Draw three cards.
|Have (2)||metalmagic , gildan_bladeborn|
|Want (2)||DJGam-G , morrowyn|
Combos Browse all
|Commander / EDH||Legal|
Harmonize occurrence in decks from the last year
Latest Decks as Commander
6 days ago
The trick here is to stack on mass damage enchantments, then use doubling enchantments.
Then you want damage stacks.
You'll want explosive ramp together everything out on curve, so this puts you in Gruul.
Don't make it complicated by adding extra colors. Just Gruul. Plenty of card draw in these two colors. Look toward impulse draw (exile and play).
Now you're dealing with tons of noncreature spells, so Ruric Thar, the Unbowed is off the table.
I think Klothys, God of Destiny is your best bet. She gets out early, is hard to remove and lands 6 total damage per turn with her graveyard hate trigger.
on Land Twins
1 week ago
Alright, let's do this.
Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.
Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.
In order aforesaid, removal:
I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.
Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.
I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.
Upon card draw.
If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.
Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.
Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.
Ramp, of course.
As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.
Returning from the grave, recursion it shall be.
This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.
Start your engines.
What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.
Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.
Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.
Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.
I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.
Fare thee well.
1 week ago
I'm just gonna say it... Command Tower????? Forest is strictly better. Likewise, Three Visits is also strictly better than Rampant Growth. Personally, I like Mindless Automaton better than Harmonize here. It'll almost certainly net more cards overall for the same 4 mana.
Definitely think Gyre Sage should be here. could probably drop Sakura-Tribe Elder for it.
And Caged Sun and Vernal Bloom are always options.
2 weeks ago
Cutting lands for spells you'd rather play, is the worst deckbuilding advice, period. You need lands to play your spells, make sure you include enough, depending on your mana curve. Consider your color requirements when deciding how many colorless utility lands you can play. (More Forests over Bonders' Enclave when you play Yorvo, Lord of Garenbrig over Rhonas the Indomitable )
With that out of the way, of course you're also playing Endless Atlas if you're playing War Room, they're good in the same decks for the same reasons and purposes. But this is 100 card singleton and you're not going to guarantee those cards will ever be in your hand, so you play more of the same effect to increase the chance to have drawn one of them by the time you need them.
If you're playing in a meta that frequently punishes nonbasic lands, yeah, then you make a conscious, meta-depending choice to run less of those. I can see how you'd then rather have a Divination in hand than a Arch of Orazca in play. Although an actual Wastes will not help you more than the Arch when your opponent has Blood Moon or Magus of the Moon in play, and Divination will help you a lot less if your opponent has the Archon of Emeria.
Activating your Arch on turn 8 to find the Nature's Claim for an opposing Omniscience just feels so much better than staring at the Harmonize in your hand. That makes those lands worth it. It happened more times than the Arch actually color-screwing me. It might seem like the Arch-like lands feel like too desperate to play, I can understand that, but there's a lot of desperate moments in multiplayer Magic, and I've never regretted my decision to include them.
Your mileage may vary.
2 weeks ago
Here are some cards you should consider
1 month ago
I think Harmonize might be too slow for this deck and I have plenty of draw cards that will give me more draw power for less mana, such as Life's Legacy. I'm not sure if Descendants' Path works with my EDH deck?
Etali, Primal Storm looks like a fun card to play with, I'm back and forth with this card but it is free value.
I didn't know Ohran Frostfang was a card that is a most add for this deck thanks for the suggestions!
1 month ago
1 month ago
Three Visits > Rampant growth
Green Sun's Zenith - Tutor
Harmonize - Not needed but nice to have, Xenagos decks struggle with card draw and this helps mitigate that weakness.
Eternal Witness - Recursion
Kogla, the Titan Ape - Removal, utility with E-Wit and others
Shaman of Forgotten Ways - Ramp + Potential wincon
Elder Gargaroth - Really good, fav 5 drop beater in Xenagos hands down