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Format | Legality |
1v1 Commander | Legal |
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Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
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Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Garruk's Uprising
Enchantment
When this enters the battlefield, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (They can deal excess combat damage to the player or planeswalker they're attacking if lethal combat damage would be dealt to all blocking creatures.)
Whenever a creature with power 4 or greater enters the battlefield under your control, draw a card.
DreadKhan on
Pariah's Stompy Gruul Deck
4 days ago
I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).
Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.
Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.
Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.
Hope some of this is helpful, Gruul stompy decks are a lot of fun!
eliakimras on
B.F.D.
1 week ago
Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)
I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:
1st. Ramp
Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.
- I would swap out Dragonlord's Servant, Goblin Anarchomancer, Bronze Walrus, Dragonspeaker Shaman, Open the Gates, Mind Stone, Lapis Orb of Dragonkind, Commander's Sphere, Gilded Lotus for Fellwar Stone, Farseek, Nature's Lore, Three Visits, Cultivate, Kodama's Reach, Chromatic Lantern, Coalition Relic, Herald's Horn.
2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)
- Storage lands like Crucible of the Spirit Dragon are only worth it with proliferate shenanigans. Exotic Orchard serves you better.
- Forgotten Cave and Tranquil Thicket can be Sheltered Thicket and Ketria Triome instead. (Synergy with the landfetchers above.)
- Highland Lake, Swiftwater Cliffs, Temple of Epiphany, Timber Gorge and Woodland Stream could be these utility lands instead: Mosswort Bridge, Myriad Landscape, Blighted Woodland, Kessig Wolf Run, Littjara Mirrorlake.
- Bala Ged Recovery  Flip, Valakut Awakening  Flip and Glasspool Mimic  Flip are three spells that can be played as a land. I would take out Dragonmaster Outcast, Delina, Wild Mage and Demanding Dragon for them.
- Evolving Wilds and Terramorphic Expanse could be swapped out for Unclaimed Territory and Secluded Courtyard.
3rd. Better counterspells
- Evasive Action and Mana Leak could be Negate and Swan Song instead.
4th. Better removal
- Consider Beast Within, Chaos Warp and Resculpt over Hull Breach, Dragon's Fire and Lightning Bolt.
5th. Better boardwipes
- Klauth's Will is a more versatile Magmaquake. Ryusei, the Falling Star can be cloned for extra doom for your opponents. Curse of the Swine does not touch your board.
- I would take out Magmaquake, Preordain and Opt for the cards above.
6th. More card draw
- Garruk's Uprising is a better Colossal Majesty.
- Garruk, Primal Hunter and Return of the Wildspeaker are also all-stars here. I would take Korlessa, Scale Singer and Mirror Box out for them.
7th. Better win conditions
- About this, please check miirym , need recommendations build and the comment I made on that page. You have plenty of options in this regard.
Profet93 on
Koma, Cosmos Serpent - Clones
1 month ago
Garruk's Uprising > Garruk Pack. Assuming the 3 - 4 power difference is negligible, this seems like a good upgrade. Less susceptible to removal, triggers on itself, provides trample.
ArtistaFeo on
Chishiro Precon 1
1 month ago
these are my pics from edh rec. you can't fit them all but they should be considered.
Armorcraft Judge Aspect of Mongoose Benevolent Hydra Biophagus Bloated Contaminator Boseiju, Who Endures Branching Evolution Cankerbloom Defiler of Vigor Doubling Season Duskshell Crawler Evolution Sage Farseek Fertile Ground Fight Rigging Gaea's Gift Garruk's Uprising Gruul Signet Hardened Scales Hull Breach Jiang Yanggu, Wildcrafter Kalonian Hydra Kami of Whispered Hopes Karn's Bastion Kazuul's Fury  Flip Kodama of the West Tree Managorger Hydra Mosswort Bridge Nature's Claim Nature's Lore Ozolith, the Shattered Spire Renata, Called to the Hunt Return of the Wildspeaker Return to Nature Roaring Earth Scavenging Ooze Shadow in the Warp Shivan Devastator Slippery Bogbonder Snakeskin Veil Sword of Feast and Famine Sword of the Animist The Great Henge The Ozolith Three Visits Thundering Raiju Tribute to the World Tree Uncivil Unrest Unnatural Restoration Utopia Sprawl Vandalblast Vorinclex, Monstrous Raider
Hi_diddly_ho_neighbor on
Will you forget the head slicing thing!?
