Game Trail

Game Trail

Land

As this enters the battlefield, you may reveal a Mountain or Forest card from your hand. If you don't this enters the battlefield tapped.

: Gain or .

Latest Decks as Commander

Game Trail Discussion

multimedia on Atla’s Eggs

1 month ago

Hey, nice version, but the manabase hasn't been as upgraded as much as the rest of the deck, you forgot Command Tower.

Because you have Avacyn, Angel of Hope and Ulamog, the Ceaseless Hunger do you really need lots of other big creatures? Most creature board wipes are good with Eggs because even if Atla will die to the wipe she will trigger for each Egg that also dies. All your opponents creatures die and you're left with a battlefield of creatures from Eggs. Avacyn and Ulamog have indestructible making them survive board wipes that destroy or do damage.

Vanquish the Horde and Blasphemous Act are powerful creature board wipes in multiplayer Commander because they care about the number of all creatures from all players on the battlefield. Wrath of God and Day of Judgment are the traditional four mana ones and Austere Command is very versatile. Fanatical Devotion is a nice budget sac outlet for Eggs since it can protect Atla from most board wipes.


Consider more ramps sources especially two drop or less ramp that's not creatures can help with Atla?

The manabase here has a few good lands (Mesa, Orchard, Glade, Shrine, Panorama), but most are subpar for much lower budget decks. Temple of the False God is a not a good land; my advice is cut it from all your decks even decks with green which have land ramp. Needing five lands just for Temple to be able to make mana isn't worth it. The Life lands such as Blossoming Sands, etc. are lackluster since 1 life gain is not worth the land always ETB tapped. If you're on a budget for lands then consider these for upgrades?


Some cards to consider cutting:

Good luck with your deck.

multimedia on Werewolves on the hunt

1 month ago

Hey, good attempt for a budget version of Tovolar. nice Aggravated Assault. You've mistakenly added two Tovolar's Huntmaster  Flip :)

The card that combos with Spellbinder is Savage Beating for extra attacks which is now a $30 card. Without having Beating then Spellbinder is not worth playing because there's only 5 instants here out of 94 other cards.

When you control five or more lands then Bear Umbra enchanted to a creature who can keep attacking can pair with Aggravated Assault for extra attacks. Attacking with five or more creatures makes Druids' Repository combo with Assault. Savage Ventmaw who can keep attacking combos with Assault and also makes infinite green/red mana. Umbra could replace Spellbinder, Repository could replace Mantle of the Wolf and Ventmaw could replace the other copy Huntmaster.


Consider more one, two, three drop Werewolves to replace the vanilla four and five drop Werewolves?

Some of these could replace:

A couple of reasons for these changes is to get three or more Werewolves onto the battlefield to transform Tovolar quicker and have more Werewolves that can give you value rather than just only being Werewolves.


Some lands to consider adding, replacing of some basic lands.

Good luck with your deck.

multimedia on Gruul Werewolf Pack

1 month 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.

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:


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:

Some other lands that would improve the manabase by cutting some basic lands especially Mountains:

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.

Door of Destinies is another tribal only card and it's very slow with so few Werewolves or Humans to cast. Could cut Door for Beastmaster Ascension since it's an anthem for all creatures you control.

Good luck with your deck.

Defied-27 on Wrathful Werewolves (Budget)

2 months ago

GoblinsBeatElves thank you for the feedback! I love your suggestions and already thought about Duskwatch Recruiter  Flip, but was unsure. I included him and Game Trail as well, cut Hound Tamer  Flip completely (thinking about it, the deck already had enough trample) and added two copies of Full Moon's Rise to give the deck at least some form of resilience against removal. This dropped the curve quite a bit, wich is always good in a fast format.

I thought about running Village Messenger  Flip or Wolfbitten Captive  Flip as my one drop... I'm still not certain which way to go, though I appreciate the mana sink of Wolfbitten Captive  Flip quite a lot. I guess one could cut two Reckless Stormseekers and fill the slots with Village Messengers to drop the curve even further. I'll do some playtesting with that in the future!

Thanks for your great input!

GoblinsBeatElves on Wrathful Werewolves (Budget)

2 months ago

Love the list so far, it's awesome to see someone else trying modern werewolves with IMH coming out. Based on my own list and my experiences in modern, I think I have a few suggestions that might be helpful:

  1. Village Messenger  Flip is another werewolf one drop, if you find yourself needing a bit lower of a curve. Having haste and menace of the flip side is decent enough for an aggressive creature in modern. I don't know if you've found yourself wanting that or not.

