Search your library for a Plains, Island, Swamp, or Mountain card and put it onto the battlefield tapped, then shuffle your library.
|Have (3)||, CompleteWaste , orzhov_is_relatively_okay819|
|Want (3)||Mlord , Morpho-peleides , Mortalbug|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
3 days ago
Xenny! I believe this is updated now and ready for some looksies. This deck has such raw power behind it! I have seen it durdle quite a bit though, and I think I see why now. The CMC avg is 4.7 (rounded) and not enough fast ramp. This deck needs to be dangerous by turn 4-5 to stay a threat. Once a value engine begins to overtake it, you'll be playing catch-up the whole game. These are a few ideas to consider: Migration Path < Nature's Lore, Skyshroud Claim < Three Visits, Insult / Injury < Talisman of Impulse, Samut, the Tested < Temur Battle Rage, Mage Slayer < Fling, World at War < Relentless Assault, Glaring Spotlight < Momentous Fall, Fiery Emancipation < Gruul Charm, Dragon Tyrant < Thran Dynamo, Hexdrinker < Farseek.
1 week ago
Spoils of Victory seems like a straight upgrade to Untamed Wilds. You can fetch a basic land with it (since basic lands have the basic land types, go figure), however this allows you to also get any dual/shock/etc. that you want and can put them straight into play. And again, you can play them untapped (unless the land has additional conditions).
And unlike Nature's Lore / Three Visits, you can grab a non-forest dual. There is also Farseek, however it puts the land into play tapped and can't explicitly fetch a forest, albeit at 2 mana (and with a pretty promo).
But I feel like I would go down the route of Nature's Lore, Three Visits, Farseek and Spoils of Victory before running Untamed Wilds. And generally you don't care much about the land entering tapped for one less mana. After all, the sooner you can get your ramp down, the sooner you can profit from it.
2 weeks ago
Consider adding Sacred Foundry or Alpine Meadow. The first game I playtested I cast a Farseek, but I needed a Mountain and a Plains for further turns because I only had green mana in my hand. So I fetched a Canopy Vista then drew into a Memorial to Glory. If I could have fetched for either SF or AM, I would have been able to cast anything in my hand.
So Divine Visitation is a little tricky in this type of deck. It works really great if you're making a lot of little creatures, but you kinda have a mix of both. It's not a may ability so it can shut off some of your big token generation.
I like the idea of taking advantage of the large toughness-life gain strategy. There might be something there if you explore it.
Here's mine if you're interested: Ghired, Table Outcast
2 weeks 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.
2 weeks ago
Hey, interesting high budget version of Tovolar with less Werewolves.
Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.
If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.
- Mayor of Avabruck Flip
- Huntmaster of the Fells Flip
- Tovolar's Huntmaster
- Duskwatch Recruiter Flip
- Kessig Naturalist
- Scorned Villager Flip
- Reckless Stormseeker Flip: day/night Werewolf
- Outland Liberator Flip: day/night Werewolf
With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.
Wolves and Werewolves to consider cutting:
- Pestilent Wolf, Bounding Wolf, Lambholt Harrier, Snarling Wolf
- Tireless Hauler Flip, Burly Breaker Flip, Spellrune Painter Flip
Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.
Some changes to consider:
- Stomping Ground --> Vivid Grove
- Cinder Glade --> Thriving Grove
- Sheltered Thicket --> Temple of Abandon
- Nature's Lore --> Lay of the Land
- Three Visits --> Rampant Growth
Some other lands that would improve the manabase by cutting some basic lands especially Mountains:
- Spire Garden
- Grove of the Burnwillows
- Karplusan Forest
- Rogue's Passage
- Cragcrown Pathway Flip
- Fire-Lit Thicket
- Rootbound Crag
- Game Trail
Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.
Good luck with your deck.
