Draw three cards.
|Have (4)||gildan_bladeborn , torterrapizza , abritt , CompleteWaste|
|Want (2)||Mlord , AFRich337|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
2 weeks ago
Hey, nice version with such a low budget. Only 40 cents or less for each card is an interesting idea.
Even though you're building a very low budget deck still consider some basic deck building guidelines to structure your deck? A basic structure is helpful when building any causal Commander deck to give you a good start.
- 36-38 lands (Exotic Orchard)
- 20-25 creatures (Angel of Sanctions)
- 10 ramp sources (Cultivate)
- 10 draw sources (Garruk's Packleader)
- 10 removal sources (Phyrexian Rebirth)
The numbers in this basic structure are just a start, not all areas are covered and the final numbers may be more or less for each part. A basic structure doesn't need anything but the basics, you can add other cards to make up other areas that you want specifically with your Commander after. 10 ramp and 10 draw sources help to make a smoother gameplay experience. The balance of extra mana from ramp with the draw sources theoretically helps to have mana and cards in your hand to cast with the mana. Creatures can be part of the numbers and cards that have more than one effect that can go in many different areas are excellent and should be priority for cards to play.
Compare the above example to your current deck structure:
- 33 lands
- 26 creatures
- 16 removal sources
- 3 ramp sources
- 1 draw source
The amount of creatures is a fine number, but there's disproportionate amount of removal compared to other areas. 33 lands with only 3 ramp sources, two of which are 4 CMC and 5 CMC are risky numbers because you can potentially get land screw (not drawing lands) as well as mana screwed (not having enough mana to cast spells). Having major potential for both of these to happen in a game can be really frustrating and is really bad for gameplay.
I believe you can never have enough draw in Commander since draw keeps the game going for you making gameplay much more fun. Harmonize is a good card, but only having it for draw is not enough.
Ghired and the other impactful cards here are high CMC and you want to get to five mana for Ghired quicker than only relying on your land drops. More ramp can help and the best ramp to add such as Sol Ring and Arcane Signet are budget cards. Unfortunately, they aren't 40 cents or less though, here's some to consider:
3 CMC or less ramp is preferred to have these plays in the early turns of the game which is best time to cast ramp since then it helps you to cast Ghired and all the other high CMC cards you want to cast later on in the game. You don't want to be casting 5 CMC or even 4 CMC ramp instead you want to use that amount of mana along with ramp that you cast before it to cast other more impactful spells.
Lots of draw especially repeatable draw sources are important to have in Commander. Unfortunately, because of the budget restriction for cards doesn't give you a lot of options, but here some to consider:
- Garruk's Packleader: repeatable draw any time a 3 or more power creature you control ETB including creature tokens. Rhino's have 4 power.
- Voice of Many
- Zephyr Boots: repeatable draw, can also give equipped creature flying evasion.
- Mouth / Feed: only can cast Mouth first to create a 3/3 Hippo then Feed can only be cast from your graveyard.
- Mask of Memory: repeatable draw, equip any big creature you control who has evasion such as trample or flying.
- Shamanic Revelation
Creatures who can draw are nice with Flamerush Rider to make a copy of them to then populate with Ghired. This interaction is very good with Garruk's Packleader since the more Packleaders you control the more draw you get especially when you populate a Rhino as well as each Packleader triggers to draw from the other. Three of these suggestions care about the amount of creatures you control which is good when playing tokens.
I've given you a lot to think about, but I offer more advice in another comment if you would like, including cuts to consider. Good luck with your deck.
3 weeks ago
Did a bit of Brainstorming last night
Potentially Temur Sabertooth might be good in my playgroup due to the amount of removal and ability to setup.
Rude Awakening + Temur Sabertooth + Eternal Witness + 11 mana == infinite mana and bounce/infinite ETB. Temur Sabertooth, plus any of my ETB or cast cards gives a lot of utility including extra draw, recurrence, removal, spot protection from removal.
I think this card is worth a shot with the amount of mana I have available most times. For the sake of theorycrafting we have to try it!! Who knows maybe if I wanted to go the jank route this would make Vorinclex, Voice of Hunger, Helix Pinnacle or Aetherflux Reservoir viable as a non-attack wincon. Testing needed,, wanted to vorinclex in my collection anyways.
For classic wincons,
For creatures, I feel like I could hold a sideboard of 15 fatties on me and swap them in and they would all feel equally viable. That said Kozilek, Butcher of Truth felt irreplaceable and thus is getting a perm mainboard. Prevents milling, draws cards, threat/wincon, resets my deck, nice with Life from the Loam.
Vorinclex like I've mentioned before accelerates the deck and give me more time. It's more of enabler than a combo piece itself. Potentially Defense of the Heart might work here too if I hadd him. It would also open up potentially a new archtype if I went with Aetherflux Reservoir + Temur Sabertooth.
As for the draw situation, we could build around it or just go with the classics.
Adding Guardian Project to the maybe board along with Beast Whisperer. They're not as "fast" as the other options, but guardian often times is a Harmonize or better and beast whisperer is tutorable draw!
Some classics are: Garruk, Primal Hunter which is a "5 mana draw spell", Shamanic Revelation is another Regal Force that works with tokens! Rishkar's Expertise is another garruk that has a ~70% chance to hit another spell. That percentile is potentially amazing due to the composition of the current deck.
On the fringe for: Zendikar Resurgent, vorinclex slowing down opponent's in that slot feels better as a mana doubler, and I could just play Guardian Project earlier if I was after the draw. This card feels like it's in a weird place. Might turn out to be just an expensive harmonize. Momentous Fall, I don't know how I feel about this yet. Generally it says, 4 mana sac a creature draw 2-6 cards. Feels like a card I would play when I'm ahead, not to get ahead. That said I could say the same for anything else that is not an etb draw, regal, or harmonize.
