments, it seems you don't want perilous back in the deck. While not an entirely serious suggestion given you already have sylvan awakening, Rude Awakening is definitely worth looking into if your deck description is accurate where you can cast your commander over and over again. At worst, its a ritual. At best, it allows Cradle to tap for massive mana and is another enabler for Shamanic Revelation. It can also just beatdown for the win late game.
Another potential cut is Mina and Den. How often do you need trample? Do you really need the redundancy given Garruk's Uprising? If you were to cut it for an equal CMC card like Kamahl’s Will, I feel you would be better served. Acting as an additional outlet for cradle, shamanic revelation all while providing removal. Best part is that the lands are indestructible (just like sylvan awakening but with so much more benefit for 1 more mana, instant speed too!). You could cut Sylvan awakening if you really feel Mina and Den is necessary to push damage through.
To further field of the dead and ramp out your commander even faster (after 1 commander death tax), or just other creatures, have you considered Castle Garenbrig? Or does the potential of being tapped turn you off to it? If it does, another card to consider is Yavimaya, Cradle of Growth. It makes ancient tomb (so you don't take damage) tap for 1 green, cradle for 1 green if you don't have creatures (after a wipe) and allows your fetches to tap for mana perhaps you don't wanna shuffle (due to your topdeck knowledge like Oracle of Muldaya)
Pushing the envelope a little, Deserted Temple is good synergy with cradle, untap opposing land for politics, or untap yavimaya protection land for additional protection from removal
I would cut Valakuts awakening for Augur of Autumn - Valakut doesn't draw you cards and augur allows you to play lands off the top, potentially creatures too.
Be sure to let me know what you think of each suggestion
1 month ago
Profet93 Actually still in heavy prototyping. I started rebuilding the deck from scratch yesterday. Sorry in advance for the mess, putting together a bunch of the pieces again today.
I feel like my play group give me too much time to setup and there is not much in the way of heavy control around besides the occasional counter spell or Ghostly Prison. I will be honest, might even give me enough time to pull off a Helix Pinnacle.
Only reason I'm not running Mana Crypt, is I don't have one. I'm actually trying to acquire it. For the sake of building, accepted.
Genesis Wave is defiantly going into the deck
Horn of Greed Feels too powerful to cut, it's going back. You caught me in the middle of a full deck rebuild. It's not leaving :)
Deserted Temple is a good suggestion, accepted
Missed Fabled Passage! Thank you!
Ulvenwald Hydra feels good in the playground right now as a tutor for gaea's cradle or any other land I will be adding to the deck. In addition to that at any time there is a lot of flyers at my table. Tempted to keep him unless I can come to a better quick solution for flying like Whiptongue Hydra. Not sure yet honestly.
Yavimaya, Cradle of Growth will be needed, still sorting out the land base!
1 month ago
I noticed you're using mostly basic lands. Any particular reason for that? Moreover, do you need Yaviamaya, cradle of growth given your large amount of basics? I feel it's slight benefit of allowing your few non-basics to tap for green is outweighed by the potential of mana fixing the opponent.
I love fetches in Azusa, even Fabled Passage, as they give us a greater chance to utilize crucible effects. I take it, it's a tad too slow here? Even given your update stating how shuffling effects are crucial?
Like most Azusa decks, your primary strategy seems to be T&N into Avenger + Regal. But if they counter the T&N, given you run no Boseju, or stifle the ETB effects of either, you're SOL. Somewhat fringe and meta dependent scenario, I understand, but something to consider. I mention this as you only have 7 cards that draw you cards (including the cards that allow top deck land plays). Perhaps a Harmonize or some other cards listed like Boundless Realms (while not draw, thinning your deck dramatically is very very helpful, given a deck with primary basics)
You stated in your update: From the information given above, then it is in our best interest to figure out when the deck runs away with the game and to amplify that scenario. It seems that dropping.... Horn of Greed - You even mention that you always pull out ahead. It seems like you cut cards that help you win and you then cut those same cards as when you are in that winning position, they don't advance your position further. But without some of those cards, it becomes more difficult to get to that winning position in the first place.
