|Commander / EDH||Legal|
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|Masters 25 (A25)||None|
|Journey into Nyx (JOU)||Rare|
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Eidolon of the Great Revel
Enchantment Creature — Spirit
Whenever a player casts a spell with converted mana cost 3 or less, Eidolon of the Great Revel deals 2 damage to that player.
Eidolon of the Great Revel Discussion
20 hours ago
Maybe run Necropede instead, would help you clear out troublesome creatures if you can't go off.
Epochrasite is also an option, it's very slow, but it gives you an angle for a fair win of you're disrupted halfway through your combo for some reason.
3 weeks ago
So the main bonus of green in EDH is its access to mana dorks. Llanowar Elves , Elves of Deep Shadow and Orcish Lumberjack all belong in this deck, and you may want to find a place for Elvish Mystic , Priest of Titania , Fyndhorn Elves , Birds of Paradise , Deathrite Shaman , Arbor Elf and/or Bloom Tender . Note that Arbor Elf is especially powerful if you end up running cards like Wild Growth , Elvish Guidance and/or Wild Growth . Dorks will accelerate you early game and provide sac-fodder in the late game.
Faithless Looting is a really good source of card selection for one mana. You're probably going to want to run it, as it makes a lot of mediocre hands much more keepable.
Green Sun's Zenith is a great card to consider, especially since you're already running Dryad Arbor . If you cast Green Sun's Zenith turn one for X = 0, you can fetch Dryad Arbor right away. It's a good form of one mana ramp outside dorks and enchant-lands.
A lot of your dudes are gonna die in a sacrifice deck. In order to get card-advantage out of this, you should run Grim Haruspex , Midnight Reaper and/or Harvester of Souls . Unfortunately, these don't trigger with token-deaths, but they'll still help a lot. Deathreap Ritual is similarly powerful and triggers with token deaths, though it only triggers once a turn.
Speaking of card-draw, you have access to some good stuff there. Painful Truths is a three-mana draw-three I've been very impressed with, and Shamanic Revelation is also helpful. From a permanent-based point of view, Phyrexian Arena and Slate of Ancestry are the way to go.
A lot of your removal are one-for-ones (see Terminate , Hero's Downfall , Doom Blade , etc.). In general, I find one-for-ones are usually not very powerful in a format with three opponents, as you're facing three times as many cards as you have. Your Damnation is a great start; consider Toxic Deluge , Hull Breach , Decimate , Casualties of War , Windgrace's Judgment , Reckless Spite , By Force , Ancient Grudge , etc. I've found these to be more efficient, and therefore more powerful, than one-for-ones. Some one-for-ones, though, are so tough to counter or are so efficient as is that they're worth including: Nature's Claim and your Krosan Grip come to mind.
Runes of the Deus comes to mind as a good way to force through commander damage.
I've always liked Smallpox , both in general and in EDH. You might have luck with it in this deck; similar cards include Innocent Blood , Smokestack and the card Pox itself. If you choose to go the Smokestack route, Bitterblossom and/or Ophiomancer are worth considering. They might be worth considering anyways, though.
Spellbreaker Behemoth is an efficient creature that disrupts countermagic. Harsh Mentor , Pyrostatic Pillar , Eidolon of the Great Revel , Shattergang Brothers or Stranglehold are similar ways to punish opponents while having good cards on your side.
Finally, you should consider Overrun effects as secondary win-conditions. Using Natural Order to grab Craterhoof Behemoth while you have a wide board can easily win you the game; Green Sun's Zenith or Chord of Calling also do the job, though they're more expensive mana-wise and therefore worse. Triumph of the Hordes is a similar card that can snatch games, though it cannot be tutored as easily.
Ok! Good luck -- that's all I got.
3 weeks ago
So there're a lot of different directions you can take RG decks. I'll suggest some basic, universal additions first, and then suggest some win conditions:
The best part of green in EDH is the dorks. You should definitely run at least Llanowar Elves , but there're some other cards you should consider: Fyndhorn Elves , Elvish Mystic , Birds of Paradise , Arbor Elf , Shaman of Forgotten Ways , Somberwald Sage , Joraga Treespeaker ... If you end up having a lot of elves, running something like Priest of Titania is worth including. Depending on your meta, Carpet of Flowers can get a lot of mana. Finally, Orcish Lumberjack is a card I have been very impressed with... turning a forest into effectively a better Black Lotus is a good thing. (Note that Arbor Elf is especially good if it untaps lands enchanted with Utopia Sprawl , Elvish Guidance or Wild Growth ).
