Gravity Well

Gravity Well


Whenever a creature with flying attacks, it loses flying until end of turn.

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Gravity Well Discussion

libraryjoy on Can't touch this - please help

4 months ago

The sideboard should be 15 cards that help you deal with specific situations you often encounter, but not often enough to put them in main-board - like artifact/enchantment destruction, or recursion, or flying, or life gain, or land destruction. If there is a deck that your deck struggles against, you would add specific cards that would help you in that match up. So stuff like Mold Shambler , Gravity Well , or Yasharn, Implacable Earth (if you often face a deck that pays life to activate abilities), or extra copies of Naturalize or Appetite for the Unnatural , or Oblivion Ring , or Bonds of Mortality , or Ghost Quarter , would be good choices. Think of it as a toolkit/backpack. It's stuff for "just in case."

twechsler on Death Touch Green Boi

5 months ago

Also I'm considering tossing alot of the reach cards that I have for Gravity Well . I pretty much only have them for my one friend's all-flying deck. Im sure that card will throw him for a loop. Let me know if you need more details about specificity.

TheVectornaut on Death Touch Green Boi

5 months ago

I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.

I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.

Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.

Emzed on Bigger, Faster, Stompier, Greener

8 months ago

Gravity Well, Quest for Renewal, Elixir of Immortality, Predator Ooze and Oran-Rief Hydra seem a little underpowered to me, and Panharmonicon does not have very many good synergies in your list.
Your deck could use a few more lands too, 34 isn't enough to reliably hit the first 5+ land drops. I think Castle Garenbrig is a great candidate, but simply adding 5-6 more basic forests would also help.

SenseiKreese on Muraganda Petroglyphs

1 year ago

I took out Roar of the Wurm, and 1x Windstorm. Added in 1x Gravity Well and 1x Druids' Repository.

I figure Roar of the Wurm is pointless, because I don't need my vanilla creatures to be large already, that's what the Petroglyphs are for. Plus, at 7CC, I could be dumping that into one of the X spells hopefully.

Synreth on Hapatra Snakes

1 year ago

This deck is super sick man!! I love your idea about Spidersilk Armor and might try it in my own build over Gravity Well.

I would recommend Gruesome Fate if you intend on making a large number of tokens as it can be an awesome life drain without them even knowing. If you like, take a look at my build and take any ideas you like from it; Hapatra, Vizier of Plagues

1empyrean on Bomber Bois

1 year ago

Fiery Emancipation is amazing with Saskia, as you can triple damage, then triple it again with Saskia's damage trigger.

Flayer of the Hatebound might be a good fit here with your reanimation theme.

Luminous Broodmoth could be used to give flying if you find a way to sacrifice your stuff, which is something you should consider since many of your creatures only last a turn anyways. Combo it with Downdraft and/or Gravity Well for extra fun.

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