Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | 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 |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Humble Naturalist
Creature — Human Druid
: Gain one mana of any colour. Spend this mana only to cast a creature spell.
trippy_mcfly on
Cumly Cube
5 months ago
Introducing Cumly Cube 1.4.2! 4 months ago, Cumly Cube 1.4.1 was released. This was the first minor update. As promised, minor tweaks would continue, both to fix any remaining imbalances and keep the card pool fresh. The following 36 swaps were made to remove two strategies that never found a home in Cumly Cube -- enchantments matter and Centaurs. Instead of trying to make them work, it was easier to remove them. On the other end of the spectrum, a few problematic cards were removed for being too powerful or annoying to play against. Some new cards bolster tribal synergies, while others search for specific planeswalkers, providing an interesting dynamic to look out for while drafting.
Here are the changes, provided with brief justifications:
REMOVED:
- Aether Vial: too powerful
- Ajani's Chosen: enchantment matters cards are no longer part of Cumly Cube
- Baral's Expertise: too powerful
- Captivating Unicorn: enchantment matters cards are no longer part of Cumly Cube
- Centaur Battlemaster: Centaurs are no longer part of Cumly Cube
- Centaur Rootcaster: Centaurs are no longer part of Cumly Cube
- Chronicler of Heroes: Centaurs are no longer part of Cumly Cube
- Conclave Cavalier: Centaurs are no longer part of Cumly Cube
- Conclave Mentor: Centaurs are no longer part of Cumly Cube
- Dawn's Reflection: too much general utility
- Dawnhart Geist: enchantment matters cards are no longer part of Cumly Cube
- Duergar Hedge-Mage: too obvious a choice of Cumly
- Eidolon of Blossoms: enchantment matters cards are no longer part of Cumly Cube
- Garruk, Apex Predator: cut to make room for another planeswalker
- Gwenna, Eyes of Gaea: too powerful
- Hedonist's Trove: too weak
- Herald of the Pantheon: enchantment matters cards are no longer part of Cumly Cube
- Humble Naturalist: too obvious a choice of Cumly
- Imi Statue: too weak
- Kataki, War's Wage: too strong against artifact decks
- Kindred Discovery: too weak (in the event where it fits a deck very well, you run a high risk of decking yourself)
- Lagonna-Band Trailblazer: Centaurs are no longer part of Cumly Cube
- Many Partings: too much general utility
- Marwyn, the Nurturer: elves are too commonly known for making mana, but they serve other roles in Cumly Cube!
- Mayhem Devil: too powerful
- Moldervine Reclamation: too weak
- Nikya of the Old Ways: Centaurs are no longer part of Cumly Cube
- Pheres-Band Raiders: Centaurs are no longer part of Cumly Cube
- Recoil: too powerful
- Serra's Sanctum: enchantment matters cards are no longer part of Cumly Cube
- Sludge Monster: received complaints about unfun gameplay patterns
- Teferi, Master of Time: cut to make room for another planeswalker
- Tireless Provisioner: too powerful
- Trace of Abundance: too much general utility
- Tuvasa the Sunlit
: enchantment matters cards are no longer part of Cumly Cube - Verdant Haven: too much general utility
ADDED:
- Basri's Aegis: searches for a specific planeswalker
- Batterhorn: supports the Beast creature type
- Brightmare: supports the Unicorn creature type
- Changeling Wayfinder: supports tribal synergies
- Dance with Devils: supports the Devil creature type
- Dissension in the Ranks: a fun and unique red card
- Domri's Nodorog: supports the Beast creature type
- Dovin's Dismissal: searches for a specific planeswalker
- Eldrazi Obligator: supports the Eldrazi creature type
- Emberwilde Captain: supports the Pirate creature type and is another monarch card
- Flock Impostor: supports tribal synergies
- Footlight Fiend: supports the Devil creature type
- Frondland Felidar: supports the Beast creature type
- Gathering Stone: supports tribal synergies
- Ghor-Clan Rampager: supports the Beast creature type
- Grasping Current: searches for a specific planeswalker
- Havoc Jester: supports the Devil creature type
- Huatli, Dinosaur Knight: supports the Dinosaur creature type and is searchable by a specific card added to Cumly Cube 1.4.2
- Infernal Captor: supports the Devil creature type
- Jace's Ruse: searches for a specific planeswalker
- Krosan Warchief: supports the Beast creature type
- Leaf-Crowned Visionary: supports the Elf creature type
- Liberating Combustion: searches for a specific planeswalker
- Living Lightning: supports the Elemental creature type and instant/sorcery synergies
- Medicine Runner: supports the Elf creature type
- Niambi, Faithful Healer: searches for a specific planeswalker and supports the Human creature type
- Oko's Hospitality: searches for a specific planeswalker
- Pulse of the Tangle: supports the Beast creature type
- Selesnya Evangel: supports the Elf creature type and the Saproling creature type
- Splendor Mare: supports the Unicorn creature type
- Sun-Blessed Mount: supports the Dinosaur creature type
- Teferi, Timeless Voyager: is searchable by a specific card added to Cumly Cube 1.4.2
- Teferi's Wavecaster: searches for a specific planeswalker and supports the Merfolk creature type
- Triassic Egg: a slow but powerful artifact to be used in reanimator decks or other strategies
- Unknown Shores: offers colorless mana for Eldrazi cards and bad mana fixing for decks that need help
- Yanling's Harbinger: searches for a specific planeswalker and supports the Bird creature type
jamochawoke on
5 years ago
I love this Ape tribal deck!
