Genesis Wave

Genesis Wave

Sorcery

Reveal the top X cards of your library. You may put any number of permanent cards with converted mana cost X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.

Latest Decks as Commander

Genesis Wave Discussion

zuharran on Infinite Mana, Infinite Creatures

2 weeks ago

Sultai_Sir, I took a look at your deck and I like it, cheaper than mine with similar goals, however I'm concerned about the decks consistency. With very little sustained draw power, it seems unlikely to consistently pull off early game wins. And with the hate that cards like Vorinclex pull, you're likely to get hated out before comboing off, imo. That said, I definitely like cards like Skyshroud Blessing for extra protections, might swap Soul of New Phyrexia for it as it's easier to cast and stickier. I'll look into finding a slot for Genesis Wave, but as of now it seems like it would really only be useful when I'm infinite, which means if I draw it at the wrong time, it's a dead card in my hand. Thanks for the suggestions tho! I'm going to formulate a response for your deck to comment on your deck page.

Sultai_Sir on Infinite Mana, Infinite Creatures

2 weeks ago

Hey man, love the deck! Here's a couple of suggestions:

Genesis Wave: There's not a more spectacular way to go infinite then playing every permanent in your library.

Skyshroud Blessing: A mostly unknown card, but gives hexproof and cantrips with Ashaya.

Rishkar's Expertise/Return of the Wildspeaker/Soul's Majesty: Draw all the cards.

Here's my Ashaya deck: Ashaya: Soul of the Wild: Be-Leaf in Yourself. If you could give me some suggestions, I'd appreciate it greatly. Thanks!

VexenX on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

3 weeks ago

Sorry for the delay with this post, and the pending update. My wife and I just welcomed a new addition to our home, so needless to say things have been a bit busy. I will also be moving to a new house next week so It might be a week or two before I get to the update. For now I will at least give you my thought on the comments, as well as the deck changes that I have landed on!

I think I will start with the changes that you will see in the update because that is the core of the conversation right now.

  • Force of Vigor OUT FOR Ancient Greenwarden - Although removing Force is going to upset some people, I have been generally underwhelmed by the card. Sure, free removal sounds great but I generally play this deck in a turbo aggressive way. Sure, Force might be a better card, but doesn't really follow the way I have constructed the deck.

  • Return of the Wildspeaker OUT FOR Valakut Exploration - This appears to be a clean card-draw upgrade to me. Although this new inclusion might not be the great card draw in the deck, I do think I will feel right at home here.

  • Steely Resolve OUT FOR Nahiri's Lithoforming - With this update the deck will now have 17 total creatures, and 4 different cards to tutor them out. With that being said, Steely Resolve has turned into a dead card next to Sylvan Safekeeper, who can be tutored out very easily. Adding in Nahiri's Lithoforming was a no-brainer to me. Sure, it is a "bad" Scapeshift, that still makes is a really good card.

  • Ranger's Path OUT FOR Three Visits - I know, about time! The only complaint I expect to hear is why I didn't cut Migration Path instead. The simple answer is because I think the added cycle is better then being able to find my non-basics. Shoot me lol.

  • Myriad Landscape OUT FOR Field of the Dead - Another overdue change. The value behind a hoard of "free" expendable tokens is just nuts. Whoever at Wizards though it would be ok to put this kind of value on a land has my thanks!

  • Mountain OUT FOR Snow-Covered Mountain - Goes along with adding Field of the Dead. I don't see the need to split the count of basics in half, all that Field cares about is have different names, and this deck ramps out basics enough that finding the snows will never be a problem.

  • Forest OUT FOR Snow-Covered Forest - Same as above.

