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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Beast
Whenever another creature with power 3 or greater enters the battlefield under your control, you may draw a card.
2 months ago
Also, Garruk's Uprising is usually better than Colossal Majesty/Elemental Bond.
7 months ago
Hey, nice version with a very low budget.
Some budget changes to consider:
- Sol Ring --> Rampant Elephant
- Valakut Exploration --> 1x Mountain
- Garruk's Uprising --> Thicket Crasher
- Greater Good --> Silverglade Elemental
- Garruk's Packleader --> Zendikar Incarnate
- Return of the Wildspeaker --> Keeper of Fables
- Druid Class --> 1x Mountain
- Seer's Sundial --> Natural Connection
- Fires of Yavimaya --> Elvish Rejuvenator
- Regrowth --> 1x Mountain
- Dryad's Revival --> 1x Mountain
- Beast Within --> Natural Reclamation
- Klauth's Will --> Savage Twister
- Command Tower --> 1x Forest
- Cinder Glade --> 1x Forest
Rampant Elephant is a white card which can't be played when green/red Omnath is your Commander. The majority of these suggestions are good repeatable draw sources. I think you can afford to cut a few lands for some lower CMC spells. 46 lands is still a lot.
If interested I offer more advice. Good luck with your deck.
7 months ago
Assault Suit could be fun here. It allows you to keep the dragon spirit that it is attached to. The haste is nice as well.
7 months ago
Hey, nice version with such a low budget. Only 40 cents or less for each card is an interesting idea.
Even though you're building a very low budget deck still consider some basic deck building guidelines to structure your deck? A basic structure is helpful when building any causal Commander deck to give you a good start.
- 36-38 lands (Exotic Orchard)
- 20-25 creatures (Angel of Sanctions)
- 10 ramp sources (Cultivate)
- 10 draw sources (Garruk's Packleader)
- 10 removal sources (Phyrexian Rebirth)
The numbers in this basic structure are just a start, not all areas are covered and the final numbers may be more or less for each part. A basic structure doesn't need anything but the basics, you can add other cards to make up other areas that you want specifically with your Commander after. 10 ramp and 10 draw sources help to make a smoother gameplay experience. The balance of extra mana from ramp with the draw sources theoretically helps to have mana and cards in your hand to cast with the mana. Creatures can be part of the numbers and cards that have more than one effect that can go in many different areas are excellent and should be priority for cards to play.
Compare the above example to your current deck structure:
- 33 lands
- 26 creatures
- 16 removal sources
- 3 ramp sources
- 1 draw source
The amount of creatures is a fine number, but there's disproportionate amount of removal compared to other areas. 33 lands with only 3 ramp sources, two of which are 4 CMC and 5 CMC are risky numbers because you can potentially get land screw (not drawing lands) as well as mana screwed (not having enough mana to cast spells). Having major potential for both of these to happen in a game can be really frustrating and is really bad for gameplay.
I believe you can never have enough draw in Commander since draw keeps the game going for you making gameplay much more fun. Harmonize is a good card, but only having it for draw is not enough.
Ghired and the other impactful cards here are high CMC and you want to get to five mana for Ghired quicker than only relying on your land drops. More ramp can help and the best ramp to add such as Sol Ring and Arcane Signet are budget cards. Unfortunately, they aren't 40 cents or less though, here's some to consider:
3 CMC or less ramp is preferred to have these plays in the early turns of the game which is best time to cast ramp since then it helps you to cast Ghired and all the other high CMC cards you want to cast later on in the game. You don't want to be casting 5 CMC or even 4 CMC ramp instead you want to use that amount of mana along with ramp that you cast before it to cast other more impactful spells.
Lots of draw especially repeatable draw sources are important to have in Commander. Unfortunately, because of the budget restriction for cards doesn't give you a lot of options, but here some to consider:
- Garruk's Packleader: repeatable draw any time a 3 or more power creature you control ETB including creature tokens. Rhino's have 4 power.
- Voice of Many
- Zephyr Boots: repeatable draw, can also give equipped creature flying evasion.
