Gush

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Gush

Instant

You may return two Islands you control to their owner's hand rather than pay Gush's mana cost.

Draw two cards.

Gattison on Millton, Massachusetts

3 months ago

Henchman31: First of all, unfortunately you really need 12 or more Petitioners for it work right. The more the better, within reason.

Secondly, also unfortunately, Gush is actually banned and needs to come out. So ideally just add four more Petitioners and you'd be good to go.

As for a sideboard, Tormod's Crypt or Relic of Progenitus for graveyard decks (which are good sideboard cards for ANY deck, really). Hydroblast against burn/mono red. Echoing Truth for extra removal and for fighting token decks. Boomerang to bounce permanents... and then Counterspell them when the opponent tries to recast it. And lastly if you need more counterspells, try something like Deprive.

Hope that helps too, now on to the last one...

Spirits on Yuriko (Optimized) Primer

3 months ago

azja,

Couple early questions if you don't mind. Let me know if I'm a bother :) My Yuri Deck

Karn's Temporal Sundering hitting an opponent for 6 is good, but wouldn't Capture of Jingzhou be more efficient for CMC1 less? Perhaps its a budgetary/availability consideration?

You have 15 enablers, I read the notes on them, couple questions. What's the critical mass on this, like would 10 be deterimental. When I did a rough pull in had the following questions:

Why is Tormented Soul excluded, is it just as simple as the Force of Will? He still not better than the 2CMC options like Augury Owl?

Kaito Shizuki thoughts? I'm worried that the CMC3 for the -2 is the wrong tempo/timing, but, he does come in, make a unblockable, then phase out to also get the draw next turn. If you don't need the unblockable, it's draw 2 for CMC3, tough to see hitting his ultimate at 7. 3CMC planeswalker are usually good, some I'm tempted to think this one will be too? But I have no play experience on this deck.

I just can't get my head around the flying evasion guys though, Faerie Seer, Spectral Sailor, Wingcrafter, Augury Owl, Sage Owl. They feel "sub-optimal" to me and difficult to include, but as I said what's the critical mass here? I was considering Baleful Strix in the 2CMC drop, just because he replaces himself in hand (which may just be discarded anyway, but looting never that bad anyway), with deathtouch less likely to be blocked by flying/reach, and he can be an effective (deathtouch) defender.

I've roughed in "12" for the timebeing.

Honestly my first thought was this is a turbo-draw to tutor, fish-pact/fish-consul strategy. I was looking at Tatsunari, Toad Rider instead, but I think I like "big splashy spells" more than the aristocrats method. So that got me thinking, what the heck do I win with, is this viable or am I off-base here:

Primary: Thassa's Oracle + Demonic Consultation or Tainted Pact ASAP / Draw for tutors

Tertiary Maverick 'Turn and Burn': Temporal Trespass, Temporal Mastery, Temporal Manipulation, Capture of Jingzhou with perhaps something like Sea Gate Restoration  Flip or Dig Through Time as possible damage enablers in addition to the 'turn'.

I skipped Secondary intentionally, is there no room here for a Doomsday? I can think of multiple stacks with varied CMC, E.G. if devotion to blue 3 + Doomsday + Thassa's Oracle (BBBUU) is a win, if you don't have Thassa's Oracle, somethig like Doomsday + Gitaxian Probe/Street Wraith into a Night's Whisper or something could be around CMC7, Gush kinda useless here for a CMC3 (BBB) stack.

Thoughts on that? I see you intentionally don't run the fish, but this seems viable for this deck?

For Scheming Symmetry doesn't the player just pull a counterspell to stop your win, does it really "win on the spot", if you have to pass it feels useless, but with Nashi, Moon Sage's Scion or Opposition Agent it does work. Reliability? I "should"? run it?

Has Mutavault been enough value for a possible swing vs. the downside of the colorless mana? It dodges board wipe and is a ninja, so kinda-of makes sense to me, but I'm on the fence?

Also, would avoiding the enters tapped lands be better? E.G. Drowned Catacomb, Mystic Sanctuary, Sunken Hollow be far better as say City of Brass, Urborg, Tomb of Yawgmoth, River of Tears, Etc.?

