Creature — Elemental
Fertilid enters the battlefield with two +1/+1 counters on it.
, Remove a +1/+1 counter from Fertilid: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then that player shuffles their library.
|Have (4)||orzhov_is_relatively_okay819 , danaran117 , abritt , Kotakiva|
|Want (2)||Aizakku , Gorenzel|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
1 month ago
Yes!!!! Another Atraxa, Praetors' Voice no superfriends decks. +1 from me.
- The Vivid Lands Vivid Meadow are good options for Atraxa.
- Astral Cornucopia is so good.
- Fertilid is a solid ramp option
- Pursuit of Knowledge is a perfect draw spell for Atraxa
- Transmogrifying Wand if unanswered can win games on its own.
Maybe you want to take a look at my attempt for Atraxa without superfriends: Atraxa +1/+1 Proliferate
4 months ago
Might I recommend the following cards? Hamza, Guardian of Arashin, Mindless Automaton, Juniper Order Ranger, Iridescent Hornbeetle, Ridgescale Tusker, and Fertilid. Here are some cheaper rares that would make good additions if you desire! Felidar Retreat, Cathars' Crusade, and Gyre Sage
5 months ago
This looks like it could definitely be scary once it gets going. Very dedicated to its theme.
From a general construction sense, it could probably use a few less lands, a bit more ramp and card draw, and a few less cards on the top end (the mana curve leans high).
Some good mana staples that would help and fit the theme: Sol Ring, Arcane Signet, Commander's Sphere, Fellwar Stone, Everflowing Chalice, Astral Cornucopia, Solemn Simulacrum, Fertilid, Gyre Sage, Rishkar, Peema Renegade, Incubation Druid, Rampant Growth
Since your goal is to get poison counters on ASAP (so that proliferate matters), stuff like Ichor Rats and Plague Stinger would be good additions. Grafted Exoskeleton and Phyresis can make it so some of your other creatures can contribute to the poison damage count. Viridian Corrupter and Relic Putrescence both give you a way to give poison counters while also serving as artifact removal of a sort.
For cards to potentially remove, there are a few that fit the theme, but may be harder to get the benefit from. Melira, Sylvok Outcast and Second Chance don't do too much for you. Door of Destinies doesn't really have a good tribe to name.
There is a sort of sacrifice sub-theme going on that doesn't feel like it fully pans out. The Arcbound creatures are on the expensive side and you don't have a ton of artifact creatures to move the counters onto. Plus, if they hit for regular damage, they're not going to contribute to your infect plan. Throne of Geth and Plaguemaw Beast give repeatable proliferate, but you don't have a ton of things that you want to sacrifice, or ways to get things back from the graveyard to recur them. Martyr for the Cause and Roalesk, Apex Hybrid are only really good if you get exactly Plaguemaw Beast.
5 months ago
A few cards that would allow you to play additional lands would probably be nice. Azusa, Lost but Seeking, Mina and Denn, Wildborn, Fertilid, and even potentially Scaretiller. Since you already have Ramunap Excavator, a fetch land and Ramunap plus Azusa means you will hit your land drops every turn until you run out of basics in your library.
6 months ago
Cool, so creatures with abilities, +1 +1 counters, midrange, and not pushing it into silly competitive. I'd look at building a strong 'spine' to the deck that draws cards and plays lands, probably around 12 cards + lands, then running a lot of 1-ofs to fill the other slots. It keeps things feeling fresh in more casual lists.
Coiling oracle and growth spiral offer an incredible start to that spine, with some 1-ofs to fill it out, say a Eureka Moment , a Zimone, Quandrix Prodigy and a couple of Explore . Gyre Sage and Incubation Druid offers an alternative 'ramp/combo' spine with untaps going infinite, if that is your thing.
Biomancer's Familiar offers a Training Grounds type effect that plays nice with adapt effects. Oran-Rief, the Vastwood or Vastwood Fortification Flip can help getting counters on creatures that like them but don't get them normally. This can also play very nicely with Master Biomancer and Fertilid type effects.
In terms of creatures there are a lot that have really cool abilities that never quite made it to competitive. I'd look up the graft/evolve/adapt keywords to start, followed by simic standard decks older than a couple years to see if there is any stuff you love, then stuff that cares about counters - Animation Module , Simic Ascendancy , but more importantly creature types like ooze (and stuff like Ooze Flux ). There are a lot of janky crabs and fish that deserve to see play but never made the cut because of the format's focus on 1 drops, and so long as you keep an eye on the overall curve you should be able to use most of them.
7 months ago
7 months ago
8 months ago
Hmm, this is strange. As far as I can tell, the endpanel and endaccordion lines are in the code, but it's not showing up in the description. I put the code for the description in a code box if you want to glance over it. Thanks for your help dude!