  • Perilous Forays OUT FOR Moraug, Fury of Akoum/Valakut Awakening  Flip - Easily the biggest controversy right now. I think I can fairly say that no card in this deck has more of a conflicting argument on both sides of cutting and keeping a card in the deck then Perilous Forays. Some people wonder why it has lasted in my list so long, while others are baffled by the fact that I am removing it. That being said, I will give you my opinion this "iconic" Om_rath card. First, it is a sac outlet in a color combo that has few. Although this argument has merit, that is not why the card was in the deck. The reason the card stayed so long was the "feel good" of being able to sac Om_rath tokens over and over again while netting more and more tapped basic lands. The christmas land is when either Lotus Cobra or Amulet of Vigor were in play! Although I pulled this off a few times, it rarely won me a game. Second, the spell cost 5 cmc. This is the biggest draw back for me, it is a 5cmc spell that does nothing for me until I have 2-4 other cards in play. Third, paying 1 mana for the sac ability nerfs that card considerably. Yes, it would be broken if it was free, but there are plenty of free sac outlets that cost less mana. All of this being said, Perilous Forays is sitting the bench and is being slotted in as my playtesting spot. Essentially I like the look of both Moraug, Fury of Akoum and Valakut Awakening  Flip, but I am not in love with either on the surface. And before anyone else say it, no I do not think I can take out a land for Valakut Awakening  Flip, mainly because it cannot be fetched out. Moraug, Fury of Akoum seems amazing on the surface, but the deck has mainly stepped away from winning through combat. Ill let you know how testing turns out!

With all of this being said, Zendikar Rising has been an amazing set for us! The main problem is that the deck list is insanely tight now! Making cuts in the future is going to be a real headache! Also, the creature count is reaching a record number for us! If Wizards gives us a couple more creatures it might be worth considering different cards. Also, many of you likely noticed that I decided not to cut Genesis Wave, it has won me far to many games, and you guys talked me out of it haha.

Now for some of the comments that I didn't already address with my deck changes.

BenWin: I have to be honest, the Sekki, Seasons' Guide combo does not interest me at all. I don't like combos that include dead cards when you draw into them. I also am not a big fan of infinite combos, and my meta isn't either. Nevertheless, I definitely this the combo is powerful and you should add it to your list if it is your thing!

I think Skullclamp thrives more in decks that make small creatures that die on equipping. Having to rely on another card makes it much weaker.

Sylvan Scrying likely won't be coming back. Sure, is is nice to find Cradle, but I don't need it to win the game, or any other land for that matter. I have almost considered removing more non-basics to increase to total basic land in the deck. I haven't gotten to that point get though.

This might cause an uproar, but Sensei's Divining Top is overrated in my opinion. It is amazing in the right deck, but way to many people play it as the greatest draw card ever (maybe it is for Red and White decks). I have taken mine out of most of my decks and been trading them away at their overpriced $50 price tag little by little lol.

Daedalus19876: The Ashaya, Soul of the Wild combo falls under the same concept as the Sekki, Seasons' Guide combo for me. I think you could easily turn this deck into the Tooth and Nail and I win deck, but that is not what I am really aiming for here. If you build that type of deck fill free to post it here and share! I would definitely like to see how that looks!

_Arra_: I think Lithoform Engine is a good card an all, but not at all what this deck wants. This deck thrives off of the mass amount of triggers and activations we get, and doubling a single one will really not do much for us. All we need to do instead is pay an additional land.

TraceT: I actually do think Scute Swarm is right at home in this deck, but is unfortunately under the power threshold to even be considered for this build. I say play it if you think it would be fun and let us know how it goes! the same kind of goes for Impact Tremors, the right deck, but not quite powerful enough.

I think I got to everyone's comments! I will make sure to post the update ASAP. I start packing for the move tomorrow and should be all settled by next Sunday. Until then please let me know what you think about the upcoming changes, and I am grateful for all the support!

LeonSpires on Kruphix Lands Matter *Primer*

4 weeks ago

@ ballin2much sorry for the slow reply.

As far as Ashaya, Soul of the Wild goes:

The upside is that It makes your field a little bit more resistant to board wipes as board wipes that say nonland are less effective. It also makes early utility creatures tap for mana to add to your mana pool earlier for a bigger Genesis Wave latter on.

The downside to me is that Ashaya says non token. But even if it included tokens by the time you would be generating absurd amounts of mana you probably want to be turning your creatures sideways to attack. In my personal opinion I am not running enough small utility creatures to make it worthwhile. But my best recommendation is to try it out in your deck and see what you think. Just proxy it at first if you don't own it $10 is a bit much for just testing out a card.

Beebles on [Primer] Mina & Denn's Rampaging Roil | V-ZNR

1 month ago

Glacial Chasm is a great defensive tool that helps you mainly when you are ahead, or when you are behind.