I do have TOO MANY potential colorless mana Ancient Tomb, Gemstone Caverns, Reliquary Tower, Strip Mine. I feel like Reliquary Tower is a trap and I should remove, where I feel like, what's my strategy vs. a Glacial Chasm or Maze of Ith.

It's still a work in progress, I think I need more Ninjas then I have, still evaluating them one by one, and trying to figure out what each tutor gets me, but first I need to know what my win-con plans are to know what i'm looking for!

Thanks for any feedback you can provide.

bushido_man96 on Close the beaches #seamonsters

5 months ago

If you're looking to capitalize on the landfall theme more, I recommend more land ramp to get the triggers. I'd ditch the Simic Signet for another spell like Nature's Lore or Kodama's Reach/Cultivate. I'd ditch Jungle Basin and Coral Atoll for some other fetch lands like Bant Panorama and Naya Panorama. Gush is a fantastic draw spell in a deck like this. Psychosis Crawler is a great payoff for drawing a bunch of cards.

DreadKhan on Aesi or Tatyova land

9 months ago

This post is going a bit long, but I wanted to give some constructive feedback, and this is an archetype I love to play around with.

Infinite Turns is probably the best thing you can set up in your build with almost no changes, most cEDH decks run that as their primary win con. You can easily tutor for the lands needed (people use Strip Mine I understand), and blue tutors can find the infinite turns spell, making it pretty easy to set up. Because you need so many Islands out to make Sanctuary work, I feel like the oddball cards like Cultivate/Kodama's Reach make sense, as a land in hand is very good early, and you will almost never be stuck on 2 mana, the main weakness of those 3 mana ramp spells. With Aesi, you automatically get a bonus land drop, so you just need a way to bounce Mystic Sanctuary and you're ready to combo. I think Trade Routes is about the best option, but Meloku the Clouded Mirror is decent, giving you flyers to win with if he's bouncing Sanctuary. Bounce also dodges graveyard hate like Rest in Peace that would otherwise neutralize your combo, not sure if you face such decks.

Aesi wants ramp rocks compared to Tatyova, with 5 feeling much cheaper. Jeweled Lotus is worth considering for the speed, and you're right, Mana Crypt and Vault should both likely be in to rush out your Commander.

I could be completely wrong on this, but I feel like you probably want more lands, I run 45 in my Tatyova deck, and I do not feel like it's too many. I honestly suspect the deck would play more smoothly with even more, since I like opening hands with 4 or more lands, and despise ones with 2. Aesi will probably need to play 5 lands (and have played ramp) before getting a card, and from my math you should expect to hit 5 lands at 12 cards. Aesi feels pretty clunky if you can't pretty much guarantee an extra land drop the turn you play it, but I admit 42 sounds like a lot. To double check, I recommend running it through a hypergeometric calculator, that's how I figure out my land count for more optimized decks.

Gush is generally a good card at higher levels. In your deck, I guess Gush is going to be good for 4 cards, and perhaps 2 extra mana that turn. That is good enough to run I'd say, and you shouldn't struggle to get out 2 islands to bounce.

Cursed Totem is a reasonable card (and worth running), and Collector Ouphe is a big nuisance for sure. You might consider Energy Flux as it's sometimes a bit better, though other times worse. A stax card I've always wanted to try out in Tatyova is Freyalise's Winds, which hopefully won't affect you as much as other people since you are putting extra lands into play. Most higher level decks set up a ton of mana at once, and Winds will make that a bad strategy arguably, giving opponents many dead turns if they can't hit land drops consistently. I never have tried it because my Tatyova deck cannot handle the attention that card would attract, and I don't have any other decks that can really make it work. Not really sure if it'll work for you or not. Mana Web is pretty interesting, it could be good enough, especially if people like to hold up instant speed interaction and run duals, they likely will have to choose.

Well, I feel like looking through your deck has helped give me some good ideas for my own Tatyova deck, so thanks for posting this! Infinitely Inevitable Combo is my work-in-progress infinite combo deck, and it mostly uses land bounce, if you want to see how that works.

Grubbernaut on Millton, Massachusetts

9 months ago

Sadly, Gush has been banned from Pauper.

See Beyond or Frantic Inventory might be worth considering with the Erasure package.

