Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
|Want (4)||Mistaflowas , Mlord , Cool_Cat , dypwc2|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Explosive Vegetation Discussion
3 weeks ago
I think you should cut: Brutalizer Exarch, Conduit of Ruin, Frost Titan, Giant Adephage, Myr Battlesphere, Oblivion Sower, Pelakka Wurm, Phyrexian Ingester, Rashmi, Eternities Crafter, Rattleclaw Mystic, Sagu Mauler, Simic Sky Swallower, Sphinx Ambassador, Stalking Vengeance, Tornado Elemental, Plasm Capture, Pandemonium, Sunken Hope, Tezzeret the Seeker, Chromatic Lantern, Darksteel Ingot, Disaster Radius, Explosive Vegetation, Heat Shimmer, Rude Awakening, and Spelltwine. As for lands, I do think you should replace: Izzet Boilerworks, Spawning Bed, and Temple of the False God.
I think you should add: Temur Sabertooth, Genesis Ultimatum, Etali, Primal Storm, Skyshroud Claim, Goreclaw, Terror of Qal Sisma, Sakura-Tribe Elder, Chaos Warp, Klauth, Unrivaled Ancient, Terror of the Peaks, Kodama of the East Tree, Reclamation Sage, Kogla, the Titan Ape, Consecrated Sphinx, Selvala, Heart of the Wilds, Wood Elves, Ilharg, the Raze-Boar, Diluvian Primordial, Prime Speaker Zegana, Release to the Wind, Return of the Wildspeaker, Nature's Lore, Three Visits, Garruk's Uprising, Guardian Project, Unnatural Growth, and Arcane Signet.
If you are able to find more slots, I think you should consider: Hullbreaker Horror, Thryx, the Sudden Storm (dependent on count of spells with 5 cmc or more), Soothsaying, Mulldrifter, Beast Whisperer (dependent on final count of creatures), Rishkar's Expertise, Turntimber Symbiosis Flip, See the Unwritten, Balefire Dragon, Scourge of the Throne, Bane of Progress (I feel like you do not have a ton of high value artifacts or enchantments that would cause this to cripple you), Momir Vig, Simic Visionary, and Genesis Storm.
1 month ago
Recently, I became involved in a conversation about the differences between artifact-based mana acceleration and land-based mana acceleration, and which type was better for certain decks, so I wish to start a thread to discuss those strategies/archetypes.
I shall presume that everyone here is familiar with those terms, but if they are not, artifact-based mana acceleration is the use of artifacts that generate mana, such as Sol Ring, Arcane Signet, Thought Vessel, Mind Stone, and so forth, whereas land-based mana acceleration is the use of cards hat put lands onto the battlefield, such as Rampant Growth, Explosive Vegetation, woods elves, Farhaven Elf, and so forth.
I, myself, prefer to use artifacts for my mana acceleration, because artifacts are usually colorless and, thus, can be put into (nearly) any deck, but I will use land-based mana acceleration for decks that are specifically designed to take advantage of such cards (such as my Chulane, Teller of Tales EDH deck, which focuses on creatures with abilities that trigger when they enter the battlefield and includes both the aforementioned Wood Elves and Farhaven Elf).
What does everyone else say about this? Do you prefer artifact-based or land-based mana acceleration?
2 months ago
The short version is yes, Explosive Vegetation will work fine.
Here's how a cascade breaks down, in detail:
- You cast a spell that has cascade.
- Cascade triggers and goes on the stack. Players may respond.
- Cascade starts resolving. You exile cards from the top of your library until you exile a suitable card.
- You choose whether to cast the card (without paying its mana cost). If you do, you put it on the stack now, and choose any targets it has.
- You put the rest of the exiled cards on the bottom of your library in a random order.
- Any effects triggered by the spell being cast (for example, if it had cascade too) go on the stack now, and another round of priority happens.
- Once any responses are taken care of, the spell you cascaded into resolves.
- The original spell resolves.
You can see by this that the lands will still be in exile when Explosive Vegetation is cast, but they will be back in your library before it resolves.
