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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Escape to the Wilds
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.
You may play an additional land this turn.
1 month ago
Just watched ya.
Cool deck! Also, whered you get that playmat? =o
2 months ago
Hey, thanks for the reply! In the range of 6-7 we want to start doing unfair things; not quite the territory of combo, but you are right, we should be threatening a win by turns 6-8. It seems like you are running an aggressive on-the-board win, which means we need to target your creatures, and see where we can squeeze in more power. As a note, I'd rate your current deck construction at a 4-5 due to the fact that there could be a lot more optimization, and you seem to be missing ways to threaten a win.
Your best win condition seems to be playing Craterhoof Behemoth into a board of other creatures. Something we want to address if you want to improve the power of the deck is how do we get our win condition out of our deck. We can do this by drawing cards, tutoring from the deck, etc. A deck that is a 7 will usually have one or two ways to directly tutor their win condition, as well as powerful card draw engines that let the deck draw 2 to 3 extra cards a turn.
Cards to Add:
- Shigeki, Jukai Visionary
- Courser of Kruphix
- Selvala, Heart of the Wilds
- Tireless Provisioner
- Tireless Tracker
- Oracle of Mul Daya
- Questing Beast
- Scavenging Ooze
- Elder Gargaroth
- Avenger of Zendikar
- Rampaging Ferocidon
- Hazoret the Fervent
- Harsh Mentor
- Eidolon of the Great Revel
- Ash Zealot
- Magus of the Moon
- Magus of the Wheel
- Treasure Nabber
- Generous Patron
- Runic Armasaur
Something to sit on, and maybe test out: are there cards that are worth playing even though they are non-creature spells? My answer is yes! Here are a few I'd say are worth playing in your deck:
- The Great Henge
- Birthing Pod
- Finale of Devastation
- Sylvan Library
- Once Upon a Time
- Greater Good
- Eldritch Evolution
- Summoner's Pact
- Escape to the Wilds
Sorry if that was a lot! I can recommend cards to take out of the deck if you want, but here is a list of my recommendations. Let me know if you want to further the conversation or have any questions
2 months ago
Season of Growth re: Is it usually drawing you 3+ cards? Does it feel dead in games where you draw it after enchanting Uril/people manage to remove Uril once/twice?
Kamigawa Best Selective cantrip:Commune with Spirits
~1 per turn Tempered in Solitude card from Kamigawa.
2 months ago
- Aura Shards + Mirari's Wake + Faeburrow Elder + Knight of Autumn + Knight of New Alara Eladamri's Call + Wildfield Borderpost
- Bard Class + Cindervines + Huntmaster of the Fells Flip + Klothys, God of Destiny + Radha, Heart of Keld + Xenagos, God of Revels + Decimate + Dire-Strain Rampage + Escape to the Wilds + Hull Breach + Firewild Borderpost
- Binding the Old Gods + Leyline Prowler + Windgrace's Judgment + Vraska, Golgari Queen + Culling Ritual + Maelstrom Pulse
- Hidetsugu Consumes All Flip + Kardur, Doomscourge + Kroxa, Titan of Death's Hunger + Olivia, Crimson Bride + Orcus, Prince of Undeath + Kolaghan's Command + Rakdos Charm + Dreadbore + Veinfire Borderpost
- Baleful Strix + Hostage Taker + Mistvein Borderpost
- Coiling Oracle + Rootcoil Creeper + Uro, Titan of Nature's Wrath + Growth Spiral + Tamiyo, Collector of Tales + Bring to Light + Croaking Counterpart
- Elite Guardmage + Niambi, Esteemed Speaker + Soulherder + Faithful Mending + Fieldmist Borderpost
- General Ferrous Rokiric + Aurelia's Fury + Wear / Tear + Deafening Clarion + Solar Blaze
- Izzet Staticaster + Prismari Command + Expressive Iteration
- Despark + Fracture + Inkshield + Kaya's Guile + Merciless Eviction
- Fires of Invention + Ignoble Hierarch + Sylvan Caryatid + Blasphemous Act + Demonic Tutor + Farseek + Arcane Signet + Chromatic Lantern + Coalition Relic + Commander's Sphere + Panharmonicon + Tome of the Guildpact + Urza's Filter
1 year ago
Personal opinions on what to cut, feel free to completely ignore or disagree with anything/everything. I tend to construct lower curve decks, so I know that's a bit different.
Cut: Reshape the Earth , It's super expensive and while it can definitely be used to help thin out lands from your deck in the late game it will also act as a dead draw for quite a while. With all this other ramp you're packing it feels superfluous.
Search for Tomorrow , there are better 3 cost basic land fetches if that's what you're using it for.
Peregrine Drake , if you aren't running this with a combo piece like Deadeye Navigator I personally wouldn't include it. I understand cloning it on ETB could net you a +3 mana advantage on that turn, but it seems a little cumbersome to be worth it to me.
You have other ramp pieces I would probably cut, but it would depend on what other pieces throughout the deck you decide to keep etc.
Cast Through Time , I don't think it's worth the CMC for the number of Instants and Sorceries you run considering this isn't spellslinger/storm.
Pull from the Deep , it's fine, but meh.
Volcanic Vision , to me it's CMC is too high for what it brings to the table.
Those are my cuts for now, but I'm going to second Omniscience_is_life in suggesting you add Tatyova, Benthic Druid and The Great Henge , as well as suggest Elixir of Immortality as a general utility recursion card.
on Land Twins
1 year ago
Alright, let's do this.
Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.
Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.
In order aforesaid, removal:
I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.
Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.
I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.
Upon card draw.
If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.
Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.
Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.
Ramp, of course.
As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.
Returning from the grave, recursion it shall be.
This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.
Start your engines.
What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.
Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.
Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.
Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.
I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.
Fare thee well.
1 year ago
well profet, your prayers have been answered...
for draw Escape to the Wilds and the new Yeska's will, you should play them both....
wheel of misfortune have to be a must.... u can take up to 5dmg and be happy with it if you redrawed from empty to full hand. (most people will choose 1 or 2 or 3)
what do you think about yeska, thrice reborned? i think not because the only thing you get is your thread removed and then she dies to anything
1 year ago
Lucky Clover was insanely good, BUT there was a variety of artifact removal available.
Omnath was a bit harder to deal with and despite being "busted", it didn't do much on it's own.
A majority of those decks had their power come from drawing 5 for 5. Without Escape to the Wilds they would no longer have access to the cards they needed to continue going, in Omnath's case, additional lands and creatures to use the mana on to continue fueling the engine, and in adventures a fixed way of draw.
Escape was tough to deal with as most Counterspells being printed are situational, and the only way to stop it was by preemptively discarding it.
It was the glue that held both decks together.