Permanents you control gain hexproof and indestructible until end of turn.
|Have (2)||Sakkes ,|
|Want (5)||m.mckeehan , Zonaz , Morpho-peleides , TheOtherRoxas , zarinf|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Heroic Intervention Discussion
11 hours ago
I have an Akroma's Will but it's in another deck for now :( lol Flawless is indeed a bit pricy but not a bad suggestion. I think of those, the one I like the best is Heroic Intervention. Maybe I'll budget for that one.
6 days ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)
1 week ago
I would cut Skemfar Shadowsage for Shamanic Revelation - While "winmore," it does provide a substantial amount of draw unlike Skemfar.
I would cut Elfhame Druid for Heart Warden - Unless I missed a kicked spell, I think draw would be preferred.
Sylvan Library - Top deck manipulation and draw in a pinch. I would suggest mox diamond to be cut given your low land count, but I don't know enough about cEDH to seriously recommend that swap. But its worth considering. I notice an above user has recommended it as well.
Heroic Intervention - Given you go wide, is there a particular reason this card is not included or am I missing something?
IS tranquility due to your meta? I usually find artifacts to be much more problematic and commonly encountered than enchantments. I personally like Collector Ouphe, albeit he does "oof" with your own artifacts. Given your primarily use dorks and only 10% of your deck is artifacts, it might be worth considering. Especially if Mox Diamond isn't pulling it's weight in your games.
Why do you run Golgari Findbroker over Eternal Witness? I get that witness isn't an elf, but its cheaper to play, easier to cast, and gives you any card, not just a permanent. Imagine casting E-wit targetting finale of devastation. They destroy e-wit. Cast finale for e-wit, e-wit brings back finale. Not strong, but a fun synergy
Beast Within - Maybe this isn't needed because you run black, but I find instant speed permanent removal useful at most points in the game.
Glimpse of Nature - Can storm off if you have enough mana. I'm not sure if this is the best fit for this deck, but thought it worth mentioning given your creature count
Pendelhaven - Simple swap for a forest
Wirewood Lodge - While this probably won't go in due to your landbase setup, thought it was worth mentioning (Ex: Selvala, Priest of Titania, etc...)
Elvish Guidance - I see you dislike aura's, but with arbor elf or even stand-alone, this card has put in work in my elf deck.
Would love to know what you think of each suggestion
3 weeks ago
3 weeks ago
3 weeks ago
Looks like a fun deck!
I would also recommend majorly overhauling your lands to eliminate a lot of the "enters tapped" hurdles, and maybe consider adding in a couple mana rocks like Simic Signet, Talisman of Curiosity, or Arcane Signet.
1 month ago
Such a good List! I agree that balancing Lathril is hard (having so many choices makes it harder imo) but I like a lot of your choices and admittedly am a bit jelly of your Concordant Crossroads here... Though your mana base does make me feel kinda nervous xD
Just some input based on my own Lathril Deck:
As in most token strats Skullclamp can do wonders for your card-draw! Sometimes, digging further into your deck is more important than some 1/1 Tokens.
On a recent Episode of "I hate your Deck" featuring a Lathril Deck, they played Vines of Vastwood which I am going include in my own deck as it doubles as protection or combat trick to get 6 tokens out of an unblocked Lathril.