2 months ago
When I cascade into a castable card what happens to the other cards I exiled? It is my understanding that they should go to the bottom of the library then the casted card is allowed to resolve. This matters for the sake of cascading two basics into a Explosive Vegetation
2 months ago
If you're running Cultivate, there's probably no reason why you shouldn't run Kodama's Reach. Plus, I would cut Explosive Vegetation for Skyshroud Claim. Also, have you heard of the gospel of our lord Three Visits? Since you're playing 3 colors, I would maybe run Farseek?
2 months ago
Stuff I'd consider in no particular order.
Steelbane Hydra - this one in particular has what you're looking for in enchantment hate, but I'll have a section specifically for that too.
Hydroid Krasis - a little above your price range, but a fantastic hydra.
Lifeblood Hydra - just under 10 bucks, definitely a solid upgrade.
I'd also consider looking up all the different duals that show up in sultai and picking up some of the cheaper ones? I google "word for the color identity of the deck I'm playing and dual lands" and theres a few sites there generally with prices. Also going up like, 3/4 more lands since 33 seems slim and you don't have a lot of mana rocks/dorks to shore that up.
enchantment removal I've used/like/I think would be good here.
As for stuff I'd cut.
Edge of Autumn - theres better ramp cards and I suggested a few above
Grow from the Ashes - see above
Font of Fertility - see above
Frontier Siege - this seems kinda medium if all were doing with it is adding 2 extra mana, I like that it's modal but you're never going to pick that mode since we don't have a lot of flyers in hydras.
Icy Blast - I see where you're coming from with this, and I think it could definitely put in work, but I also feel like theres probably either hard removal that you could play for the same amount of mana that would make this useful, or something similar.
Personally I'd also cut the counter spells for more stuff that draws/removes but I understand why they're here.
I hope this helps, sorry if it's long winded, and good luck with the list!!
2 months ago
beside tiamat in your edit page, put CMDR in asterisks, that will denote it as your commander.
As for cards, i would start with Farseek, Explosive Vegetation, Rampant Growth, Kodama's Reach, Coldsteel Heart, Mind's Eye, Rhystic Study, Mystic Remora, Fertile Ground, Dawn's Reflection, Sphere of the Suns, Mask of Memory, Swords to Plowshares, Path to Exile, Counterspell, Vanquish the Horde, Wrath of God, Semester's End, Pongify, Beast Within, Chaos Warp, Vandalblast, Merciless Eviction, you need some answers, consitent ramp, and tons of draw. These are a few of the cards/effects i would consider or search for if i were you to start with. Hopefully they give you more ideas as well. You're gonna want to run 37-39 lands in my opinion. I'd probably start with 37-38 if i were you i think. Let me know if you think of anything else you want to know about. I tried to keep these mostly budget. A few are kinda expensive, but most are $5 or less. Silence is another fun one to consider.
3 months ago
My first thought is “How does this deck manage to function on barely 31 Lands and a total of 5.5 Ramp spells and 3 Mana Rocks?!”
Archons are a VERY expensive tribe to run; I would be cramming as mana Land tutors and mana rocks into this deck as I could, along with at least 37 lands.
I tried running an Elf tribal deck with 30 lands and always found myself wanting more lands after the first board wipe, and Elves average 1-4 mana each—I bumped that deck up to 36 and it’s much smoother nowadays. The Archons here average 5.8 mana each.
It’s not fun to sit there wishing you had more mana to play your big, bomb-y creatures while your opponents are doing stuff the whole game. I’ve been there more times than I care to remember.
If you don’t want to add more ramp and mana fixing, the other option is to go more heavily into stax and tax effects to slow down your opponents to give yourself more time to build up to your big spells. You have a couple in the deck already, but there’s tons of options, especially since you’re playing 4c and Archons just happen to be primarily in White and also just so happen to love creating stax effects of their own, AND they DO like Enchantments!
There’s obviously more than this, but I’m on my phone and these are what came to mind.