- Mouth / Feed: only can cast Mouth first to create a 3/3 Hippo then Feed can only be cast from your graveyard.
- Mask of Memory: repeatable draw, equip any big creature you control who has evasion such as trample or flying.
- Shamanic Revelation
Creatures who can draw are nice with Flamerush Rider to make a copy of them to then populate with Ghired. This interaction is very good with Garruk's Packleader since the more Packleaders you control the more draw you get especially when you populate a Rhino as well as each Packleader triggers to draw from the other. Three of these suggestions care about the amount of creatures you control which is good when playing tokens.
I've given you a lot to think about, but I offer more advice in another comment if you would like, including cuts to consider. Good luck with your deck.
8 months ago
Hey, well done with upgrading the precon on a budget.
Greater Good and Goblin Bombardment let you abuse Dragon Spirits before they're saced after doing damage. When a Dragon Spirit does damage it makes a sacrifice trigger that has to resolve from the stack before the token is saced. When the trigger is on the stack you can response to it by sacing the token for value. Greater is draw 5 cards and Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit. When Vrondiss is indestructible, Bombardment can be part a combo to do infinite damage to opponents with any two of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge.
Wild Endeavor is a six mana ramp spell with only d4 rolls, you don't really want to be casting ramp with six mana.
Consider more repeatable draw sources which the precon really lacks. More effects that draw a card whenever a Spirit Dragon is created and from other enrage: Ripjaw Raptor, Garruk's Packleader, Elemental Bond.
Ripjaw Raptor is another good creature to make indestructible because then you can draw cards by doing damage to it. Garruk's Packleader draw is a may, you can stop drawing at any time. With Packleader in your control and Vrondiss is indestructible then one of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge will create as many Dragon Spirits who will do damage/sac itself as you want which is draw as many cards as you want.
- Ripjaw Raptor --> Wulfgar of Icewind Dale
- Garruk's Packleader --> Chameleon Colossus
- Elemental Bond --> Neverwinter Hydra
One area from the precon you haven't upgraded is the manabase, it's still 39 lands and 27 basic lands. Some lands to consider adding in place of some basic lands and Underdark Rift:
- Karplusan Forest
- Fire-Lit Thicket
- Grove of the Burnwillows
- Rootbound Crag
- Rockfall Vale
- Cragcrown Pathway Flip
- Highland Forest
- Naya Panorama
- Jund Panorama
- Tyrite Sanctum
- Rogue's Passage
- Bonders' Enclave
I don't think you need 39 lands, some of them could be cut for lower CMC ramp such as Farseek, Talisman of Impulse and Sakura-Tribe Elder. Because you have Cinder Glade and could add Highland Forest then Farseek has a dual land to search for. For two mana Tyrite Sanctum can repeatedly put a counter on Vrondiss to make him bigger. Once he's a God then Sanctum can be saced to make Vrondiss indestructible. Both these effects are helpful coming from a land.
I offer more advice. Good luck with your deck.
11 months ago
First of all, what a fun deck! A couple of adjustments - I don't know that you have enough elemental synergy to really get value out of Risen Reef , although I could see where it would be interesting as a target for copying. I think your mana base may need a little work - you have a lot of lands that come in tapped. I would drop Rimewood Falls , Thriving Isle and Thriving Grove , and replace with maybe 1 utility and 2 basics. Here are a few other things you may want to consider for cards to include:
Selesnya Eulogist will make copies of any token you have. The keyword Populate definitely may come in handy here.
Sporemound is a repeatable token generator.
Good luck! I bet you will have lots of fun with this deck!
1 year ago
Also, I'm looking for opinions on where to steer this deck if anywhere. There are so many viable Beasts that it's been hard for me to make card choices. Then you have cards like Fierce Empath which could be useful. So, advice is more than welcome. Thanks! (If someone could guide me in how to format this into a list, that'd also be appreciated. Sorry for the current format.)
1 year ago
You probably want something to cast on 5 mana for the sake of curving out. I think I'd cut Wrecking Beast and add in something like the flexible removal of Acidic Slime or the card draw of Garruk's Packleader