Next step I guess is to make a couple "Packages" and see how they fit the deck.
4 weeks ago
I noticed you're using mostly basic lands. Any particular reason for that? Moreover, do you need Yaviamaya, cradle of growth given your large amount of basics? I feel it's slight benefit of allowing your few non-basics to tap for green is outweighed by the potential of mana fixing the opponent.
I love fetches in Azusa, even Fabled Passage, as they give us a greater chance to utilize crucible effects. I take it, it's a tad too slow here? Even given your update stating how shuffling effects are crucial?
Like most Azusa decks, your primary strategy seems to be T&N into Avenger + Regal. But if they counter the T&N, given you run no Boseju, or stifle the ETB effects of either, you're SOL. Somewhat fringe and meta dependent scenario, I understand, but something to consider. I mention this as you only have 7 cards that draw you cards (including the cards that allow top deck land plays). Perhaps a Harmonize or some other cards listed like Boundless Realms (while not draw, thinning your deck dramatically is very very helpful, given a deck with primary basics)
You stated in your update: From the information given above, then it is in our best interest to figure out when the deck runs away with the game and to amplify that scenario. It seems that dropping.... Horn of Greed - You even mention that you always pull out ahead. It seems like you cut cards that help you win and you then cut those same cards as when you are in that winning position, they don't advance your position further. But without some of those cards, it becomes more difficult to get to that winning position in the first place.
Discussing draw further, green draws through either token swarm or creature power. You have Avenger + Scute for tokens and (up to) 6 creatures that have high power, biggest only namely Ulvenwald, which I don't understand in this build given you are utilizing primarily basics. If Ulvenwald's purpose is to tutor lands, why not get another land tutor such as sylvan scrying, nylea's intervention or many others?
Genesis Wave - With only 5 instants/sorcerries, why isn't this here? You don't need to dump your whole deck if not needed given you have no haste outlet like Akroma's or Concordant. I find it a very powerful value card. Or is it not added because you might draw yourself to death with Regal Force + Scute Swarm/Avenger?
Deserted Temple - For cradle (and politics)
I could be wrong as you know your deck best and how it functions. I would love to hear what you think of each suggestion
1 month ago
Above are all great suggestions! (expensive tho)
I would run 38 lands and 10-12 ramp that are all cmc 2 to see turn 3 Carth most of the time.
The enchantments feel odd to me. I'd cut them.
Cut some boardwipes. Think about how often you want to cast them in a game. I'd run 4.
For planeswalkers I like to run each one that makes a token or reanimates a creature.
I'm a fan of +1 Elephant Grass.
1 month ago
I think the current weak spots are
both the planeswalkers should be the first to go, imo. Neither help advance your plan in any meaningful way. Nissa is only really gaining you life (you’re an aggro deck, so who cares), and Garruk just provides inadequate ramp & 3/3s (by the tine you cast him, you should already have tons of mana, and the 3/3s aren’t useful)
Essence Warden - you’re an aggro deck life doesn’t matter
Copperhorn Scout doesn’t really help all that much
1 month ago
"Toy Factory": Yes, it provides endless sac fodder with Wilhelt, the Rotcleaver, but that's not very unique and I'm not sure how else to abuse it. Maybe in the future there'll be printed something that makes a bunch of 0/1 defender tokens and this'll be broken.
Geistflame Reservoir: Hrm, not really a fan of impulsive draw that you have to both pay for and play the same turn, and 2 mana is a pretty big amount for that too
Curse of Leeches: OK, constant transformation is a neat way of executing the Curse-to-Creature design, even if it's not very exciting for EDH. (Incidentally, you could have combined it pretty well with the design I proposed; it'd grow during the day and come out to attack during at night.)
2 months ago
ditch the other walkers, as well as all your enchants & artifacts.
go up to 24 lands, and run around 8 mana dorks to accelerate your mana base.
look to add 3-4 Rishkar, Peema Renegade as your primary way to add counters and bolster the team, while also providing you the ramp needed to get Nissa out early.
I like your existing creatures of Duskshell Crawler, Evolution Sage, Llanowar Elves and Pollenbright Druid. The other ones i’m unsure on (though they’re not bad). I think Arboreal Grazer could be good as early ramp, as well as a defender for keeping Nissa safe.
with all that ramp, 2-3 copies of Harmonize might be good. In any case, i wouldn’t bother with card draw outside of that card
2 months ago
Hey jamesmac42, thanks for the suggestions! I actually already have Nature's Lore and I've thought about Three Visits , and Three Visits is a good run over Rampant Growth for sure but, throughout my playtesting the ramp has actually gone quite well, but I'm still playtesting and curating the deck. I have looked at Lifecrafter's Bestiary but decided that generally my spells cost enough as is without big creatures like Klauth, Unrivaled Ancient , Grand Warlord Radha and Savage Ventmaw , but it is still worth considering! personally, given how giving everything Trample and Deathtouch works, I think I more highly value Bow of Nylea potentially giving all of the big creatures huge pumps, trample and deathtouch so that more damage tramples over. Shamanic Revelation is a card I had in the deck at one point, but it feels like a card that just gets you more ahead, instead of helping you come back from a board wipe or something, I think I would personally consider Harmonize instead of Shamanic Revelation for more consistent card draw and a slightly cheaper cost. Radha Heir to Keld is a card I have been moving back and forth on constantly and it's actually a card I put in the Budget list for this deck, maybe I'll keep it around. I'd love to look over your deck list and see if there's any kind of inspiration I could take! I think this could be my favorite deck if I can get it in paper