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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 |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn. (They can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy them.)
legendofa on
Possible Free Dinosaurs?? Yes PLEASE
4 weeks ago
If you want to add some counterspells and board wipes, Solar Tide and Gix's Command let you wipe small creatures while your big ones survive. Don't go overboard on counterspells; you only really need enough to protect your combo pieces and stop other people's win cons. Privileged Position, Golgari Charm, and Heroic Intervention can pull a lot of weight here.
SaberTech on Naya tricks
2 months ago
Naya Charm, Boros Charm
, Valorous Stance, and Collective Resistance have been common inclusions for me.
Trash the Town has been pretty useful in my Gargos, Vicious Watcher deck.
Green has all sorts of instants that grant indestructible like Tamiyo's Safekeeping, Gaea's Gift, and Strength of Will. There are a variety of others as well with specific additional effects that may be better for your specific deck so it is worth taking a look.
Benefactor's Draught is a surprisingly versatile tool that you can use to politic with, catch an opponent off guard with blockers they weren't expecting, or draw a bunch of cards if an opponent blocks a bunch of your creatures.
If you are running cards like Zada, Hedron Grinder and Feather, the Redeemed then Fists of Flame, Ancestor's Aid, Sudden Breakthrough, Crimson Wisps, Might of the Weak, Guided Strike, Shelter, Otherworldly Outburst, and Felonious Rage are cards worth considering.
Heroic Intervention, Dawn's Truce, Akroma's Will, and Lorehold Command are strong general options too.
NV_1980 on
A Kithkin disappointment
2 months ago
I love this! Definitely a deserved +1! It could use a bit more ramp though. Granted, most of the deck's spells are really quite cheap, but to keep pace with most commander decks these days, requires you to cast two spells per turn (or use a similar number of activated abilities requiring mana) on average. Especially once you hit the mid-game. So, I'd recommend adding stuff like Farseek, Nature's Lore and/or Three Visits. To protect your force, Heroic Intervention could be really nice in here. Lastly, I think Split Up would really fit your strategy.
Profet93 on
100% Dinosaur Tribal
3 months ago
Typically, Yavimaya, Cradle of Growth would benefit you more than your opponents. Just depends on your land drops, meta and color fixing. Do note though, that sometimes those lands fall in "trap". If it helps you so much, then you have a color fixing problem. If it doesn't help you much, then why add it in for opponents? Personally, I don't ever build outside of 2 colors so I prefer to fix my colors even at the potential of helping my meta.
Regarding crop rotation, Cradle and Three Tree city are your best targets. The questions are 1) How much blue is in the meta? 2) How often does this actually help you? 3) What positions does it help you in - If you have a lot of creatures, then cradle or tree city are amazing to get with crop rotation. If not, then it's not that impactful. Give your deck some test runs with it in, and Yavimaya Hollow. that way, you have at least 3 good targets (I don't count the other yavimaya as a good target or even ancient tomb). Turn 1 crop into ancient tomb is nice, but nothing crazy and not worth the card disadvantage in my opinion, especially if blue is in the meta. You do have cavern of souls so I take that into consideration. Also, imagine trying to crop rotation into a cavern of souls only for rotation to get countered.
I would maybe add some more ramp at the 2-4 cmc slot, 3 being the sweet spot IMO in place of mana vault + grim monolith, at least as a test given you aren't trying to go super fast, just have consistent ramp (that isn't blown up from the eventual artifact destruction common in EDH while land destruction is less common)
Switching gears - Chagelings/Dinos
Chameleon Colossus - Mana sink
Changeling Berserker - ETB abuse
Realmwalker - Card advantage
Taurean Mauler - Big boy, great against storm
None of these are needed, but worth noting should you be interested.
Lastly for alternative suggestions, I would consider Heroic Intervention and Rishkar's Expertise. You already have cards that function similarly so you could swap them or add them in addition for testing. Not needed of course, but if I spend so much mana on my dinos, I wanna get something good out of them.
Let me know what you think.
Mortlocke on
100% Dinosaur Tribal
3 months ago
Decks are much like the apex predators yours represent: they change and evolve. I hope these changes will solve your early game issues and allow for you to consistently establish yourself as a threat early on.