  2. Manabases can definitely be hard to build on a budget, but I generally like to try the show lands such as Game Trail for budget lists, as they're usually pretty cheap. In this case, it seems like it'd work fairly well with your current manabase, with the Stomping Ground already caring about basics.

  3. Duskwatch Recruiter  Flip seems like it'd be great in your list (Maybe shave a few Hound Tamers or Reckless Stormseekers for it to lower your curve a bit?) Gives you card advantage and a discount on creatures once it flips.

Just throwing ideas out here, this is definitely all up to what you feel the deck needs/how it plays. Good luck with the list!

multimedia on The old bois

2 months 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:

Some budget cards that have good interactions with Atla and/or Dinos or are ramp:

Some budget land upgrades to consider:

Good luck with your deck.

multimedia on Tiamat

3 months ago

Hey, welcome to TappedOut and Commander. Nice collection of cards for your first deck, but you've kind of just added cards to add them to make a deck not because they belong with Dragons.

Some advice is to consider getting the new Draconic Rage Commander precon? It's a preconstructed 100 card Commander deck that's focused on a Dragon theme. In the precon are several cards that would be upgrades for your deck.


More advice is consider doing some research at EDHRec Top Cards in Commander? These cards are the most played cards in Commander, called staples and most are budget. EDHRec is a great site to see examples of deck building for Commander. Several of these cards are in the Draconic Rage precon.

You can also look at the budget cards that most people playing five color Dragons use EDHRec Dragons.

The main reason that most of these cards are the most played is because they provide high synergy, effects for Dragons, Dragon tribal effects. Atarka, World Render gives itself and all other attacking Dragons you control double strike which makes each Dragon do more combat damage either to the opponent blockers or to the opponent who they attacked. Crux of Fate can destroy all nonDragon creatures leaving just you with an army of Dragons to attack your opponents unblocked and not have to worry as much about the opponents attacking you after.

Another reason most of these cards are most played is because they have more than one effect such as Dragon's Hoard. It can be ramp, making any one color, as well as repeatable draw making this one card a source of ramp and a source of draw. Temur Ascendancy is a haste enabler letting Dragons attack the same turn they ETB and it's also a repeatable draw source each time any 4 or more power creature you control ETB including creature tokens.


What EDHRec lacks is casual deck building structure advice, basic guidelines to follow to structure a casual Commander deck. Good ratios for a starting basic structure:

When you have a basic structure in place then you can of course add other cards that do other things. When playing five colors ramp is important because ramp also provides mana color fixing from getting lands that can make different colors of mana (Farseek) or from mana rocks (Arcane Signet)/mana dorks (Faeburrow Elder) that can make different colors of mana. Ramp is also just as important when your Commander, in this case Tiamat, has a high converted mana cost (CMC). Tiamat is 7 CMC which ramp can help to cast him and then that same ramp can help to cast other Dragons.

Good luck with your deck.

multimedia on obuun advenced

3 months ago

Hey, welcome to TappedOut.

Your deck doesn't have a Commander. To make Obuun, Mul Daya Ancestor the Commander then go into the deck editor. In the text list of cards find Obuun, Mul Daya Ancestor and add the CMDR tag at the end.

Obuun, Mul Daya Ancestor *CMDR*

Save and Obuun will appear in Commander category with a card image.


On a budget well done so far, nice Jeweled Lotus. Command Tower and Arcane Signet are two budget staples for Commander to consider adding. Since Obuun can put +1/+1 counters on himself to make himself a threat to do Commander damage then having more sources of evasion helps. Garruk's Uprising is a great budget card that gives all creatures you control trample as well as can be a repeatable draw source whenever a 4 or more power creature you control ETB including creating a creature token such as from Omnath, Locus of Rage.

For $5 Moraug, Fury of Akoum is a really good landfall effect for extra attacks. Druid Class starts with the static effect of gaining 1 life each time a land you control ETB. It has two other levels; level 2 is if you pay three mana you get the effect of being able to play an additional land. This effect is static, it stays as long as you control the Class. Level 3 for five mana you make a land into a potentially high power/toughness creature and you also get to keep the other Level effects. With the classes you don't lose the previous effects when you level up.

You're playing the Guildgates for Circuitous Route, but other than the interaction with Route Guildgates are not good lands since even on a budget there's better options. You could replace the Guildgates with Glade and Vista and replace Route with Skyshroud Claim which can search for Glade and Vista and put them potentially onto the battlefield untapped.


Some upgrades to consider:

If interested I offer more advice. Good luck with your deck.

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