Red-green decks tend to poop out a lot of creatures and go lightly on the spells. Slate of Ancestry is an EXCELLENT way to recoup card advantage, provided you have a critical mass of creatures on the table. Commune with Lava is another excellent pseudo-card-draw thingy. If your games are usually four player games, Decimate is frequently a four-for-one, meaning that it's another good source of permanent-count advantage. Shamanic Revelation is another good draw-spell. If you have fat enough creatures, Rishkar's Expertise may merit an include. Hull Breach is a great two-for-one.
Green-red decks, which tend to be creature-heavy, can be soft to boardwipes. Heroic Intervention is a good way to protect your duders; Grim Flowering and Nature's Resurgence are good ways to recoup cards after losing a bunch of guys.
Tutors are good. Gamble is cheap these days, due to the recent reprint. Green Sun's Zenith , Tooth and Nail and Chord of Calling can all grab powerful creatures to play -- note that GSZ for X = 0 can grab Dryad Arbor , if you run it. Worldly Tutor or Sylvan Tutor are also good.
Oftentimes, green-red decks win through a combination of Stax pieces and aggro cards.
Potential Stax Pieces:
Blood Moon / Magus of the Moon : If you craft your land base carefully, you can make these into a near asymmetrical effect. A lot of decks benefit from greedy mana bases in EDH, and these are a way to punish that.
Artifact hate is pretty awesome. Collector Ouphe is powerful, since you can get your ramp from creatures while shutting off non-green players' artifact ramp; as an added bonus, you can grab it with Green Sun's Zenith or Chord of Calling . By Force is an excellent card that can nuke a lot of permanents at once, and Nature's Claim is a very efficient removal spell. Krosan Grip may be justified in a heavy-blue meta. Gorilla Shaman is good as a method of artifact-destruction that does not cost you cards. Also Reclamation Sage and Manglehorn .
Gruul has access to a lot of hatebears. Ruric Thar, the Unbowed is a really powerful dude you've already got, as he can club combo players like me really hard. Harsh Mentor is good for punishing all sorts of decks. Eidolon of the Great Revel , and his cousin Pyrostatic Pillar , are both good. Scab-Clan Berserker is similar to Kambal, Consul of Allocation in Orzhov. Runic Armasaur , too.
Cards like Root Maze can shut down combos really quickly, and City of Solitude / Price of Glory can prevent/discourage countermagic. Pyroblast or the Maybeboarded Red Elemental Blast can also be worth running.
Most of the best green decks end the game with an alpha-strike. Craterhoof Behemoth is the best for this, as it can be tutored out with Natural Order or a high-cost Green Sun's Zenith . Similarly, Overrun is good, but I suggest Triumph of the Hordes as a more potent alternative. This does, of course, require creatures on the board, so I suggest some of the following duders:
Eternal Witness (from Maybeboard)
Deep Forest Hermit / Thelonite Hermit / Deranged Hermit : These make bodies for Craterhoof Behemoth and Slate of Ancestry ; also good if you end up running Growing Rites of Itlimoc Flip or Gaea's Cradle .
Beast Whisperer : Added bonus of card advantage.
...and the aforementioned hatebears can also attack.
Good luck! That's all I got.
3 weeks ago
Ponder and Preordain are worth including in any blue deck. They dig you to whatever you need, and past what you don't. Brainstorm is good, too, but you'd need to run more shuffle effects to make it worth playing. Slow fetches, like Flood Plain or Rocky Tar Pit , are cheaper alternatives to the Onslaught and Zendikar fetches.
You can probably do more in terms of artifact ramp. Talisman of Progress is good in addition to your Talisman of Conviction and Talisman of Creativity . Thought Vessel is also great; I suggest cutting Reliquary Tower for a basic land if you run it, as one of this effect is probably enough, and Thought Vessel can ramp you fast if it comes down turn two. (In other words, it doesn't cost a land drop.)
You should consider Treasure Cruise or Dig Through Time -- both may be difficult, as delving for one means the other is harder to cast. I think in this deck, which appears more control than combo, Treasure Cruise is likely the better choice. It provides slightly more card advantage, and Dig Through Time is good mainly for card selection, rather than advantage.
