Greater Good

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase 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.

DreadKhan on Pariah's Stompy Gruul Deck

1 week ago

I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).

Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.

Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.

Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.

Hope some of this is helpful, Gruul stompy decks are a lot of fun!

DreadKhan on Baeloth the Giant

1 month ago

Not sure if it's a strong enough card, but the glorious image of a gigantic Baeloth on a throne in my head forces me to suggest Dragon Throne of Tarkir, If Baeloth is a 10 power creatures he gives every other creature you control +10 and Trample when you activate the Throne, and his Goad will still work just fine, that seems way cooler than finishing off someone with a Craterhoof Behemoth swing, it's not like Baeloth loved to get his hands dirty! If you only have 4 or 5 creatures that can swing then this is much better than a Hoof would have been, and if you're desperate you can use before blocking to surprise attackers if they're not familiar with Throne, Hoof is hard to use defensively.

Have you ever thought about War Cadence? This seems like a bonkers card with your Commander, forcing people to swing is one thing, but Cadence and even a small amount of mana can be devastating when you know everyone is going to be Goaded every cycle.

I haven't played with the card very much yet (I just got ahold of it), but Eldrazi Conscription would be pretty hilarious with Baeloth, +8 Trample and Annihilator 2 can be very scary, to say nothing of the mental image of him going all Kaiju.

Greater Good seems decent, you can use it to prevent Exile based removal from exiling, or to generate some card draw from someone's board wipe.

IHATENAMES on Swine About it Some Boar

1 month ago

Suggestions Take a look at your plan b. Plan a with the boar is slow /unreliable so you will have to transition to a plan b sometimes. A few ideas.

Cast your big guys Goreclaw, Terror of Qal Sisma also makes it more possible to combo*

Sac plan for value like Greater Good

Most powerful perms are legendary so a few Goryo's Vengeance would be decent. Reanimation in general should be nice.

GodzSoldier on They went to Jarad

2 months ago

But bonehoard is only creatures :,( I get it. Gotta go budget sometimes you know. I feel your deck is missing a few card draw options. Like maybe Return of the Wildspeaker or Rishkar's Expertise. Otherwise you'll never draw your fun stuff! Maybe even a Greater Good. Also, mesmeric orb is getting pretty cheap now, and it's like the best mill spell!

seshiro_of_the_orochi on The woods is dead people

2 months ago

This looks pretty fun. It seems you are running Yedora more or less as a "generic green stompy". This is fine, and if you want to keep it that way, have fun.

There are still some cards you might like for Yedora specifically:

Burnished Hart and Dawntreader Elk are cards similar to Sakura-Tribe Elder. They cost a little more mana to use, but the synergy with your commander seems super worth-it.

The synergy between such cards and your commander become even when you include ways to bounce your own lands. Here are the ones I found:

Khalni Gem and Kazandu Stomper have it as a cost, so you need to do it if you want to use them. They have a rather high MV. I'm not too sure about them, but still wanted you to see them.

Storm Cauldron is a stax piece, so your playgroup might not enjoy it. It'll still pretty powerful here.

Nissa's Zendikon and Vastwood Zendikon are a lot of fun. See this land that was a creature? Now it's a another creature. You want to kill it? Sure, but now I have my creature back.

Slab Hammer is a nice way to turn a land bounce into damage.

Multani, Yavimaya's Avatar is a gigantic beatstick with a recursion ability that, with Yedora, grants you value to grant you more value.

Guildless Commons is pretty self-explanatory.

As you're also playing Quirion Ranger, Scryb Ranger is basically a second copy of it.

Finally, have you considered some sacrifice outlets? This would allow you to save your creatures from spot removal that exiles them. Birthing Pod is expensive, but Momentous Fall, Greater Good and Evolutionary Leap provide some serious value.