Discussing draw further, green draws through either token swarm or creature power. You have Avenger + Scute for tokens and (up to) 6 creatures that have high power, biggest only namely Ulvenwald, which I don't understand in this build given you are utilizing primarily basics. If Ulvenwald's purpose is to tutor lands, why not get another land tutor such as sylvan scrying, nylea's intervention or many others?
Genesis Wave - With only 5 instants/sorcerries, why isn't this here? You don't need to dump your whole deck if not needed given you have no haste outlet like Akroma's or Concordant. I find it a very powerful value card. Or is it not added because you might draw yourself to death with Regal Force + Scute Swarm/Avenger?
Deserted Temple - For cradle (and politics)
I could be wrong as you know your deck best and how it functions. I would love to hear what you think of each suggestion
1 month ago
KyleWynne22 if that's the case, you could probably get away just fine with cutting the Survival of the Fittest for Sylvan Library. Of the others you mentioned, the only one of them that I'd say is most needed is the Serra's Sanctum, but then again it's price alone is more than the other three combined. Wheel of Sun and Moon is super nice, but something like Library of Leng is a really budget substitute; only real reason we run Wheel over it is because Wheel is an enchantment. Greater Auramancy just provides additional redundancy that Sterling Grove provides, and you're probably fine with most cards in the maybeboard as a substitute. Deserted Temple you could probably just throw in another basic land. Really it's only purpose is to untap Serra's Sanctum and Nykthos, Shrine to Nyx.
1 month ago
Willborn thank you for the comment!
Honestly really the only thing I look for in a starting hand land-wise is a green and a white source, whether that be through basics, nonbasics, or fetches. I've kept far too many two land hands and it's worked out mostly well for me. I'd say I'm satisfied with my hand 75% of the time. With the lower land count with not many backup sources of mana such as dorks and rocks, there is a greater chance of being mana-screwed. However, in my opinion the greatest part of running a low-CMC deck is you are still able to cast spells and you don't need to rely on getting to that fifth or sixth land drop; you're able to work with just three to four lands. The deck is designed to lock out opponents, meanwhile having the ability to constantly be playing two to three enchantments a turn, if not more. If every enchantment was four to five mana, we couldn't do that, however we're able to because 50% of the deck is less than two mana.
I will admit, I should probably look at replacing Ancient Tomb with either a basic or a fetch, as it honestly hasn't done much for me in the long run and there have been times where I wished it was a forest or a plains. However, I do love the utility having many of the lands you mentioned gives us. Deserted Temple pairs great with Serra's Sanctum and Nykthos, Shrine to Nyx. People in my playgroup do run troublesome lands such as Maze of Ith, Glacial Chasm, and even Dark Depths so being able to deal with them with ways such as Strip Mine and Wasteland is super nice. People also run Insurrection-esque cards, so being able to get your own stuff back is a must with Homeward Path. Emergence Zone is more niche, but it can allow us to flash in an enchantment that would screw someone over if we didn't cast it on our turn.
All in all, I suppose in the end it comes down to personal preference. I've been playing EDH with 30 or less lands for years at this point and it just feels natural to have a land count around 28 to 30, especially with lower CMC decks. If you want a higher land count, you could probably cut a few cards here or there in order to get to that point. However, 28 lands works for me just fine, so I roll with it.
Hopefully this answered your questions! If you have any more, feel free to ask.
1 month ago
I'm not the maker of this deck, but I do have a Selvala deck that is very similar. Selvala, Heart of the Wilds wins by essentially playing an undercosted high-power creature such as Phyrexian Dreadnought or Phyrexian Soulgorger to quickly generate a ton of mana, get cards like Quirion Ranger or Wirewood Symbiote into play with Temur Sabertooth to generate infinite mana through blinking the Wirewood Symbiote to use it's ability multiple times, and then tapping and untapping Selvala, and then either with through a Walking Ballista for infinite or infinitely bouncing something like Great Oak Guardian to give all your creatures +infinite/+infinite and swing for game.
As for this deck, I would highly recommend adding Concordant Crossroads, Craterhoof Behemoth, or even cards like Berserk. Concordant Crossroads is essential in decks like Selvala, where you can repeatedly bounce your own mana dorks to generate infinite mana, or even flood the board with creatures and quickly swing for game that turn. Deserted Temple is also nice for untapping things like Gaea's Cradle or Wirewood Lodge. Sylvan Tutor is also really nice as it adds more consistency.