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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal



Return all creatures to their owners' hands.

Drayven9309 on Adrix & Nev, Multi-Tokes

5 months ago

Regarding your land base I see you're running Misty Rainforest, but not any of the lands it's 'meant' to fetch - these are dual lands that still have land types and are thus fetchable. Tropical Island, Breeding Pool etc. I don't think you need to run Misty as you're only in two colours and green is the king of ramp, so you're unlikely to be hurting for the right colours as well as cutting 1/10th of your deck's cost.

I don't like to spend a lot of money on my land base (especially in only two colours) but there are some cheap dual lands that are good to throw in, these come in untapped if you fulfill certain conditions (which are reasonably easy to obtain, especially in green) Dreamroot Cascade, Flooded Grove, Hinterland Harbor, Vineglimmer Snarl.

(Simic Growth Chamber is fine to keep - make sure you are bouncing a land you've already tapped for mana though, pro tip)

This is just my opinion so take this with a grain of salt. But I would replace the following lands

Myriad Landscape enters tapped, you're in two colours, one being green so you've got better ramp choices.

Blighted Woodland green has better ramp than this.

Lumbering Falls unless I'm missing something you don't need the utility of having a man-land.

Misty Rainforest expensive mana-fixing and you don't have the other lands needed to make full use of it, and again green has all the ramp options.

Temple of Mystery, Thornwood Falls can be replaced by dual lands that usually come in untapped.

Rejuvenating Springs is fine but I prefer cheaper options.

Again, my opinion, but you seem light on removal and ramp while heavy on land. Most decks run 33-36 land, being in green you could probably get away with 33. Try throwing in some of these Nature's Lore/Three Visits, Vastwood Surge, Growth Spiral, Migration Path, Ordeal of Nylea has some synergy, and if you put it on a creature that already has two or more counters on it, you can sacrifice it the same turn you play it. This is by far a non exhaustive list so feel free to google simic ramp and see what other options there are.

As for removal you'll want to make sure you have removal for not only creatures, but other non-land permanents mainly artifacts and enchantments which can sometimes be difficult depending on your colours (I'm assuming you won't have to deal with problematic lands most of the time). Pongify, Curse of the Swine and, Reality Shift are good picks (Curse of the Swine-ing yourself to create lots of piggies is never not funny and unexpected.)

You don't seem to have any boardwipes, these are cards that, in a panic let you just erase everything from the Battlefield (barring lands, usually) and can be great for when your opponent(s) are simply getting ahead of you in terms of having a developed board-state. The best one you have available is Cyclonic Rift but is a bit pricey, others include Wash Out, Evacuation, Devastation Tide and, Nevinyrral's Disk (for an actual board wipe). Unfortunately Blue really only has options that return things to hand instead of thoroughly destroying or exiling and Green straight up has nothing except anti-flying. They do most of their removal through fighting.

This is turning into an absolute wall of text and I'm getting lazy so I'm just gonna finish here by copying a comment from a YouTube video

Ramp: 10-12

Card Draw: 10

Single Target Removal: 10-12

Board Wipes: 3

Lands: 33-38

Standalone (cards that are effective by themselves/with commander): 25

Enhancers (cards that amplify or are amplified by standalones or commander): 10-12

Enablers (covers a weakness or fills a gap in your strategy): 7-8

Cards on your theme: 30(ish)

Consider overlaps (cards that count in multiple categories) and partials (cards that count as 'half' in a given category. E.g. scry 2 as half a card draw card)

Squee_Spirit_Guide on How I Learned To Tap Dance

8 months ago

I love the look of this! It's not quite in line with the tapping theme, but what about Upheaval or Evacuation as a finisher with Black Vise?

Acidarc on Irenicus' Experimental "Donations"

10 months ago

Bounce back to your hand? Evacuation Or is that the safe route?
I love this commander but another prob I have with him is when its just myself and an opponent then Goad doesn't matter and they can attack me. So yea going with less sorc/insta that makes my opponents sac and deal more with bounces.
Propaganda thinking things like this to help.

Either way great deck man.

wallisface on Narset Control

10 months ago

Some thoughts:

  • Evacuation feels like a bad choice here, as your own creatures really suffer from being bounced.

  • I think you only want to be running 2-3 of Teferi's Puzzle Box, not the full playset.

  • Day's Undoing seems like it belongs here.

  • your land count feels really low, especially considering your really high mana curve. Control decks typically want 24-25 lands at a minimum, and I feel your deck is no exception to this.

CastleSiege on Good Cards That You Just …

11 months ago

Cyclonic Rift. It's too one-sided. I can't bring myself to put it in my blue decks. I'll play something like Evacuation instead.

Last_Laugh on Edgar's Evisceration Station [Vampire EDH]

11 months ago

Since they deal damage to each opponent, they'd each hit for 4 if unblocked (w/3 opponents). 2 vs defending player and 1 vs each of your other 2 opponents. Either way, imo they're too squishy to put in much work though.

If you want go-wide non-combat reach, add Purphoros, God of the Forge so every vamp you cast domes all opponents for 4. If you add Purph, consider Scapegoat because you'd much rather eat a personal Evacuation than end up in topdeck mode. It's anti-wrath tech against hard to dodge wraths like tuck, exile, -X-X, sac, etc. and it can double as a finisher with Purph out.

Last_Laugh on Criminally Underplayed EDH Gems

1 year ago

I'm after people's takes on cards you feel are hidden gems that're underplayed or unknown to most. Feel free to add some artifacts, multicolored, and/or lands to your list if you'd like (Spoiler Alert: I'm too lazy for all that.)

White: Tie Reconnaissance / Scapegoat. Recon is absolutely nuts if you know what you're doing with it. Scapegoat pseudo dodges -X-X, tuck, exile, sac, and other hard to dodge wraths... I'd much rather eat a personal Evacuation than end up in topdeck mode.

Blue: Mana Maze. This significantly slows down countless decks and I NEVER see it.

Black: Archfiend of Depravity. This one baffles me. A 5 mana 5/4 flyer that wipes your opponents boards and/or forces them to hold creatures in hand is nuts.

Red: Smoke. Yeah it takes the right deck like Narset, Enlightened Master or any voltron strategy but the amount of people that've never heard of this card astounds me.

Green: Gaea's Touch. People pay top dollar for extra land drops and this one never sees the light of day.

LeonSpires on

1 year ago

@ DrSnipy Both of those are good cards. However the reason blink is better then bouncing permanents is that you don't have to pay the cards mana cost again. Furthermore another consideration is to not dilute the amount of etb effects by running too many instants and sorceries. Brogo really is only as good as the permanents on the battlefield that he can blink.

That being said I have seen Paradoxical Outcome give insane card advantage based on how many permanents are bounced. And as far as Evacuation goes it is especially good if you are running the deck into a heavy creature meta. I have thought about running more board wipes in my list I will keep Evacuation a consideration when it comes to that.

Good luck on your Brogo list. Thanks for checking mine out.

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