Greater Good

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Greater Good

Enchantment

Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.

MLS91 on Falconer of the Forbidden Way

1 week ago

Also, God-Eternal Rhonas goes inf. With Greater Good I do believe, if not eternal maybe the other rhonas?

Crow_Umbra on Jenova's Genetic Modifications

1 week ago

If they're not too off-theme for your deck, I'd recommend checking out some +1/+1 counter keyword lords. One I've used in a couple of decks is Kodama of the West Tree, but it's not the most budget option. Another similar one is Sphere Grid, but it's also not super budget. Both Terrasymbiosis and Greater Good could be solid for draw options. It could kinda fit your alien theme as "The Blob", but Ravenous Slime is a solid piece of graveyard hate, and a big aggro beater.

I recently had a few other lord/anthem effects recommended to me by SufferFromEDHD, so I'll pass along some of their recs:

CommanderNeyo on That is not dead which can eternal lie

3 months ago

Since Arixthemes is 4 mana, I highly recommend 2-mana ramp spells - that way, you can play it on turn 3 instead of turn 2, starting your gameplan a whole turn early. Some I recommend are: Three Visits, Farseek, Nature's Lore, Rampant Growth, Sakura-Tribe Elder, and Into the North (if you decide to put a few snow lands in there). Some artifact ramp would include Arcane Signet, Sol Ring, Simic Signet, and Talisman of Curiosity.

There is also limited card draw in the deck, if someone finds an answer to your threats you could be in serious trouble. A fun with with such large creatures is Greater Good, since you can use it in response to removal to draw a boatload of cards (pun intended). Also works well with your commander, turning him into card draw once you no longer need the ramp.

Profet93 on Lost Identity

3 months ago

Skillville

Lol it happens to everyone. I normally would say to add a land given it's an Azusa deck but I run both Kozileks and in my build, they are powerhouses, particularly distortion. Being able to be the blue player and bluff interaction is powerful. You should have seen the look on their face when I countered their pact of negation with a forest. Not to mention the name of the build. Im shocked you're running 11drop ulamog instead of it. I get the removal aspect but with out usually reads, pay 11, destroy a permanent and have an opponent use removal to shuffle ur gy or exile it. Even worse if they destroy it in an attempt to recur lands (through spells as opposed to State Based Actions).

I used to run seek the horizons but as my deck thinned, I found Scapeshift to be a more powerful spell that still works well early game. Given all the land recursion, you can bring the lands back, get additional value and trigger landfall more easily.

Lotus Cobra - Synergy, powerful with scapeshift + others.

Greater Good - Sac outlet that prevents exile, theft and can fill ur yard with lands to recur. It might not be worth it given only 10 creatures can really benefit from it. It is nice to use on ur eldrazi in response to grave hate. Worth noting although not a serious suggestion.

Have you considered swapping out Primordial hydra with another potential wincon or better yet more draw?

Profet93 on Ghalta, Stampede Tyant - Mono Green

3 months ago

sreeves5003

Sylvan Library - Great on it's own, amazing with abundance. Also note cultivator collosus.

Greater Good - Staple in any mono green stompy build. Sac outlet that prevents theft, exile, can fill up your GY and provide card advantage all in 1.

Nature's Lore/Three Visits > Rampant growth

Nissa's Pilgrimage > cultivate

You might want another target for crop rotation like Yavimaya Hollow - Regen (amazing instant speed with crop rotation), require 2x removal + poltical piece all in 1. I would swap out maze for it since maze doesn't given you mana and I dont see any cards to combo with maze (correct me if I'm wrong).

tooth and nail - Could add in Regal Force to go with avenger for tooth and nail to draw like crazy. Or just bring in a powerful creature + eternal witness to reuse.

Reliquary Tower > Thought vessel. Serves similar function but in a land slot, which can be tutored for with crop rotation. Moreover, the artifact is likely to get blown up. Having a land in it's place can help you become less mana screwed given your relatively high avg cmc and current 35 land count.

Profet93 on NevisCF's Mono-Green Mana Ramp

3 months ago

NevisCF

You have a bit too many lands. I hate missing land drops but in a mono green ramp deck, you are more than okay with cutting some lands. I usually go for 37 myself depending on the deck. I would suggest to go to 38 and then add more if you consistently are getting mana screwed. Removing those 4 lands will provide you with crucial additional slots. In those slots, I recommend you add in more draw since draw will enable you to establish more land drops which should mitigate any potential concern.

Ancient Tomb/Castle Garenbrig - Ramp

Gaea's Cradle - Super ramp (not within budget but worth proxying)

Deserted Temple - Untap nykthos, cradle or use as a political tool. Not needed but worth mentioning.

Mirrorpool - A pet card of mine thats fun, not necessary but enjoyable. Would require some additional non basics which I can recommend. Given you are playing mono green ramp, you have a lot of room for non-basics. Nothing too crazy given all ur green 1 drops but definitely more.

Turntimber, Serpentine Wood  Flip - Land if you need it, creature if you dont

Beast Within and Song of the Dryads - Removal. I know you are mono green ramp but if an opponent is stopping you from advancing, you need an answer. The latter is extremely powerful on Black or Red commanders that have a difficulty with enchantment removal.

Momentous Fall - Used in response to removal, beware of the blue player.

Greater Good - SUPER powerful card you should definitely add. Acts similar to the above and also fills ur GY for creeping renaissance.

Sylvan Library - Draw/Filter

Tooth and Nail - Wincon

Rishkar's Expertise - Draw + tempo that can "bypass" targeted removal.

Harmonize - Simple draw, not ideal but worth mentioning

Regal Force - Tooth and Nail --> Avenger + Regal = Mass Draw. Regal can be powerful if you are set up right as well.

Bane of Progress - Meta dependent. Affects 10% of ur deck, worth considering.

Eternal Witness - Recursion.

Skullclamp - Makes ur 1/1s into draw, punishes removal.

Belfore on Mo' Counters, Mo' Mana, Mo' Monsters! *Help

7 months ago

I would drop the lands that aren't allowed in his deck for lands like War Roomfoil, Karn's Bastion, Boseiju, Who Endures, Scavenger Grounds, Opal Palace, Myriad Landscape, and Blighted Woodland. And for the ones that aren't allowed you can drop for just basic forests. Land count is pretty strong. For draw along with war room there is Garruk's Uprising, Guardian Project, Stocking the Pantry, Greater Good, Lifecrafter's Bestiary, Rishkar's Expertise (which feels like a flavor win), Return of the Wildspeaker, Beast Whisperer, and I would say Toski, Bearer of Secrets is surprisingly useful depending on how often you get through.

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