1 month ago
Vizier of the Menagerie Fauna Shaman Elvish Piper Preferred Selection Instrument of the Bards Dense Foliage Alpha Status Farseek Skullclamp High Market Noxious Revival Reclaim Vitalize Evolutionary Leap Shivan Harvest Helm of Possession Infernal Plunge Ashnod's Altar Primal Growth Collateral Damage Reckless Abandon Goblin Bombardment Evolution Charm Nature's Lore Skyshroud Claim
1 month ago
I like your list, but I feel like you are missing out on sorcery speed ramp, which is one of the biggest benefits of playing green in EDH. I would recommend adding 2 and 3 cmc ramp spells like Three Visits, Farseek, Rampant Growth, Cultivate, and Kodama's Reach. This will make it easier to cast multiple werewolves per turn early in the game.
Also, I would up the land count. 30 is how many lands an elf deck would run and that deck has access to tons of mana dorks that cost 1-3 mana. I think ~35 lands and more ramp spells would really help this deck out.
I made my list and I am in the process of putting it together once the new werewolves come in the mail. Give it a look when you can-
1 month ago
Hey, there's not much to say yet as this is just a list of cards you want to play, nice Swordtooth. Most of what you have so far on the low budget is good, but Decree of Savagery is not playable and Sun-Crested Pterodon, Elfhame Palace, Stone Quarry are really lackluster.
Do you own Gishath? I don't see him here, but I do see Atla. If you don't own Gishath then he's really not worth getting for $20 if you're on such a low budget. Atla is a fine Commander for Dinos and you have her. For $20 you could get many budget cards that are good with Atla rather than just Gishath.
Atla and Gishath will play very differently. Gishath is more straight forward, ramp and Dinos. Atla is more complex since you want ramp, sac outlets for Eggs and Dinos. Marauding Raptor is a combo Dino with Atla to kill an Egg right when it ETB. It also triggers enrage when a Dino ETB.
Some budget Dinos to consider adding:
- Marauding Raptor
- Quartzwood Crasher
- Apex Altisaur
- Ripjaw Raptor
- Thrasta, Tempest's Roar
- The Tarrasque
- Runic Armasaur
- Thrashing Brontodon
- Ranging Raptors
Some budget cards that have good interactions with Atla and/or Dinos or are ramp:
- Mirror Entity: is a Dino, is an Egg, can turn all creatures you control into Eggs, is a sac outlet.
- Garruk's Uprising: repeatable draw when Dinos ETB and give all Dinos trample.
- Goblin Bombardment: sac outlet for Eggs and each Egg that's saced can do 1 damage to another Egg to kill it too.
- Swiftfoot Boots: haste and hexproof protection for Atla.
- Arcane Signet: staple budget mana rock.
- Fellwar Stone
- Fertile Ground
- Wild Growth
- Farseek with Cinder Glade, Canopy Vista and Alpine Meadow.
- Forerunner of the Empire: puts the Dino on the top of your library to then sac an Egg. It can also kill Eggs.
- Mwonvuli Beast Tracker: puts the Dino with trample on the top of your library to then sac an Egg.
- High Market: sac outlet.
- Tyrite Sanctum: repeatable to make Atla bigger with +1/+1 counters and then give her indestructible.
- Fanatical Devotion: sac outlet and protection from most removal.
- Court of Bounty: can cheat a Dino from your hand onto the battlefield as well as be repeatable draw at your end step.
- Battlemage's Bracers: haste and double the Egg trigger of Atla.
- Fires of Yavimaya: haste enabler for all creatures you control including tokens.
Some budget land upgrades to consider:
- Exotic Orchard
- Path of Ancestry
- Jungle Shrine
- Opal Palace: cast Atla with it to give her one or more +1/+1 counter.
- Unclaimed Territory
- High Market
- Tyrite Sanctum
- Battlefield Forge
- Cinder Glade
- Canopy Vista
- Alpine Meadow
- Game Trail
- Fortified Village
Good luck with your deck.