As for Duelist's Heritage + Roaming Throne, you misunderstand. Roaming throne has two abilities, each of which are static. We'll discuss the second one which reads: "If a triggered ability of another creature you control of the chosen type (which would be Dinosaur - Roaming Throne would have to be a Dinosaur for it's ability to apply to your creatures) triggers, it triggers an additional time. Keep this in mind, because this would be the breakdown of how the combat step would go when the two previously mentioned cards and your Commander are in play:
-
You declare your Commander as an attacker, Duelist's Heritage then triggers and you select your Commander as the recipient of Doublestrike.
-
Your Commander is unblocked and First Strike damage is applied to your opponent. Gishath's ability triggers. Roaming Throne sees the trigger, and doubles it - making the Triggered ability "Whenever Gisath, Sun's Avatar deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order" trigger TWICE making 7 revealed cards 14 - with all revealed Dinos entering the battlefield.
-
Now comes the Combat damage. 7 damage is applied to your opponent. Gishath tiggers. Roaming throne says "it does that twice". Another 14 cards revealed and more dinos show up to the party.
-
All of your opponents panic, and start talking amongst themselves "Oh crap, indieinside is the problem. If we don't boardwipe we lose."
Roaming Throne is (technically) a Dinosaur due to it's first ability upon ETB. It isn't about doubling the number of instances of Doublestrike, it's about doubling the number of times triggered abilities of Dinosaurs in your deck trigger.
Separate tangent - do be mindful of the political ramifications of exploding on the battlefield. Once the table becomes aware of how quickly you can establish yourself they will be ready to stop you now and in future games. Not saying you absolutely need to add these now, but if you feel that the table is constantly thwarting your plans, i'd suggest including Heroic Intervention and/or Flawless Maneuver.
kamarupa on
Hoppin to YOUR DEMISE
3 months ago
Really nice build. I hadn't seen Hinterland Sanctifier when I put my WG Rabbit deck together - that's a really nice addition to the tribe, since Pawpatch Recruit can be tempting to sit on to get extra triggers off other Rabbits.
One thing I would change - I'd drop 2xRam Through (or move them to the sideboard) in favor of 2x of a protection spell like Faith's Shield or Tamiyo's Safekeeping or Heroic Intervention (or if you want to stay on flavor, Dawn's Truce). This seems especially valuable because your only draw card chance is Finneas, Ace Archer, who is not only Legendary (limiting your chances of getting getting him and keeping him in play but who's draw trigger has a threshold that can only be met with creatures on the board while he's attacking. So it seems very hard to draw cards with him, which to me, is an essential element to pretty much all decks. The one major perk to Finneas is that his ability is repeatable, making him at least potentially better than a can-trip.
Also, I'm really not into super heroes or the crossovers in general, so I find the Spiderman creature really off-flavor. I get that it's a second lord and how great that is, but I couldn't stomach playing it personally.
NevisCF on
NevisCF's Mono-Green Mana Ramp
4 months ago
Profet93 Sorry for the late response lots of life stuff happening. No budget per card in mind, shot for less than $200 for this deck(finished ordering my cards and totalled less than $150); no real meta considerations just what I like playing and have the most experience with; I agree with your general statement on weaknesses of board wiping and am ordering an aoe green hexproof aside from the Heroic Intervention as I know I have a HI around somewhere but can't find it. And yavimaya hollow is a really nice recommendation, ive never seen it before! Gonna order a proxy as I'm temporarily out of work and can't spend too much more than I already have for this deck lol. Ive tested it out in some casual games and like the way its going so far so I'd like to tweek it a bit with this info now sometime soon. Thank you for your time and knowledge!
Profet93 on
NevisCF's Mono-Green Mana Ramp
4 months ago
Do you have a budget per card in mind? Meta considerations? Any weaknesses you want to improve upon? Combos okay?
The biggest thing with this kind of deck is ramp of course which mono green does well. especially with creatures. Having so many creature in EDH is begging for a wipe so you need a way to maintain mana, despite being wiped. You can early ramp Turn 3-5 depending on ur hand into something like mana reflection for example.
I'll provide you with some suggestions once u answer above but off the top of my head, Heroic Intervention and Yavimaya Hollow are great defense cards, the latter being a political tool that takes up a land slot.
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