My only criticism is that you don't have enough human fodder for Kogla, the Titan Ape since he's one of your main forms of removal in your deck. You've only got Eternal Witness.
I was thinking maybe you could replace your Llanowar Tribe with Karametra's Acolyte or Citanul Hierophants ? Not only do they offer the potential for much more green mana per tap than the Tribe, they also are humans for Kogla to toss back.
Elfhame Druid could be replaced with Somberwald Sage which would actually net you 1 more mana for casting Kogla and 2 more mana all the time for other creatures.
You could also replace Sakura-Tribe Elder with Diligent Farmhand . While not as good as a one-off as the Elder it does fill the same chump block and sac for a land niche, it counts as an extra pump for the jank pump spell Muscle Burst which is mega flavor, and is a human for Kogla to toss. There's also Krosan Wayfarer which has the downside of only getting a land from hand rather than tutor or Primal Druid which has to die from the combat but at least lets you tutor.
I know you are probably using Llanowar Elves for an early play and ramp, but if you didn't need that extra (G) per tap you could replace it with Drumhunter which gives you needed card draw, a colorless mana per tap, and is a human for Kogla to toss. Some less good options but still ok since they're lower CMC than Drumhunter is Werebear , Honored Hierarch , Harvester Druid , Sylvok Explorer , or Humble Naturalist .
If you need a ramp creature to combo off with look no further than Hope Tender , Juniper Order Druid , Ley Druid , or Krosan Restorer to untap a land that produces big mana or Hidden Herbalists which would actually combo off of Kogla's tossback if you have something that could benefit from ETB's.
There's also Setessan Petitioner which would allow you repeated lifegain on ETB if you needed it.
king-saproling on
Pokemon EDH - 111% altered art
5 years ago
seshiro_of_the_orochi oh but Thought Harvester is the linch pin! Paired with Glen Elendra Pranksters , a flash enabler, and enough cost reducers like Umori, the Collector to enable free morphs, the Harvester will exile all the opps' libraries.
I'm going to pull Humble Naturalist for the Vizier. That'll put us down to 8 mana dorks which is less ramp than I typically like, but the Vizier is worth it.
Thanks again for the great suggestions!
5dollarMTG on
$5 Budget Dragons
6 years ago
Thanks for the reminder DragonzBane. I actually had Dragonlord's Servant in the deck to begin with, but I was right up against my $5 limit and Humble Naturalist was cheaper.
DragonzBane on
$5 Budget Dragons
6 years ago
I think Dragonlord's Servant is almost a strict upgrade over Draconic Disciple and Humble Naturalist.
slashdotdash on
5 color no theme deck
6 years ago
Dear Kronhamilton
Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.
(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)
Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.
I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.
We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.
Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!
While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;
-
Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.
-
Basic Golos: a modified version of the Template that suites most Golos decks.
-
Control: a version tailored for a slower game with many Sweepers.
-
Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.
-
Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.
-
Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.
Template Show
Basic Golos Show
Control Show
Aggro Show
Big Mana Show
Mega Mana Show
Good luck :)
Ratio Fixing
The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;
-
Lands – 36 --> You have 40 Lands (Cut 4 Lands)
-
Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)
-
Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)
Ramp & Draw Additions Show
What I counted in your deck Show
Mutate
Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).
With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).
Cut or Include?
At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.
Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)
-
Reconnaissance Mission (Draw, especially if you plan on attacking constantly)
-
Ruinous Ultimatum (Sweeper)
-
Mythos of Illuna (Other, sometimes Removal)
-
Kroxa, Titan of Death's Hunger (Threat)
-
Klothys, God of Destiny (Support)
-
Dryad of the Ilysian Grove (Support)
-
Drakuseth, Maw of Flames (Threat)
-
Extinction Event (Sweeper)
-
Titanoth Rex (Threat)
In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.
I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.
Lands
Just as a recommendation, I would suggest the following spread of Basic Lands;
-
8 Basic Forests
-
3 of each other Basic Land
The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).
As a reminder:
Basic Golos Show
The Shell
Ramp – 12
Draw – 13
Removal – 7
Sweepers – 2
Threats – 12
Support – 7
Land – 36
Good Luck :)
-Slashdotdash