===accordion ===panel: Background I started playing Magic the Gathering back when Guilds of Ravnica was released. I bought 2 fat packs, and promptly built a Dimir surveil "standard" deck that was a steaming pile of hot poo. I then tried to "fix" it by adding in green, making it a sultai deck. This did nothing. However, ever since then, graveyard decks as well as the colors Black/Green/X have always had a special place in my heart. While I was assessing my commander decks, I realized I had never built a deck revolving around the graveyard, and I knew what I had to do. ===endpanel ===panel: Building the Deck To the Interwebs! I rushed to the computer to look on EDHRec to see what graveyard commanders there were. I already had a decent idea of what I was searching for. I had heard of [[Muldrotha, the Gravetide]], [[Meren of Clan Nel Toth]], as well as [[card:Karador, Ghost Chieftain]], but none of these seemed to speak to me. Going strictly Golgari seemed limiting, as there were many cards I wanted to play in blue. However, when I add blue to my decks, I always somehow turn it into a control deck, and I wanted this to be fun for the whole table. So, that idea sadly had to be thrown in the trash. I looked back over my options, and realized that I liked the idea of [[card:Karador, Ghost Chieftain]], I just didn't like how it limited you to one card per turn from the graveyard. So, I looked more into the Abzan colors, and found [[Nethroi, Apex of Death]]. It was exactly what I was looking for. ===endpanel ===panel: Gameplan With [[Nethroi, Apex of Death]], I would be able to fill my graveyard to my hearts content, then at the opportune moment cast my commander, reanimating most of my graveyard and turning the tide of the game. Ideally, I would win on the spot once I cast my commander, but since that is not always guaranteed, I added in some "stax" (not sure if that is the right word). Essentially just cards that would slow down my opponents until I can fill up my graveyard with the combo, then reanimate it again with Nethroi. ===endpanel ===panel: Winning the Game The main way this deck wins is through a combo involving [[Reveillark]], [[Karmic Guide]], a sac outlet such as [[Viscera Seer]], and a pinger, such as [[Blood Artist]]. Assuming all the pieces are on the battlefield, you can sacrifice the Karmic Guide to the sac outlet. Now, there is a [[Reveillark]], [[Viscera Seer]], and a [[Blood Artist]] on the battlefield, with a [[Karmic Guide]] in the graveyard. Then, you can sacrifice the [[Reveillark]] to the [[Viscera Seer]] to bring back the [[Karmic Guide]]. When the Karmic Guide enters the battlefield, it's ability will trigger, allowing you to bring back the [[Reveillark]], so you can repeat the process as many times as you need, until every opponent dies from [[Blood Artist]] triggers. <br> <br> While this deck may win through a combo, I don't want it to be as competitive as possible, as most of my playgroup is limited to a tight budget (College will do that to ya). ===endpanel ===panel: Budget In regards to budget, I'm trying to only buy <$100 worth of cards. I already own most of the cards in the deck, but any I don't I'll put in the acquire section. ===endpanel ===panel: Things I've Noticed/Help Needed A few things I've noticed when I goldfished a couple hands with this deck is that it's very mana hungry, and its early game presence is quite lackluster. I tried cutting cards to add in more ramp, but it's to the point where I love every card in the deck, and I can't bring myself to cut more (it was originally a quite hefty 148 card deck when I first drew up a rough draft). What do you think I could cut/replace to keep the core idea of the deck, while getting it down to 100 cards? It seems to be a little all over the place, and I keep noticing I don't have the right cards I need in my hand at the right time. Since this is my first Commander/EDH graveyard focused deck, what are your thoughts? What are things I can improve (besides the atrocious mana curve)? ===endpanel ===panel: Upgrades/Cards I'm Considering This is a list of potential upgrades for down the road, as they're too expensive for the deck at the moment:<br> [[Hermit Druid]]<br> [[Birds of Paradise]]<br> [[Protean Hulk]]<br> [[Fauna Shaman]]<br><br> This is the list of cards I'm considering putting in the deck: <br> [[Ancient Craving]] <br> [[Dakmor Salvage]] <br> [[Drownyard Temple]] <br> [[Night's Whisper]] <br> [[Painful Truths]] <br> [[Plumb the Forbidden]] <br> [[Sign in Blood]] <br> [[Village Rites]] <br> [[Brainspoil]] (can grab [[Karmic Guide]] or [[Reveillark]]) <br> [[Skullwinder]] <br> ===endpanel ===panel: Changelog This is just a spot for me to know what I took out for what, in the case that some cards I add underperform, or some are overperformers :)<br><br> 05/07/21 <br> -[[Fiend Hunter]] OUT for [[Leonin Relic-Warder]]. While Relic-Warder does not target creatures, it combos with [[Animate Dead]] and a [[Blood Artist]] effect.<br> -[[Morality Shift]] OUT for [[Skullclamp]]. Mortality Shift's 7 cmc is pretty high, and by the time I can cast it there are probably better things to do. Skullclamp allows me to draw cards, one thing that this deck is lacking, for a very low cost. <br> -[[Drannith Magistrate]] and [[Sun Titan]] are OUT. Magistrate was only in as a friend has several scary [[Golos, Tireless Pilgrim]] decks, and it shuts him down until he removes it. I'm still on the fence about Sun Titan. It IS a nice effect, but I'm struggling to justify the mana cost, and if I decide to reanimate it, there are generally better targets to reanimate. <be> -[[Fertilid]] OUT for [[Cultivate]]. While Fertilid is a pretty fun target for Nethroi's reanimate ability, I've found I'm struggling to cast Nethroi in the first place. ===endpanel ===endaccordion