Enlightened Tutor seems like it'd be kinda a powerhouse in this deck. It's on the pricier side of cards, but being able to tutor for whatever prison effect you need is a really, really good thing.
In terms of planeswalkers, Rowan Kenrith seems real good; needles to say, the +2 ability is especially good if you target an opponent who can't attack you. If you choose to, Will Kenrith is also ok. He tutors for Rowan Kenrith , and vice versa. Note that the partner effect triggers even if you don't have the other half, so if you really wanted, you can search and fail to find, then shuffle. This is useful if you get Brainstorm locked, but I don't advise planning on doing this frequently.
There're some hate-filled cards you can consider running, in order to pressure opponents' life totals not exclusively through combat. Scab-Clan Berserker , Harsh Mentor , Eidolon of the Great Revel , Pyrostatic Pillar , Sulfuric Vortex and friends are all worth considering.
Cleansing Meditation can be good in the right meta.
Good luck man!
3 weeks ago
I like this, but it seems way too much like a legacy deck, rather than a modern deck. What do you do when your opponent plays Aether Vial ? Or Goblin Guide into Eidolon of the Great Revel ? Or puts Arclight Phoenix into play on turn 2 or 3?
I think the cards that bother me are Ramunap Excavator and Azusa, Lost but Seeking . Obviously they're good cards, but they're also 3-drops and don't immediately impact the opponent. They go over the top extra hard when you'll already be bigger than like 90% of decks. I don't really like Pulse of Murasa or Eternal Witness either.
Even legacy Loam decks (which is what this most reminds me of) find room for 3 Punishing Fire, 3 Abrupt Decay, and 3 Liliana of the Veil to interact with the opponent's creatures.
1 month ago
With Weathered Wayfarer , I think it's drawback would keep it from being played due to this deck's ability to get more lands out than the opponent most of the time. I usually use Maze's End 's ability to tutor gates out. But that means four lands getting tapped and Maze's End going back to my hand. I had Gatecreeper Vine in here at one time. Walking Atlas , Kiora, the Crashing Wave , Oracle of Mul Daya , and Golos, Tireless Pilgrim can all help get even more lands out. Reap and Sow is kind of expensive, but can get out a land while setting your opponent back one, or maybe even a 1x Primeval Titan would help by getting two lands out. Amulet of Vigor can negate the drawbacks of a lot of these cards. There are a lot of options.
Reliquary Tower is a good idea. I like Crucible of Worlds but I don't usually have to discard my lands. When I have to discard it's usually artifacts that end up there. (Usually extra copies of Amulet of Vigor or Chromatic Lantern that I don't have mana to use.)
I agree with taking out Chromatic Lantern . I added those cards back when I first made this deck on here and I thought I'd need them as extra mana fixing and to "smooth out" my mana base. They don't work well though. They're terrible to draw after turn 4 or so.
I'm going to leave the Amulet of Vigor s as they are right now. They're great to have one in your opening hand and even late game they can help out. The only drawback is the fact that you only need one and the others will be dead draws. (Unless your opponent is destroying them. Then the extra is very helpful.)
Maybe some anti - Blood Moon ? That card is bad news for this deck. Chromatic Lantern did help with that, but that's very situational. I just looked at the rulings and Blood Moon does not change their name. It would however, nuke Maze's End . Good thing my only basic lands are Plains .
1 month ago
Chandra, Awakened Inferno is an excellent card to consider.
I think Neheb, Dreadhorde Champion is an excellent source of card selection. You should consider it in conjunction with your current Neheb.
Krenko, Tin Street Kingpin seems like a good token-producer.
Stranglehold is a good stax-style enchantment.
2 months ago
Really unique modern deck, +1 from me!
I have my concerns about Vexing Devil . It has little to no real synergy with your deck, and giving your opponents choices is generally bad unless you expect them to mess up. People shouldnt mess up devil though, its often a case of "do I have bolt/push". It also turns on all of their creature removal like Lightning Bolt and Fatal Push . I would definetely play the full playset of Rift Bolt and maybe some other burn spells instead, or replace it with more conventional burn creatures. Eidolon of the Great Revel is a beast and super complicated too. Makes the chance of your opponents messing up their choices bigger. The same can be said about Monastery Swiftspear since prowess is awesome
Depending on how controlling you want to be you could consider Skred . You are running all mountains anyway, so it's just a very good removal tool.
Eidolon of the Great Revel occurrence in decks from the last year
All decks: 0.2%