Cheers!

Lanzo493 on Tasigur cEDH Advice

10 months ago

If you want to hose 0 mana cards, Void Mirror is more versatile. It stops the likes of Fierce Guardianship or ramping from Sol Ring into a 2 mana rock. You can't play it turn 1 as easily as Chalice, so it's up to your opinion which to run.

As for Doomsday piles, I'd check out the deck The EDH Doomsday Primer. Doomsday is a difficult card to pull off. Gush is often used, but since you're a 3 color deck without many fetches and duals, I'm not sure how useful it would be. One thing to watch out for is a rogue Opposition Agent will literally kill you if you cast doomsday. You exile your whole library and lose all 5 tutored cards.

Shaffe_House on This Land is my Land

10 months ago

Part 2

Other Cards that you could consider cutting

  1. Ondu Giant => Seedguide Ash this card is one more mana expsive and has to die inorder to get the lands, but could be such a good upside. This dieing with your commander reads ramp 3 draw 3 cards and gain 3 life
  2. Soratami Mirror-Guard I get what you are doing here, but I feel like there are better payoffs for this
  3. Timbermaw Larva => Rampaging Brontodon trample is 1,000% better on this card
  4. Wakeroot Elemental 5 greens for a 5/5? way overcosted
  5. Wave-Wing Elemental again similar argument to Windrider Eel not that big of an impact
  6. Wild Wanderer good but could have better options
  7. Aetherflux Reservoir I know this is good in commander but why? No synergy at all, there has to be a better card slot here
  8. Elixir of Immortality I used to put this in all of my decks too, but it is counter productive to your stragay with cards like Splendid Reclamation and The Mending of Dominaria
  9. Wayfarer's Bauble There is better ramp than this in green
  10. I see why you have Jiang Yanggu but I feel like there is stronger cards than that. I cut the card to tutor Journey for the Elixir for him sorry :(
  11. There are a bunch of other better than Ranger's Path you could add, I'll show them in the recommendations
  12. Future Sight and Ominous Seas both seem strange here. I get future sight can draw cards, BUT I feel you should use mana sinks rather than off the top of your library draw
  13. Ghostly Flicker is on thin ice, like yes you have all the etb creatures but sometimes it is a dead card. meh at best?

Other Cards that you could consider adding

This is where the fun begins and your wallet cries

  1. You want Nissa, Who Shakes the World great card, it is a mana doubler ramp, and also you just win with the ultimate
  2. I heard you like ramp try Tireless Provisioner and pick up one for me while you are at it please
  3. Here is a gaint list of green ramp Harrow , Growth Spiral , Explore , Khalni Heart Expedition , Roiling Regrowth , Grow from the Ashes , Urban Evolution , Migration Path , Natural Connection , Nissa's Renewal , Nylea's Intervention , Spring / Mind , Animist's Awakening , Omen of the Hunt
  4. Keeping your life total at a high level Kazandu Nectarpot , Grazing Gladehart , Retreat to Kazandu , Jaddi Offshoot
  5. Mana Sinks, you are going to have a lot of mana, might as well do something with it Kamahl's Druidic Vow ummm.... yes? Kefnet the Mindful one of my favorite Gods, that doesn't have a place. I look forward to getting attacked by him Sprout Swarm it is really easy for this card to be "free"
  6. Win Cons Blackblade Reforged yes, all the yes Kamahl’s Will All the lands become creatures lol Crash of Rhino Beetles oh crap a 15/15 oh no Oran-Rief Hydra meh, but it could be good?

  7. Other just good cards Frilled Mystic , Trygon Predator , Plasm Capture Gush , Tragic Lesson , Simic Charm , Rampage of the Clans

That is all I can think of at the moment. I'm sure I'll have more la

brandonplaysmagic on Gretchen Titchwillow; Druid of Land Bouncing

10 months ago

I love that I'm seeing more Moonfolk decks out here!! I have a Patron of the Moon deck myself and what I've found to be extraordinarily helpful is Amulet of Vigor . It just helps speed things along if you've got Patron out and you're dumping lands out tapped. I also think cards like Sea Drake and Gush are uniquely fun with these strategies. Cool deck, though!

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