
Horn of Greed
Artifact
Whenever a player plays a land, that player draws a card.
Trade
Have (0) | |
Want (1) | ShakesOfMilk |
Combos Browse all
Legality
Format | Legality |
Leviathan | Legal |
Canadian Highlander | Legal |
Limited | Legal |
Unformat | Legal |
Commander / EDH | Legal |
Highlander | Legal |
Casual | Legal |
Legacy | Legal |
Custom | Legal |
2019-10-04 | Legal |
Vintage | Legal |
1v1 Commander | Legal |
Duel Commander | Legal |
Tiny Leaders | Legal |
Oathbreaker | Legal |
Horn of Greed occurrence in decks from the last year
Latest Decks as Commander
Latest Decks
Horn of Greed Discussion
Azeworai on
Land Twins
1 month 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 would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.
Unto wraths:
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.
Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.
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.
Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.
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.
Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.
Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.
Ramp, of course.
Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.
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.
Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.
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.
Conclusion.
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.
bushido_man96 on
Lands Matter to Elementals Damnit!!!
2 months ago
I just finished a version of Obuun, as well. I like your version here. Consider swapping Seer's Sundial for Horn of Greed. I would trade out cards like Nylea's Intervention and Reclaim the Wastes for cards that actually put lands onto the battlefield, getting more landfall triggers. Rampant Growth, Primal Growth, Far Wanderings, spells like that. Spells like Summer Bloom, Explore and Broken Bond might be better, too.
Does your playgroup allow the Wish cards to be played? Most don't, so just curious.
king-saproling on
Liesa's L.E.G.S
2 months ago
Cards like Light of Promise, Sunbond, and Cradle of Vitality are pretty strong with a lifelink general.
You might consider these too: Vizkopa Guildmage, Helm of the Host, Howling Mine, Helm of Awakening, Blinkmoth Urn, Temple Bell, Font of Mythos, Lightmine Field, Horn of Greed, Coveted Jewel, Archfiend of Despair, Aetherflux Reservoir, Well of Lost Dreams
MrKillStar on
Angels Brought The Apocalypse
3 months ago
I really like Angel themed decks, but the only problem is, most angels are just super expensive and looking at your deck list, there is just no ramp, except very few cards... Im just gonna type some cards, maybe you'll like some, most likely not all of them, just so you have some larger pool of cards to choose from. :)
Myriad Landscape/Burnished Hart is alright; Land Tax is just auto-include in most decks; Caged Sun is also good, but you need to ramp into it somehow; Sword of the Animist is ok, but you need to swing with a creature and there are no Haste enablers (not even Lightning Greaves.
First of all, I would cut exile board wipes, since it just hurts mono-white without ramp the most (Play of the Game and Perilous Vault). You could hold priority and cast Teferi's Protection, but.. dont really know about that... :D
Sunscour should have really good place in mono-white deck.
Endless Horizons - is something like budget of Land Tax, but can also help to thin your deck after you get enough mana on board.
Planar Bridge,Planar Portal,Thran Temporal Gateway,Belbe's Portal,Cryptic Gateway - to either search for anything or put big stuff directly on board. Urza's Incubator should be there to reduce mana cost of your big angels.
worldslayer -> protect your creatures and artifacts: Show
Card draw in white isnt the best, so using artifacts is really helpful, both for ramp and card draw: Show
Some mana rocks for sure: Show
Some ramp with white creatures and spells: Show
Sultai_Sir on
Ashaya, Soul of the Wild: Be-Leaf in Yourself
4 months ago
Hey zuharran thanks for the suggestions! I'll go over what I think of them:
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Mana Dorks: I actually like them, you can draw off of them with cards like Regal Force, Soul of the Harvest and Beast Whisperer. Plus, they add to Ashaya's power! I will put in Arcane Signet though, it's to good to pass up.
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Board Wipes: I'll definitely put in Boompile. Thanks!
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I'll add in The Great Henge and Guardian Project, but personally, I this deck already has a lot of draw power. From Horn of Greed being a discount Beast Whisperer to Regal Force drawing you an obscene amount of cards, this deck can draw cards. But I think you're right, I'll put in some more non-creature based draw power.
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Unfortunately, while the deck isn't super budget, those cards have spiked a lot recently, and I'm on a student's budget (very little), so those cards are out my price range. I just have to settle for cards like Shared Summons and Yisan, the Wanderer Bard.
Again, thank you so much for the suggestions. If I could upvote your deck twice, I would. Happy Tapping!
Starsky2814 on
Omnath, A Song of Creation and Chaos
4 months ago
unwucht, sorry, I accidentally removed one of your comments. As for Horn of Greed, I don’t like that my opponents can draw off of it (as mentioned by rkjunior) and that I can’t draw off the land I fetched for or even the lands from Scapeshift.
unwucht on
Omnath, A Song of Creation and Chaos
4 months ago
By the way, did we already discuss wether to implement Horn of Greed ?
Cotter11 on
Omnath, Ramp
4 months ago
Avenger of Zendikar (If you're going to spend big money for any card, make it this one!)