Whatcha think?

legendofa on I need help coming up …

2 months ago

Rhonas the Indomitable's combat restriction and activated ability strongly support a stompy-style deck. I'm not trying to dissuade you from building the deck you want, but I do suggest at least considering other indestructible options like Anara, Wolvid Familiar + a partner, Nylea, Keen-Eyed, or Toski, Bearer of Secrets, each of which offers a different dynamic in addition to indestructibility. Neyith of the Dire Hunt can be played as mono-green if you want to lean into the fight angle, and Kogla, the Titan Ape is another potential commander there.

TurboFog can be built in mono-green. Aside from the Fog effects like Moment's Peace, Sunstone, and Tangle, cards like Arboria, Elephant Grass, Silent Arbiter, and Crawlspace restrict attacking options. Orbs of Warding and Witchbane Orb offer more protection. Heroic Intervention should be a given if you have access to one, and there's a good number of instants that grant single-target protection. You're going to want to draw heavily, so look at artifact-based draw, top-deck searching like Commune with the Gods or Vessel of Nascency, and Sylvan Library, Harmonize, and Greater Good.

Green's win conditions are heavily based around creatures and attacking, and that's only gotten more true in recent years. Helix Pinnacle works as an alternate win con for a slower game, and artifact combos are always applicable.

Profet93 on Sekki, Ghost Piñata

4 months ago

Just read the description, wish I could upvote again, pinata party!! Invite your friends!

Abundance - Given you need draw, rather than filter, why not replace it with a draw spell? Should you still wish to keep it, why not include Sylvan Library to 1) Synergize with abundance like crazy = 3x cards of your choice without life loss. 2) Top deck manipulation when you need it. 3) Draw in a pinch

Colossal Majesty - Why not swap this with Elemental Bond or Garruk's Uprising?

Awakening Zone - What purpose does this serve, ramp? Double tokens with doubling season?

Terramorph - There is much better ramp in green such as Migration Path.

Asceticism - Vines of Vastwood would most likely better serve your purpose. While not permanent, it's much each to cast and also provides a stat boost should needed. Being able to bluff against removal is powerful in a political meta. Not to mention that wipes that will inevitably come cannot be stopped by the regen clause (for most wipes). Swapping these will lower your CMC and help ensure interaction.

Bonders' Enclave - Draw in a land slot

The Great Henge - Cast right after your commander. Draw, 1/1 counters and lifegain all for 2 green mana.

Ancient Tomb - Ramp in a land slot

Garruk, Primal Hunter - Draw, token production and a maybe ult. Nice for nykthos. Could maybe swap Return of the Wildspeaker should you value versatility over instant speed interaction.

Greater Good - One of green's best card draw, your commander will give u +5 cards. Some good value. Sac outlet also helps prevent against theft and exile effects.

Harmonize - Card draw at it's simplest

Rishkar's Expertise - I see what you're saying in your description. The decision of going tall and or wide. This might be worth considering as it's draw and doesn't effect tempo.

There are other potential cuts but I wanna see what you think of these first before going further

everestmbm on Simic value /extra turns deck

5 months ago

Not sure if you are still passionate about this deck, but I think there are definitely some fun cards you could include. I run a mediocre, and admittedly somewhat aimless (been tweeking the list), Omnath, Locus of the Roil deck. Lot of similarities there, feel free to check my list. This is all off the top of my head so hang on.

You get a lot of card advantage out of your commander, but it never hurts to grab it while you can. The Great Henge is more cEDH level, but it has a lot of mechanics that fit into many roles.

I’m not great at sifting through all the wincons on lists, so I may not seen the whole system. That said, filtering systems are really helpful. Momir Vig, Simic Visionary and Greater Good are some of my favorites, and can easily dig for what you need.

Having a back up plan, even if it’s just going wide, helps too. Not sure how you feel about infinite combos, I generally resent them, but having an ended to two hour games can be a relief. Hullbreaker Horror is an absolute monster. Easy infinite mana, for whatever you might need. Paired with Deadeye Navigator and say Avenger of Zendikar, you can quickly deck yourself.

I don’t know, I’m not great at building succinct decks, but these are some tools I use in mine.

Good luck!

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