Basic Land — Forest
: Gain .
|Have (3)||rockleemyhero , , kpral|
|Want (12)||FinalFrontier , carpathium , S3KShun8_Elite , Zacblu10 , flamekiller , davcris911 , mgalloro , KimmyBoy , houdeah , paalbs , MrTeeg , spidey99|
Combos Browse all
|Commander / EDH||Legal|
9 hours ago
3 days ago
You are welcome. I normally get more lukewarm responses from my in-depth analysis, so its refreshing to receive praise. I've taken another look at this bad boy, and here are the specific changes I would make, with a decent budget in mind (ofc Imperial Seal would be a great include but there are cheaper avenues to explore first).
I would advise thinking about the chromatic pieces another way. Its color fixing AND a draw AND metalcraft for , and you get repeat value from Glissa if there is nothing better to grab immediately (if there's a boardwipe, or you aren't getting pieces blown off the board, or you are able to continually snipe dorks/bears/commanders with Ulvenwald + Glissa). Even without Glissa, you've basically made yourself into a 97 card deck. With Glissa, you have a cheap ": draw a card" engine. It turns all your kill spells into cantrips, letting you dig faster to the combo, and grind out games that go longer. It also plays EXTREMELY well with any topdeck tutors, like Vampiric Tutor. I think there's a strong case for inclusion, but I can also see this list is chock-o-block full.
As far as the Sword. Its a nice card, but its mostly only helping you when you're already ahead. If you can't get an attacker to hit a player, you're not getting anything for paying mana to cast + equip. It also requires that you have a creature on board to get the uses out of it, which means you're slowed by casting + summoning sickness if someone else board wipes. Its a delayed slow reusable card, and its a reusable dork killer, both are unreliable for getting the triggers. Compare this to Jitte. Jitte gets triggers off ANY combat damage, and you get far more out of the triggers from Jitte. The -1/-1 until EOT is much better removal, and if something has bigger than 2 toughness you can always hold the counters. The 2 life refuels you when Confidant and other draw effects slurp you into danger range. The card draw is VERY nice, but being unreliable really makes me favor Jitte here. Of course I think the best choice would be Sword of Feast and Famine.
Grim Monolith is going to be outperformed by an elf here. Consider if either is in your opening hand. With an elf, you spend 1 mana on turn 1 to have 3 colored mana on turn 2. With Monolith, you spend 2 mana on turn 2 to have 3 colorless mana on turn 2. Monolith is expensive to untap, and you run no ways to artifically sacrifice Monolith to recur it untapped, or to untap it. You aren't running Monolith for an infinite combo either, which is another reason it is usually slotted.
I really think Exploration Burgeoning Azusa, Lost but Seeking Ramunap Excavator Wasteland and Ghost Quarter are a very powerful choice for stax. It means you will have to drop slots elsewhere though, which might require some more rethinking or reassembling of the deck. This also opens further lines and slots, such as Crop Rotation into Inventors' Fair to get Crucible of Worlds to replay Inventors' Fair to continue digging up pieces.
I also really think the chromatic + baubles have value here. Turns removal into cantrips, lets you play the longer value game.
I would advise you to investigate artifact based combos. You have artifact recursion in the command zone. If a piece gets blown out, you still have it in reach throughout the whole game until it is exiled. Currently, your combos are enchantment + enchantment and enchantment + artifact. Your combos also suffer from either requiring an untap stap (to get rid of summoning sickness), or causing each opponent to take 1 damage. Simply put, they are not instant wins. You're giving other opponents the ability to draw/play answers to the board and disassemble your win.
1 week ago
2 weeks ago
thewolfiest, it will depend on what exactly you want out of your manabase. I typically prioritize untapped lands or specific utility functions. Removing duals takes away tutor targets for fetches, so you'll need to include basics.
Talking strictly meeting color requirements, for allied lands you can look at the multiplayer-specific lands that come into play tapped unless you have 2 or more opponents.
For the Enemy lands, you are more restricted. I'd look at the list below, leaning toward whatever priorities you held for the manabase. Easy route would be yanking the last 3 for 1 swamp, 1 forest, and 1 Prismatic Vista
Honestly, I would do this, replacing all Duals with:
2 weeks ago
3 weeks ago
Rahnun, you can format and link cards by typing them in as the following:
- [[Forest]] - [[Mountain]] - [[Swamp]]
That will make them appear as such:
3 weeks ago
Another Dino fan! Cheers. This is the sort of stuff I like to run, maybe you’ll find some inspiration :) Pioneer Dinosaur Hub Some things, I prefer using sweepers often and consider Commune with Dinosaurs a must for increased consistency and a great play at any stage of the game.
Here is a revised version of the deck with some changes I made. I did add in a sideboard but if you wanted to just focus on the 60/Bo1 that’s not too hard either. It’s there if needed.
Everything looks good in general, I’d consider moving all Kinjalli's Sunwing to the sideboard, maybe dropping to 2.
For these I’d suggest 4 Stomping Ground and 4 Rootbound Crag to cover with 1 or 2 Mountains for Ranging to grab if need be. I see you’re heavier into white than I usually go. I would do something like 2 Sunpetal Grove and 3 Temple Garden with 1 Plains.
The final amount might look something like this, however could probably be upped a bit. I just lean quite a bit more into .
3 weeks ago
Thanks for noticing! I should really document my reasons for deck list updates, but I haven't in a long time.
I removed Blast Zone because the card has never done what I wanted. I thought the card would be a great form of recursive removal with Titania at the helm. Instead, Blast Zone is over costed, doesn't remove tokens, and as a colorless source, hinders the early gameplay by restricting my access to colored sources. I replaced it with Desert of the Indomitable as a place holder for now because cycle lands help to dig for better cards, but sucks that it enters tapped. I'll probably replace it with Harmonize or a Forest in the future to be honest.
I removed Natural Affinity because it was more of a gotcha card. It wasn't a bad card. There were several times that it won me the game. Other times, you use it to fuel a Craterhoof Behemoth or have instant speed blockers. I've had my fun with Natural Affinity , but I would rather have more recursion in the deck, and removing it doesn't hurt my deck. That's why I replaced it with Reclaim .
Thank you for your suggestion of Noxious Revival ! I didn't know that it worked on any graveyard. That makes it a lot better than I thought. I'll most likely swap it into the deck when I get a hold of one, which I just did through TCGPlayer after reading your comment!