|Commander / EDH||Legal|
Printings View all
|Commander 2019 (C19)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Duel Decks: Mind vs. Might (DDS)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Eternal Masters (EMA)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Duel Decks: Garruk vs. Liliana (DDD)||Uncommon|
|Duel Decks: Elves vs. Goblins (EVG)||Uncommon|
|Planar Chaos (PLC)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Draw three cards.
|Have (5)||pskinn01 , Mortiferus_Rosa , lapbunny , rockleemyhero , PTsmitty|
|Want (11)||Apotheosis616 , Mr_T3v0 , arcticape85 , ZackDoesThings , cw8smith , MALK , dbregman8585 , TwoWieners , RumplesForeSkin , PAHamster , AfonsoVaz|
1 day ago
speaks the truth and posted the bomb cards. I would add some wide stuff to get ahead in advantage as well, Wildest Dreams (extremely underrated card imo especially for casual) Harmonize Regal Force Shamanic Revelation
Overall, I think MLD is an extremely viable strategy, but as mentioned before, timing is crucial. If you drop it after securing a much stronger board state than anyone else, you've almost definitely sealed the game.
People get unhappy pretty fast because they want to actually play their cards, and they don't recognize that resource denial is a valid (and extremely strong) strategy. People will react similarly to a cost increaser stax deck with Sphere of Resistance Thorn of Amethyst Thalia, Guardian of Thraben Ethersworn Canonist Lodestone Golem Trinisphere Grand Arbiter Augustin IV and similar. That type of deck can shut out an entire table, but expect to have your board completely dismantled if someone slips out from your control.
I recommend bringing multiple decks to games, so you can gauge the power level if playing for fun. I have a $1100 semi competitive Kess deck that is tons of fun to play, but playing against 3 other players with a combined deck worth of $150 makes for extremely fast and boring games. Bring a battlecruiser, high powered, and competitive deck (or two high powered if you don't have a competitive) to all commander games if you don't know what the game will be like.
4 days ago
Perhaps consider Faith's Shield over Gods Willing , as it applies to any permanent or even all if you're under 5 life. Vines of Vastwood is good, too. And, if you've got the $/desire, Heroic Intervention .
You're AVG CMC isn't super high, but I think it would be worth it to add 2x more Elvish Mystic and cut 2x Advent of the Wurm.
Since you've already stated you're playing casually, an additional 3x Temple of Plenty will be useful. Other lands worth considering: Oran-Rief, the Vastwood , Scavenger Grounds , Field of Ruin / Ghost Quarter .
I also suggest at least 1-3x Harmonize .
You're missing a lot of good removal spells that are available to Selesyna: Oblivion Ring , Journey to Nowhere , Cast Out , Path to Exile , Beast Within , Generous Gift , Return to Nature , Naturalize , Sundering Growth , Revoke Existence , Celestial Flare , Blessed Alliance - I suggest running 4x removal spells in the mainboard, and then a few options in the sideboard.
I suggest keeping a fairly standard structure: 22 lands, 24 creatures, 4 removal spells, 4 protection/counterspells, and 4 utility (draw card, synergy, evasion, lifegain, graveyard recursion or hate, etc) spells. This will give you 12 slots that will be pretty easy to swap sideboard stuff in and out, which will give you a lot more range.
I've found Immortal Servitude pretty useful.
5 days ago
I mean this in the kindest way: I think you're packing too many big guns without enough ramp and utility. I don't think 4 ramp spells, especially Legendary ones, are sufficient to crank out creatures fast enough, let alone protect them and disrupt opponents.
Oran-Rief, the Vastwood seems like a good fit here, as does Utopia Sprawl . And you really can't go wrong with Birds of Paradise , either, but Llanowar Elves or Elvish Mystic will work just was well. I'd encourage you to run at least 6x ramp spells. I'm speaking from my experience trying to build Elf Warrior Tribal, mono-green +1/+1 counters, mono-white +1/+1 counters, Selesnya +1/+1 counters, and Simic +1/+1 counters. In each case, speed and resiliency have been the major factors determining the deck's success or failure. The best of all of those, incidently, is mono-white +1/+1 counters, because it's the fastest, and because white offers so many useful spells at low CMCs. All that said, there are a ton of spells that are relevant here and I wish you the very best of luck in finding a winning assemblage.
So here's a list of spells of varying cost that might be helpful: Rishkar, Peema Renegade , Jiang Yanggu, Wildcrafter , Hunger of the Howlpack , Inspiring Call , Simic Ascendancy , Hydroid Krasis , Tezzeret's Gambit , Incubation Druid , Vinelasher Kudzu , Chasm Skulker , Servant of the Scale , Arcane Adaptation , Metallic Mimic , Tuskguard Captain , Vines of Vastwood , Heroic Intervention , Incubation / Incongruity , Beast Within , Pongify , Turn to Frog , Fog , Harmonize , Return to Nature , Field of Ruin , Scavenger Grounds , Muddle the Mixture , Negate , Cyclonic Rift , Vapor Snag
1 week ago
DwaginFodder: I agree on your green take. Pre-curse Garruk was pretty much defined by his alienation from other people (see e.g. Garruk's Packleader & Harmonize ), and Nissa expressed similar anxieties (see e.g. her thoughts in the Kaladesh story).
