Greater Good

Greater Good

Enchantment

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

Latest Decks as Commander

Greater Good Discussion

multimedia on Landfall

1 day ago

Hey, nice version with a very low budget.

Some budget changes to consider:

Rampant Elephant is a white card which can't be played when green/red Omnath is your Commander. The majority of these suggestions are good repeatable draw sources. I think you can afford to cut a few lands for some lower CMC spells. 46 lands is still a lot.

If interested I offer more advice. Good luck with your deck.

Grasshoppeh1 on Lost and Afraid

6 days ago

I can see that, going to try some experiments at the commander weekend today. Might be difficult to cut worldbreaker without shifting my deck archtype a bit. If I made the deck more about "Going off", the I probably could cut him.

+1 Wrenn and Seven, Going venture into new ground probably neither of us have done. His + digs for azusa lands, his can be used when we draw a bunch of cards to drop 10+ lands, -3 gives us a draw target, ult is meh for us.

+1 Greater Good, Giving it a shot, saves creatures, draws cards, target for worldbreaker / Multiani.

-1 Exploration, feels like its been dead after a couple lands. We have the fetches and crucibles after 5 mana it does not matter as much since we can just play azusa again on turn 4 the latest. We could be drawing another resource instead.

-1 Jeweled Lotus, dead draw feels like it's working against me in this deck.

Worst case we revert this is an experiment. I think you would be interested in the results on wrenn.

Do all the theorcrafting! ¯\_(ツ)_/¯

Grasshoppeh1 on Lost and Afraid

1 week ago

Took about 2 hours, but finally finished any analysis of my deck and maybe board. What I've done is compared every card in my board against my deck and calculated the amount of interactions that card has to "Go off" or to "do something". Just because a card has a low interaction does not mean it's bad, but it helps us pick out what "feels off".

The lists read like the following, What the cards does, how many interactions it has, what it's function in the deck is.

Resource: A card that it's goal is to let me play heavier things more often and thins to make drawing more powerful

Draw: Draws cards, this is very valuable in Azusa. Azusa likes draw more than anything else. Drawing gets you closer to winning the game much faster than thinning with resources

Kill: These cards have some way to win me the game. I will have to eventually go into detail into all of them. They have a known synergy that lets me setup lethal or are lethal.

Prevent: Prevents me from losing the game. Be it killing something, preventing something, etc

???: Does not fit any category, if this is met then the card should be reassessed.

Card Synergy Type

  • Wordly Tutor 24 Tutor
  • Finale of Devastation 24 Tutor
  • Tooth and Nail 24 Tutor
  • Green Sun’s Zenith 23 Tutor
  • Natural Order 22 Tutor
  • Avenger of Zendikar 17 Kill
  • Rishkar’s Expertise 17 Draw
  • Augur of Autumn 17 Resource
  • Courser of Kruphix 17 Resource
  • Oracle of Mul Daya 17 Resource
  • Ramumap Excavator 16 Resource/Kill
  • Ancient Greenwarden 16 Resource/Kill
  • Return of the Wildspeaker 16 Draw
  • Scute Swarm 16 Kill
  • Tireless Tracker 16 Draw
  • Tireless Provision 16 Resource
  • Lotus Cobra 16 Resource
  • Titania, Protector of Argoth 15 Kill
  • Fierce Empath 15 Tutor
  • Garruk, Primal Hunter 15 Draw
  • Azusa, Lost But seeking 14 Resource
  • Woodland Bellower 12 Tutor
  • Crucible of Worlds 11 Resource/Kill
  • Exploration 11 Resource
  • Life From the Loam 10 Resource
  • Sylvan Library 10 Draw
  • Sensei’s Divining Top 10 Draw
  • Rude Awkening 9 Resource/Kill
  • Scapeshift 8 Kill
  • Ulvenwald Hydra 7 Kill
  • Craterhoof Behemoth 7 Kill
  • Akroma’s Memorial 7 Kill
  • Regal Force 7 Draw
  • World Breaker 6 Prevent
  • Shamanic Revelation 6 Draw
  • Sol Ring 6 Resource
  • Nylea’s Intervention 6 Tutor/Kill
  • Sylvan Scrying 6 Tutor/Kill
  • Horn of Greed 6 Draw
  • Greenwarden of murasa 5 Prevent
  • Eternal Witness 5 Prevent
  • Constant Mists 5 Prevent/Kill
  • Vorinclex, Voice of hunger 5 Resource
  • Kozilek, the Great Distortion 5 Draw/Prevent
  • Genesis Wave 5 Kill
  • Bane of Progress 5 Prevent
  • Kozilek, Butcher of Truth 4 Kill/Draw
  • Blightseel Colossus 4 Kill
  • Multani, Yavimaya’s Avatar 4 ???
  • Boundless Realms 4 Resource
  • Beacon of Creation 3 Kill
  • Harmonize 1 Draw
  • Jeweled Lotus 1 Resource
  • Force of Vigor 0 Prevent

Multani, Yavimaya's Avatar with the over changes to the deck feels like it's falling off. It has a good interaction with Greater Good, but getting both of those cards off is unlikely. I also feel that every time I want to grab for an X creature it's hydra. This card is potentially on the chopping block.

