Greater Good

Greater Good

Enchantment

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

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Greater Good Discussion

1empyrean on Is there any printed way …

2 months ago

Greater Good and Nim Deathmantle works pretty well.

Find a way to get it into your hand, and use Scroll of Fate or Illusionary Mask , then use equipments and/or auras.

Yedora, Grave Gardener and any way to turn lands into creatures, then use Tawnos's Coffin .

Squirrel_of_War on Ruric Thar Primal Stax

2 months ago

Thanks for the response Profet93. I'll explain some of my choices here.

My idea with Svella, Ice Shaper was a way to dig for Primal Surge and play it for less than 10 mana. She might not be the best but I figured she would draw less removal than most other threats in the deck. I would much rather have a card that can just tutor for Surge but I can't find one that is a permanent in G or R. Svella is definitely a flex spot, meaning I can remove her for a better option but I do like being able to tutor it out with Woodland Bellower and Imperial Recruiter

Tajuru Preserver is in here mainly as defense against the Tergrid, God of Fright  Flip deck in my playgroup but also useful against a lot of other common removal in my meta. I would like to keep this card in the deck and the fact I can tutor it out with Woodland Bellower and Imperial Recruiter make it better.

For Goblin Bombardment I was just looking for a free sac outlet that can be out when Primal Surge resolves. I need a sac outlet because once primal surge finishes resolving the Azami, Lady of Scrolls player will just make me draw a card and lose the game. I know I don't have to cast the whole deck but the Azami player would likely be able to make me draw a bunch of cards anyway. My plan would be to sacrifice a bunch of creatures in response to the draw to kill the player with Stalking Vengeance 's ability. I'm not opposed to cutting the card but I would need another sac outlet that does not draw me cards to take its place. I considered Greater Good but it doesn't help me after Surge resolves.

Klothys, God of Destiny is a bit slow, I see your point. Most cards in the damage category I am trying to have them do double or triple damage each time and she can also ramp me if I need to get that primal surge out faster. I do like to have some form of graveyard hate in every deck and being able to tutor for with Woodland Bellower is a nice benefit. I would consider removal for something better.

Shivan Gorge is only in the deck for 1 reason, Bring players to an even life total when I need them to die from a double damage Heartless Hidetsugu . I would consider replacing it but I prefer to have at least one card to be able to hit everyone for 1 damage and at least one way to tutor for it.

My optimal primal surge scenario would be one where lets say it resolves and I play my entire deck but opponents have such high totals I can't kill them all from the triggers or maybe they were in an order which doesn't allow me to do so. I would be able to attack a player or two with a bunch of hasty, trample, deathtouchers that give poison counters so only 5 creatures would need to get through per player. if that wouldn't work or if a Fog happened I could sac a bunch of stuff and kill off everyone with Stalking Vengeance and if for some reason someone survived I could sac Rooting Kavu and shuffle them all back in. I don't have him in the deck yet because I can't figure out a way for people to do a whole lot with only a bunch of mountains because of the Blood Moon and/or Magus of the Moon that would also be out.

I moved my maybeboard to be viewable so take a look at it and let me know what you think would be best to go in place of these cards. I appreciate your input.

ijakobe on Walk in the Vastwood

2 months ago

I think Kodama of the East Tree ist a powerful card from Commander Legends.

You have a lot of bg Creatures, i would recommend some of the real good draw spells for that: Greater Good Rishkar's Expertise Return of the Wildspeaker # The Great Henge

Suggestions for ramp are Three Visits and more 1-Mana mana dorks like Birds of Paradise and Fyndhorn Elves , just so get out faster. you then might have enough 1-toughness creatures to justify Skullclamp , which is an awesome draw engine and uses your creatures in the late game. My Nissa Deck is a bit more focused on lots of mana real early, without any beatdown plan, but maybe you get some ideas.

Basshunter on Multani, the art of card draw!

2 months ago

Thanks dude, I like your deck aswell. But since I have to find God-Eternal Rhonas and Greater Good for that combo, it's a bit rare to get. U can play it as commander, but it doesnt really fit in my focus on voltron..but still found some ideas in your list =)

DevoMelvminster on Multani, the art of card draw!

2 months ago

I love this deck. Good to see another green card draw deck here. My deck, The Power of Draw, uses a lot of fun draw style wins as well.

Have you thought of running God-Eternal Rhonas ? You repeatedly can sac him to Greater Good to dig through your deck, or kill the table with Psychosis Crawler .

Sephyrias on Phylath

2 months ago

Mossfire Valley is a decent budget land and Highland Forest is tutorable. I also like Blighted Woodland , Warped Landscape and Guildless Commons this deck. Don't think you need Reliquary Tower here though.

The proliferate cards like Retreat to Kazandu, Bloom Hulk, Vorinclex, Stumpsquall Hydra, Pridemalkin and Managorger Hydra don't fit so well to Phylath in my opinion. Going wide instead of big will get you better results. All you want in this deck is card draw, interaction, a lot of land ramp and some mass-pump spells. When cutting these cards, I'd also take out Inspiring Call, Soul's Fire, Thud and Fling. Plummet doesn't strike me as good enough. Kazuul's Fury can maybe work because it doubles down as a land. Gruul Locket, Wayfarer's Bauble, Commander's Sphere and maybe even Gruul Signet and Thought Vessel can be cut for more land ramp. I would even disregard single target protection like Swiftfoot Boots. Your commander dying is sometimes even advantageous, because then you can cast it again to get another bunch of tokens, similar to how Prossh, Skyraider of Kher can play.

Here some nonland cards that I'd definitely add either way:

Beanstalk Giant , Predatory Rampage , Nature's Claim , Impact Tremors , Momentous Fall , Overrun , End-Raze Forerunners , Rampaging Baloths , Abrade , Valakut Exploration , Heraldic Banner , Farhaven Elf

I personally like Creeperhulk and Gigantomancer , because they increase creatures' base stats, so Pylath's +1/+1 counters up the target's power even more. Very easy to get a handful of 10/10 plants this way. Vitalizing Wind can also win you the game, but costs a lot of mana upfront. Wort, the Raidmother can come in handy too. If you can afford it, Greater Good does very well in this deck as card advantage engine.

smilodex on Jimmy's Jadzi | Game Knights #44

3 months ago

Jadzi is such a powerful commander! I think she has a lot of potential. You already play Ominous Seas , so you should also play Greater Good because these two cards together can draw you 8 cards as many times you want. After that you could play Journey to the Oracle , dumping all your lands onto your board and after that you can play some creatures and win with something like a Finale of Devastation .

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