I'm IMO leaning towards Oko being
(I would also like to take advantage of this moment to shoehorn in my interpretation of Liliana: https://tappedout.net/mtg-articles/2018/aug/30/pattern-recognition-81/#c3378596)
1 week ago
Cut this down to 60 total spells. You can move some of those cut cards into your sideboard.
Add at least 2 more lands, if not 4-6. The higher your AVG CMC, the more lands you'll need. Regarding lands, I know they're expensive - but the better the lands, the better the deck will run. If you're not already aware, All the lands in a sorted list is an amazing resource. A couple utility lands to consider: Ghost Quarter / Field of Ruin , Scavenger Grounds .
Swap out Druid of the Cowl for Elvish Mystic / Joraga Treespeaker . Fertile Ground / Utopia Sprawl would fit, too. Arbor Elf might be ok, but you'd have to mind your Forests. Like with land, the higher the AVG CMC, the more ramp you want. 12 ramp spells wouldn't be too many.
I'm not so sold on Goldenglow Moth, even though I am a fan. I think you'll get as much or more mileage out of good old fashioned Fog / Holy Day or even Order of the Stars . If it's lifegain you're after, Rest for the Weary . If you're trying to deal with flying creatures, then Deadly Recluse , or sideboard Plummet , or even Lingering Souls .
1 week ago
I strongly suggest you drop at least one color, add significantly more ramp, 2 more lands, and significantly more disruption. If you want to go for something unique, drop Red and focus on pairing Green with either Black or Blue. If you want something more competitive as well as having the broadest options overall, R/G is the way to go.
About Disruption and Sideboard stuff: Assassin's Trophy is awesome, if you go G/B, you should run a full set for sure, and that in addition to at least 4 other disruption spells. Consider you current sideboard - you've got an arsenal in there, but only 2 non-creature/non-land slots open for swaps, meaning you'll have to drop creatures to sub in cards that probably should have been in the mainboard in the first place. As a general rule of thumb, you want to sideboard in/out disruption for disruption, creature for creature. That's because creatures with niche abilities are usually only good in some match-ups. The same thing is true with disruption - for example, Geth's Verdict is great against Bogle/Aura decks that run only a few, usually hexproof creatures. But in general, something more direct like Doomblade is more useful. So a deck might mainboard Doomblade and swap it out in some matchups.
Other stuff to consider: the more ramp you add, the faster quicker you'll get to top-decking. So draw card or tutoring will be helpful. You've currently got quite a few Legendary creatures, so perhaps Time of Need would be good here. Harmonize is among the best draw-to-CMC deals out there, and with sufficient ramp, will be easily cast-able. A planeswalker like Garruk, Caller of Beasts could be possible, too.
Here's some concrete numbers on what I'm suggesting: 24 Lands (no more than 2 colors), 20 Creatures, 4-8 of which are mana dorks. 4 Removal spells. 4 additional disruption spells (more removal, or protection, or fog, etc). 4-8 additional ramp spells (Search for Tomorrow, Utopia Sprawl, etc) (total of 12 ramp spells). If slots are still open, 4 additional synergy spells - Planeswalkers, draw card, utilities (like Quest for Renewal , Unearth , Mass Hysteria , Impact Tremors , etc.) Target AVG CMC: 3 or less. (3 is quite high!)
Probably the easiest way to move forward here is to pick 1-2 creatures you really want to build around, and start with them. Add ramp and draw/tutor. Then consider all the most likely threats and find spells that disrupt that stuff. You'll have at least 60 cards after adding land.
A note on the "Competitive Meter" - that thing is completely unreliable. It's just looking at how many cards you have that are included in at least one Teir 1 deck. To illustrate this, I created, 100% Competitive, 100% Loser, which includes only lands that produce the wrong color mana so it's impossible to cast anything. Yet the meter says 100%. So you should really just disregard it completely.
1 week ago
The vast overwhelming majority of the 88 Drakes are blue, with red and green tied for second but red is a bit more.
Legendary Creature - Drake
Whenever you scry or draw a card, Svaathaal, Firescribe deals 1 damage to any target.
, : Draw three cards.
Access to Temur gives you a big Drake tribal if you would like. Note that you only deal 1 damage when you scry as it is based off of each instance. However, the same is true for drawing. So when you activate his ability, you get a free Lightning Bolt , effectively. That's why it's such a high cost, given that both Harmonize and Concentrate are easier to cast and cost less.
Take an uncommon powered Sorcery and put it on a stick (A creature that has that effect as an activated ability)
1 week ago
Zerraphon I think if you want a control based Angel deck Jenara, Asura of War is also a decent choice. The problem with white control decks is that you want to Boardwipe a lot, so your deck hast to be adapted to that. In a Selesnya deck i would rather play green draw like Rishkar's Expertise and Harmonize over Mind's Eye but it is a decent card to draw in mono white. Ajani, Mentor of Heroes is okish, it is a little costly for what it does and normally if you really want to play control you want your Instants and Sorceries in your hand and not lose them to the Ajani plus ability. If you like the card you can obviously make it work somehow ;). If you really want to play white control tho, i would recommend looking into stuff like Avacyn, Angel of Hope cause she gives everything indestructible and you can boardwipe away as you please.
Really Depends what you want to play but i think if you want to control blue is the way to go and Jenara is probably pretty good for it.
Harmonize occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.07%
RG (Gruul): 1.38%
GW (Selesnya): 0.87%