Force of Vigor is a great card, but Beast Within might be overall better. It's a repeated effect at this point with the addition of Bane of Progress which it tutor-able in multiple ways.

Jeweled Lotus Feels dead sometimes in this deck. If you draw into it the card is great, but otherwise it's been falling off. Turn 0 Azusa is great in all, but the extra land or creature might be better.

Having trouble finding one more potential cut with this information. Will think about it more.

Card Synergy Type

  • Momentous Fall 14 Draw
  • Earthcraft 14 Resource
  • Greater Good 14 Draw/Prevent
  • Chord of Calling 12 Tutor
  • Wrenn and Seven 8 Resource
  • Mana Crypt 6 Resource
  • Defense of the Heart 5 Tutor
  • Kamahl’s Will 5 Kill/Prevent
  • Realms Uncharted 3 Resource
  • Allosaurus Shepherd 3 Prevent
  • Nissa, Vital Force 3 Resource/Prevent/Draw
  • Void Winnower 2 Kill
  • Beast Within 1 Prevent
  • Song of the Dryads 1 Prevent
  • Concordant Crossroads 1 ???
  • Kenrith's Transformation 0 Prevent
  • Lignify 0 Prevent

Kamahl’s Will is a wincon, a defensive option, amplifier for draw, and has potentially other combo's. Given how many lands I get, this is highly likely.

Earthcraft might become viable with the addition of Kamahl’s Will. Turns my cards doing nothing into resources. Tempted to try this

Momentous Fall I feel like i take it out and put it in a lot, I like the card but the sacing hurts. With the drop of Multi this might feel weaker now. Testing needed.

Greater Good might be a hard add, prevents exile even at the cost of cards. It's an engine otherwise. Testing.

Beast Within is going back, testing a cut to Force of Vigor. Adding versatility at the cost of cheating into play a removal.

TLDR Debating:

-1 Multani, Yavimaya's Avatar

-1 Jeweled Lotus

-1 Force of Vigor

+1 Beast Within

+1 Kamahl’s Will

+1 Earthcraft

+1 Greater Good

+1 Momentous Fall

Testing needed, these are no official changes at this time.

Scytec on Atla's Adventurous Travels

1 week ago

If anyone is still subscribed here by any chance, I am thinking of porting this over into an Atla Palani, Nest Tender deck, adding a few sac outlets such as Greater Good and High Market (among others), then I can add some other powerful creatures with really cool abilities without being restricted by the 5 power or higher limitation imposed by Mayael, what would your opinions be?

Profet93 on Lost and Afraid

2 weeks ago

I took Bane of progress and regal force out of my deck sadly because upon G-wave entering, Bane destroys Akromas so you can't swing for lethal. Regal Force is a mandatory draw, so you deck yourself out unless you somehow sacrifice a Shuffling Eldrazi with a High Market, Miren Moaning well, or another sac outlet. Thoughts?

Greater Good - Speaking of sac outlets, this one draws you a bunch of cards and prevents stealing/exiling effects

Song of the Dryads - Removal, particularly on opposing commanders. If they play black or red, they are unlikely to have enchantment removal. Even more fun is using strip mine on their "land" in response to their removal spell on song of dryads.

Nissa, Vital Force - +1 is to untap cradle for more mana (usually after drawing a large part of your deck with a big board state to increase tempo) or to untap strip mine and destroy anyone (or rather, the person) who will inevitably try to destroy her. Her ultimate costs 6 and she starts at 5. Her emblem is POWERFUL, but that's not why she's here. Her -3 is almost like a third recursion effect. Ultimate is just another potential benefit.

Your list should add more non basics, I think your mana base could add 2-4 more non-basics. If you do, you should consider the following...

Nylea's Intervention > Sylvan Scrying - Higher ceiling, more versatility. I get you can't cast this Turn 2 and then Turn 3 Azusa but I feel the benefits far outweigh the negative.

Field of the Dead + Snow-covered swamps = Tokens! Since they are black, regal force doesn't work, but shamanic revelation does. Moreover, they are just blockers and fuel for cradle. Never underestimate thespian's stage copying field so each land you play brings 2 zombies, with Azusa thats 6 zombies per turn. With cradle + field, you can bypass the tempo requirement of casting azusa to get more lands into play. I see you have exploration, so perhaps that aspect might not be beneficial all the time, nevertheless, it is powerful.

I would add every land in the maybeboard except Homeward path. Cuts would be maze of ith (unless meta dependent) and Dryad arbor. Arbor almost always dies and sets you back. Given he can't be tapped for mana the turn it comes down, it's usually not that impactful. Even with Green Sun Zenith.