1 month ago
Slashdance - Thank you for the supportive comment!
Hooded Hydra is a great call for another 0/0 hydra that has additional utility. I'll have to find a space for that one.
I have never really been a fan of Primal Vigor due to the card's abilities being symmetrical. I've been burned before by it helping my opponents as much as, or more than me in games.
Tetravus is a blast from the past for sure. Not sure if I have room for it or the other iterations of it, but it does have interesting synergy with hydras.
Tocasia's Welcome is great in this deck. First of all, it triggers on creatures with 3 mana value or less, not 3 power or less. Each hydra token I make and each hydra I cast is potential card draw (very rarely will I cast a hydra where X is greater than 0). The "once per turn" clause does limit it's explosiveness compared to the other options I have, but it actually has the widest range among Elemental Bond, Tribute to the World Tree, and Guardian Project in this deck's strategy (I run all of these by the way). Garruk's Uprising is a fantastic card, but I decided to exclude it since most of my creatures come in with less than 4 power.
Slashdance on Advertise your COMMANDER deck!
1 month ago
I love hydras, so thank you for a look at this deck!
Since you're using Cathars' Crusade, I would like to suggest adding Hooded Hydra ... it can really give a nitro boost your other creatures, and can even be death-triggered during an attack if you kill it yourself. Super potent if you have your Doubling Season (or similar) also in play.
Speaking of which, Primal Vigor also plays well with Cathars' Crusade and/or Hooded Hydra.
These cards could really allow a secondary option of going wide when needed.
A bit of a jank suggestion, but it goes well with your hydra theme and everything else I've mentioned, even without being an actual hydra. Tetravus could be a fantastic add to your wonderful deck.
Is Tocasia's Welcome doing much work for you? I assume most of your hydras are coming into play with more than just 3 counters on them, leaving you with only 8 creatures with 3 or less power to trigger the Welcome ... and even some of those may end up not triggering if you have Cathars' Crusade in play. Maybe Garruk's Uprising or better yet Elemental Bond might help to draw cards more often? Doing so would double your potential eligible chances from 8 to 16+, not counting tokens. That said, if you take any of my token advice, like Tetravus, all the card-draw cards start to even out and it's a coin flip.
Thank you and good luck!
Here's my Shalai deck, which is also Hydra based!
Shalai, Full Auto - Primer
Commander / EDH
SCORE: 4 | 1 COMMENT | 24 VIEWS | IN 4 FOLDERS
jarncards on
Stardew
1 month ago
It looks fun. I dont necessarily know if it needs any changes. If nothing else, I would strongly recommend you consider Wood Elemental and Alabaster Leech, since I will be playing against this deck.
Akroma's Will or Garruk's Uprising are good options to make sure damage gets through for mass trample/protection. Run Rancor, you get it back for multiple plays every time its enchanted creature dies
You dont have much to interact with opponent's boards. Or to protect your own outside of avacyn. given the snowball you have where each card you play will draw you 1-5 more, you might be ok without interraction since you might just overwhelm everyone if you want to play it that way, but white gives a lot of the best options for removal.
Archon of Sun's Grace is almost a direct upgrade to Ajani's Chosen. Honestly i think they are both great to run, I would reconsider using them, Avenger of Zendikar, and maybe something like Eldrazi Monument. If you intend to keep it so that you primarilly win through attacking with a couple super beefy guys, Lightmine Field is silly
Food Chain will be REALLY helpful when youve drawn too many cards. both to give mana to play them, and to kill off your card advantage engines before they get you killed. Most enchantress effects are not "may" abilities.
As usual, I consider Reliquary Tower to be a bad card. Since you are going to have even more draw than mana in this deck, personally I would ditch it so I could discard to hand size and take advantage of the mass reanimate cards for enchantments like Brilliant Restoration, Resurgent Belief, Open the Vaults, Triumphant Reckoning, and the Replenish you already run.
They are very expensive mana-wise, but Legion Loyalty and True Conviction would do silly things as wincons in this deck. legion loyalty will give you an obscene number of creatures, enchantment creature ETB triggers, and bonuses to the cards that care about the number you have like all that glitters, and
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