Creature — Incarnation
At the beginning of your upkeep, if Genesis is in your graveyard, you may pay . If you do, return target creature card from your graveyard to your hand.
|Have (2)||Forkbeard , GeminiSpartanX|
|Want (4)||mrcrow85 , danleniumfalcon , mbdonkey , forchonaporch|
Printings View all
|Modern Horizons (MH1)||Rare|
|Vintage Masters (VMA)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Genesis occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
1 month ago
king-saproling - Ah, a well-knowledged player!
When I reworked this deck, my goal was to make it rely less on the commander and thusly removed pieces such as Knight of New Alara and Lovisa Coldeyes, but there are some here I really like. I really only cast him with Evolutionary Leap, Purphoros, God of the Forge, or Gaea's Cradle.
I am not too fond of cards that merely ramp lands with X in the cost, especially if it may get not value. Animist's Awakening, though can be impressive, there is better I can do with my mana.
Lotus Cobra is one I own but isn't in here. It probably should be.
Stone-Seeder Hierophant is one I have never heard of, one of my avocations being perusing older sets for unseen gems. Though it can be powerful and is findable with Imperial Recruiter, it's ramp with summoning sickness on turn four, having but one toughness. Lotus Cobra seems more idoneous.
Avenger of Zendikar is quite literally perfect for this strategy. The only reasons I do not run it is because I do not enjoy having multiple of the same finisher across my decks and it's arguably a strictly better version of my commander. I couldn't do that to Hazezon. xD
Impact Tremors is more difficult to tutor version than Purphoros, whilst being far less impactful on its own.
This deck already has quite a few tutors, and it doesn't actually make that many tokens afore turn five. The value in Enlightened Tutor and Imperial Recruiter is that they can find setup pieces early due to the low cost and have value later. Oracle of Mul Daya early, Ulvenwald Hydra later. I am not too fond of the high cost of Chord of Calling here, also because the deck has a fair amount of tutoring as is.
I have also tested with Safe Haven, though it was just far too slow.
Divine Visitation can get out of hand very quickly, but I have it as a finisher in tokens. Best not to end the games the same way as other strategies, in my eyes at least.
I used to love Shields of Velis Vel. Oh, the blowouts it bestowed. I cut it when I made the deck less reliant on the commander, but I would love to use it again.
Walukut would be fun to include, though the lands slot is rather tight, and I refuse to remove Hammerheim. (It's never done anything. Not yet, anyway.)
Thank you for the comment. You obviously know the game well, and I'll have to look at some of your decks. :)
1 month ago
You don't need Rancor. You've got Splinterfright.
Keep it simple. Get cards in the grave. Play cheap big creatures that put Tarmogoyf to shame. Use your creatures to take care of whatever problems you have.
Artisan Fiend, Spinterfright and Nighthowler can all be snatched by Unearth. So...
If you want to use Claim for redundancy, +4 Tarmogoyf or the +4 Boneyard Wurm. Myself, I like a little p/t in case they Relic or RIP. Keep it around til you get your answer. Maybe Grim Flayer? But if you play more 1-2cc ETB's, I could see more Claim. Try a 1 of Call of the Death-Dweller.
What are your problems? Creatures. Artifacts. Enchantments.
1 Plague Engineer
1 Reclamation Sage
1 Haakon, Stromgald Scourge, Nameless Inversion
Costs three but he's got a 3/4 body so why not?
4 Force of Negation out of the side. You may want to board in 4 Force of Negation for RIP. I don't know how else you're going to beat it without a counterspell with Flashback. Play some number of Life from the Loam with Raven's Crime.
I don't know. Keep it together. Streamline the idea because the deck you'll be playing against, people have refined it to hell the past few years.
2 months ago
Cool deck! You might like these: Tangleroot, Sword of the Paruns, Glimpse of Nature, Shared Summons, Uncage the Menagerie, Mosswort Bridge, Genesis, Temur Sabertooth, Bramble Sovereign, Thousand-Year Elixir, Metallic Mimic, Cauldron of Souls, Great Oak Guardian, Freyalise, Llanowar's Fury, Voice of Many
2 months ago
Thank you for the input!
Much obliged, and new changes loom.
2 months ago
3 months ago
As for wincons, the primary one is milling yourself and then using Jace, Wielder of Mysteries or Thassa's Oracle. I chose these rather than Laboratory Maniac because they are more resilient. You'll notice we don't run that much interaction, so we want to be able to win and not have that win threatened. Of the two, I prefer Thassa's Oracle more since the win condition is an ability so it doesn't matter if it gets destroyed. The trouble with lab man or jace is that if it gets removed and you go to draw that last (nonexistant) card, you lose instead, so Thassa's Oracle provides that resiliency. And then I chose Jace for the same reason because planeswalkers are typically harder to get rid of. Also both oracle and Jace are what I like to call "self-contained wincons" meaning that they come down and you win assuming you meet the conditions without having to do anything else.
There is one other alternative hard wincon in the deck if the self mill strategy isn't viable, and three soft wincons if it gets to that point. Generally, the soft wincons are designed as ways to lock down the game and stall out until you can get one of the hard wincons to actually win the game.
The alternative hard wincon is a Lifegain + Aetherflux Reservoir strategy. Uro gains us a ton of life, so why not capitalize on this with other lifegain spells? Horizon Chimera, Skola Grovedancer, Tatyova, Benthic Druid, The Great Henge, Shadowspear, etc, function as a lifegain package to pad our life total because people will definitely be attacking us. This buys us time to find responses or to outright win. It also helps you pay for Glacial Chasm's cumulative upkeep cost to prevent those attacks outright. Finally, in long and grindy games, we can simply use our massively inflated life total to blow out opponents with the deathstar that is Aetherflux Reservoir, which itself also functions as a lifegain engine. Plus, all of this lifegain is doubled by Alhammarret's Archive, which is just nutty. Piloting the deck, I've managed to gain 110+ life in one turn so it's definitely a viable strategy.