I would cut Beacon of creation. I get it's cool with Regal force, cradle and yavimaya green land, but I never was a huge fan of it. How has it been in your experience?

multimedia on Draggin' Grwl

3 weeks ago

Hey, good upgrades for the precon. Nice Gnawbone + Charger combo. Other than Gnawbone most upgrades here are budget.

What the precon doesn't have is a way to make Vron indestructible since then he can take infinite damage to enrage which can make Scourge, Outpost or Warstorm a burn win condition. Some budget ways to make Vron indestructible:

Hammer of Nazahn, Darksteel Plate, Heroic Intervention are three expensive price ways to make Vron indestructible.

Greater Good and Goblin Bombardment are budget cards for Dragon Spirits because when a Dragon Spirit does damage it triggers. When this trigger goes to the stack it has to resolve from the stack for the Dragon Spirit to be saced. You can response to the trigger and sac the Dragon Spirit for value. Greater is draw 5 cards and Bombardment lets you do 1 damage to Vron to create another Dragon Spirit. Bombardment is also a burn win condition when Vron is indestructible.


Some changes to consider:

Good luck with your deck.

multimedia on Draconic rage (upgrated)

1 month ago

Hey, pretty good upgrades for the precon, but calling your version competitive is a bit of a stretch.

Because of such a high budget for upgrades then I don't think you need several holdovers that are still here.

  • Temple of the Dragon Queen
  • Wild Endeavor
  • Bag of Tricks
  • Neverwinter Hydra
  • Hoarding Ogre
  • Hoard-Smelter Dragon
  • Shivan Hellkite
  • Colossal Majesty

An interaction with Dragon Spirits that isn't included in the precon is being able to sac the token before it's saced after doing damage. When a Dragon Spirit does any damage it's sac trigger goes to the stack and must resolve for the token to be saced. You can response to this trigger and sac the token for other value. Greater Good is draw 5 cards and Goblin Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit or trigger other enrage such as from Ripjaw Raptor.

Bombardment is also part of a combo as win condition when Vrondiss is indestructible to do infinite damage to all your opponents. Vrondiss who's indestructible + Bombardment + one of Dragon Tempest/Scourge of Valkas/Terror of the Peaks/Outpost Siege.

If you want to utilize this combo then you'll want more ways to make Vrondiss indestructible since Heroic Intervention is currently the only way here.

  • Hammer of Nazahn: when it ETB it equips for free to Vrondiss or any other creature you control.
  • Anara, Wolvid Familiar
  • Roar of Challenge: as long as an opponent has a creature then it can start the combo when opponent's creature does damage to Vrondiss. Without the combo this can wreck an opponents board of creatures and each one who does damage to Vrondiss triggers his enrage to potentially create a lot of Spirit Dragons.
  • Tyrite Sanctum

Good luck with your deck.

multimedia on Draconic Rage Precon Upgraded

1 month ago

Hey, well done with upgrading the precon on a budget.

Greater Good and Goblin Bombardment let you abuse Dragon Spirits before they're saced after doing damage. When a Dragon Spirit does damage it makes a sacrifice trigger that has to resolve from the stack before the token is saced. When the trigger is on the stack you can response to it by sacing the token for value. Greater is draw 5 cards and Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit. When Vrondiss is indestructible, Bombardment can be part a combo to do infinite damage to opponents with any two of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge.

Wild Endeavor is a six mana ramp spell with only d4 rolls, you don't really want to be casting ramp with six mana.


Consider more repeatable draw sources which the precon really lacks. More effects that draw a card whenever a Spirit Dragon is created and from other enrage: Ripjaw Raptor, Garruk's Packleader, Elemental Bond.

Ripjaw Raptor is another good creature to make indestructible because then you can draw cards by doing damage to it. Garruk's Packleader draw is a may, you can stop drawing at any time. With Packleader in your control and Vrondiss is indestructible then one of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge will create as many Dragon Spirits who will do damage/sac itself as you want which is draw as many cards as you want.

Wulfgar of Icewind Dale is out of place in the precon and here because there's very few cards that trigger when the creature attacks. He's not worth keeping really just for Klauth, Unrivaled Ancient.


One area from the precon you haven't upgraded is the manabase, it's still 39 lands and 27 basic lands. Some lands to consider adding in place of some basic lands and Underdark Rift:

I don't think you need 39 lands, some of them could be cut for lower CMC ramp such as Farseek, Talisman of Impulse and Sakura-Tribe Elder. Because you have Cinder Glade and could add Highland Forest then Farseek has a dual land to search for. For two mana Tyrite Sanctum can repeatedly put a counter on Vrondiss to make him bigger. Once he's a God then Sanctum can be saced to make Vrondiss indestructible. Both these effects are helpful coming from a land.

I offer more advice. Good luck with your deck.

Load more