It can secure you the win after making an explosive play that makes you the archenemy of the game. Let's say we start activating Gaea's Cradle 3 times in a turn to cast a Genesis Wave for X=20+. Or if you cast a Scapeshift at 8+ lands. If that did not already kill the table, everyone is surely going to gang up on you. Glacial Chasm will make it very hard for them to kill you in the next turn rotation. And you probably only need one more turn to finish the job. So it's great for when you are ahead.

It's also great for when you are behind and you need time to setup before you can become aggressive, let's say after a boardwipe. If there is another player that is getting out of control, Glacial Chasm can help you turtle up until you find an answer or the means to take them out. Then, paying any cost is lower than losing the game. So even if you don't have land recursion or lifegain to combo with Chasm, it's still a great card for when you are behind as well.

Beebles on [Primer] Mina & Denn's Rampaging Roil | V-ZNR

1 month ago

@ blacksh1ft: Wow, nice of you to catch that one :). I watched an epsode of the EDHRECcast recently about evaluating modal cards. They made a good point that modal cards aren’t really worth the extra cost if you are only using one mode. That is true I think for Garruk, Primal Hunter. Almost all of the time I use the draw ability. And only a very few times I make a token first. I have never used its ultimate ever. So I’m paying GGG for that draw effect when I can also run an instant version that only requires G, which might actually have a more relevant 2nd mode to boot! Can’t say yet which one is better, because I need a bunch or real games to get a feel for Return of the Wildspeaker in this deck. But I suspect the planeswalker card is not returning.

@ Profet93: Thanks for the compliment! I just like to write :). Getting those thoughts out there also gets me into conversations like this, which I really like. Are you also running a M&D list btw? Lets over your questions:

  • Deserted Temple: I did consider this card, but I felt it was more at home in a deck that is focusing on untapping lands multiple times. So I’ve put in in another deck. Also, activating Gaea's Cradle 3 times using Mina and Denn, Wildborn is usually more than enough ;).
  • Bane of Progress: this card is indeed a good contender for a sweeper. You are right that we can take the hit most of the time, while our opponents will probably be hit worse. I might add it someday, but not right now. Also, I’m not sure I would add it in place of Terastodon. I would agree though that Terastodon is one of the more awkward cards in the deck atm (I was really hoping they’d print a cards with “landfall - destroy target artifact or enchantment” but maybe that’s just too OP). I do like terastodon because it can answer 3 specific problems beyond artifacts and enchantments. Still, I will think about your suggestion. Might be a good swap in the end.
  • Terror of the Peaks & Warstorm Surge: These cards feel very at home here :). They are really turning this deck into the thing I wanted to create more of the time. The’ve already turned Genesis Wave into an I-win-now card, and they are just really nice with all those token makers indeed. Especially Scute Swarm. Also, I'm not really trying to emphasize the going tall theme here. The cards that do care about power in this deck are already good with Mina and Denn, which is why I run them.
  • Nissa, Vital Force & T&T: I’ve written a lot about why Nissa is not in this deck :D. Check my “Build Considerations” and “Why are you not running X” sections in the primer. T&T is also in that last section: I just don’t really like T&T and prefer not to win that way in this deck.

Cheers!

CaptainKraw on Xenagos: Party in a Can

1 month ago

Hey buddy, yeah I'm on the fence about Turntimber Symbiosis still. All of these spell/lands are better off being thought of as a land with some extra sauce. I think it's good for what we're doing I just don't know what it'd replace yet (almost certainly a forest). That and it's kind of a worse Genesis Wave and I don't even use that. I'm sure I'll test it out at some point though. The utility of a land being a potential spell is the only reason, like I said I don't think the spell effect itself is all that great. In my eyes it's a land first and spell last.

Also, I dislike these new lands on principle. I think they could promote poor deck building among newer players. Just my opinion though.

The land that is either red or green is cool. I probably won't pick it up just because I don't want to be flipping a land back and forth, and it would honestly be producing green most of the time anyway. I see nothing wrong with it, I'm just lazy.

Also, I'm about to update a few things. I'm waiting for ZNR to release so I can start grabbing cards from the last few sets all at the same time. So I'll probably pick these up just to see how I truly feel about them.

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