Onto the soft wincons:
The first soft wincon is to take infinite turns with Nexus of Fate. So the way this works is that with the self-mill we're doing, our deck gets pretty thin. Basically, at some point, if we've milled out successfully, Nexus of Fate will be the only card left in our library which means we draw it every turn since it shuffles itself back into the library if it would hit the graveyard as a replacement effect. This has the bonus of preventing us from milling out since then we always have a card to potentially draw whenever we need to at that point. However, not that this isn't a wincon by itself, which is why it's called a soft wincon, but it does mean you have all the time in the world to find a way to get one of the hard wincons out. Basically the play is to cast Nexus of Fate, pass turn to yourself, and then use the upkeep Genesis trigger from Genesis being in your graveyard to get back Thassa's Oracle for the win. Alternatively, you can just take infinite turns and force everyone else to concede if you absolutely can't win.
The next soft wincon is a little complicated, but basically it's a loop involving Peregrine Drake, Deadeye Navigator, and either Words of Wind + Uro or Panharmonicon + Venser, Shaper Savant to force your opponents to bounce all their permanents, including lands. At that point, most of them will choose to concede the game because they have no permanents or land. If not, you can keep looping, but to draw cards instead to get one of the other wincons to win the game outright. Here's how the loops work:
1) Words of Wind + Uro, Titan of Nature's Wrath To start, you make infinite colored mana with the Peregrine Drake/Deadeye Navigator combo, and then cast Uro, or flicker it with deadeye if Uro is already on the field. With Uro's abilities on the stack, you pay 1 mana into Words of Wind to replace your next draw with forcing every player to bounce a permanent. Obviously, you choose to bounce Uro to your hand. With infinite mana, you keep looping this gaining life each time while forcing your opponents to bounce all of their permanents, including lands. At that point, if they dont concede, you can draw cards by not using Words of Wind and having uro sac himself to the command zone. From there, you dig for either Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game.
2) Panharmonicon + Venser, Shaper Savant For this loop, a Panharmonicon is not required, but makes it easier to do because of the double ETB triggers. First, we begin like previous making infinite mana with Peregrine Drake/Deadeye Navigator. This lets us cast Venser, Shaper Savant. And we target an opponent's permanent to bounce to their hand. If you don't have Panharmonicon, you pair venser with Deadeye Navigator, and use deadeye's flicker ability to keep flickering venser ad nauseum until all your opponents permanents (including lands) are bounced to their hand. At that point, if they don't concede, you can use venser to bounce uro to your hand or use infinite mana to cast him and flicker him to draw cards until you find Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game. Panharmonicon just makes the loop more efficient because you can target two of your opponents' things at once.
The one thing to note with these loops is that you should be careful not to overdraw though, because Guardian Project and The Great Henge are all mandatory draw effects that trigger when a creature enters the field.
Finally, the last soft wincon is Finale of Devastation. I call it soft because the deck really isn't designed to go aggro and attack with its creatures. But basically, if you have a lot of creatures and find an opportunity, you can use a really big finale to finish off the last few players at the table maybe after you used Aetherflux Reservoir to take out a few other players. The finale is honestly just there as a creature tutor with access to both your deck and graveyard.
Overall, the deck is really resilient because you really don't care too much about what your opponents are doing, you just want to mill yourself and gain life to either win off of Thassa's Oracle/Jace, Wielder of Mysteries, or by deathstaring everyone via Aetherflux Reservoir.
Hope this helps, and feel free to let me know if you have any thoughts or suggestions! ^_^
3 months ago
I think your Mesmeric Orb idea is interesting. I've recently put in Hermit Druid after much deliberation, and now I know why it has been recommended so much. Sometimes, it just helps to have twenty cards in the graveyard. I should have an open slot in the deck available for some more of that.
I actually had Necrotic Ooze in the list for some time, and this was when I also had Razaketh, the Foulblooded. I think I ended up taking them both out of my list because I never actually got them in paper, but it's definitely solid. I agree on your sentiment with Triskelion and Phyrexian Devourer. Any deck could use those cards. Also, I'm not sure I want to dedicate another two slots to cards that are only useful 5-percent of the time. In fact, because of that exact reason, I think I'll move Desecrated Tomb to my Maybeboard. It can have its uses, but 90-percent of time, it's a dead card.
Genesis doesn't seem like a bad card. I think I had it in my first iteration of this deck. It's just since then, Hogaak has slowly become reserved as my combo deck for my collection. I've ended up taking out cards that were a bit slower than others, and those included Genesis. But if you want to put it in to your list, please be my guest. Again, it's a good card, just a little slow.
Thank you for taking the time to comment and share your ideas! Believe it or not, it helps me build my Hogaak deck. As for me, it's always been my pleasure to share my ideas, and to spread the Hogaak energy.
3 months ago
I like this deck and building a version myself.
A couple of suggestions:
Mesmeric Orb Fills up your graveyards pretty fast; It has some more risk to it. For self milling. But it also combos very good with Syr Konrad, the Grim. To be evil, you could combine it Mana Web; the latter also has an impact on the tempo of others.
Necrotic Ooze Might help you out with some of the activated abilities you want to have on the table, but have been milled to the graveyard. Like the discard outlets or ability of Korozda Guildmage. You could be disgusting by including a combo like Triskelion and Phyrexian Devourer; In my opinion, this might be boring.
And is the The Gitrog Monster worth it to include?
I love the deck and your thought process. Thank you for sharing! It helps me build my Hogaak deck.