Incubation Druid

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Incubation Druid

Creature — Elf Druid

: Add one mana of any type that a land you control could produce. If there is a +1/+1 counter on this, add three mana of that type instead.

: Adapt 3. (If there are not +1/+1 counters on this, put three +1/+1 counters on this.)

Apollo_Paladin on Steroids Taste Good

1 week ago

Nice build!

This reminds me of a Green/White deck which I built specifically to run off of +1/+1 counter generation.

I myself went with Hardened Scales as a primary 1-drop & I think it could fit well with your build, as I also use Luminarch Aspirant as a means of building things up.

My method was to use Hardened Scales as a first-turn drop (sometimes even second turn drop, since I run 4 of them) as well as 4x Conclave Mentor, and then play creatures which come in with counters already (See: Servant of the Scale, Barkhide Troll, Ochre Jelly, Mikaeus, the Lunarch).

Few other thoughts:

  • Hydra's Growth can make for a nice finisher in any +1/+1 counter-based deck
  • Snakeskin Veil is a better alternative to your Arbor Armament since it can protect a creature with many counters already on it
  • Basri's Solidarity combo's amazingly well with Hardened Scales and Conclave mentor, and overall is more powerful than some of the other Sorceries that you're currently running.
  • Incubation Druid provides silly amounts of mana early-on provided you can get a counter on him (easy combo for mana ramp)
  • Charge Through is a nice workaround for decks which have many blockers, as without Trample, even the strongest creature can still be blocked. This fires at Instant-speed as well, so it can be used as a finisher against an opponent hoping to block a large creature with a weenie blocker.

Drestlin on G/W +1/+1 counters

3 months ago

Arcus Acolyte is just terrible.

I read outlast wrong at the start i didn't see the tap part lol.

out they go, need to put some other creature. Thinking maybe some ramp is a good idea, something that fetches land, or some other stuff like Gyre Sage or Incubation Druid.

will think on this tomorrow

AstroAA on Lae'Zel Master Chef +1/+1 counters

3 months ago

Victory's Herald is kind of meh and overcosted for it's effect, as Cathars' Crusade does the same thing as many times a turn as it can, whereas Victory's Herald can only do it once. Replace it with like a Birds of Paradise or something like that to help both your curve and ramp.

While I do like Wayward Swordtooth, I'm not sure it does you much good here as I prefer it as a redundancy card. If you wanted a 1:1 replacement and are looking specifically for land-based ramp cards, Azusa, Lost but Seeking is infinitely better, and Wayward Swordtooth should only ever be ran in land-based decks that are wanting additional land plays per turn, such as a general that revolves around lands like Titania, Protector of Argoth. However, I would personally recommend cutting lands as 37 is a bit much, especially for a green/white deck. I'd recommend cutting down to around 34, but in place of those three lands I'd add in cheap creatures that still try and deal with your gameplan, like Fertilid, Incubation Druid, or Esper Sentinel.

lhetrick13 on G/W +1/+1 counters exile

3 months ago

I saw that which does put a damper on it but does still provide a good way to drag up lands. Especially as you can do it on your opponent's turn. Most ramping cards are at sorcery speed and Fertilid is a creature's ability that does not even require you to tap. Others to consider would be Rishkar, Peema Renegade, Gyre Sage, and Incubation Druid...the list likely goes on!

I am telling you a ramping counter deck is sounding pretty good. It would give you the ability to play some of the big guns like Vigor and Vorinclex, Monstrous Raider.Chasmolinker recommended those two for my deck and while they are absolute game-enders, They are so expensive, I would never usually be able to cast them.

Gidgetimer on Stomping Counters

5 months ago

See, the problem with specifically me suggesting cuts is that you and I seem to have much different playstyles. I am not big on Planeswalkers and like to keep my mana curve super low to the ground, especially with a mana hungry commander like Marath. I can tell you about objectively strong cards for your mana base though, and I tried to just do that.

If I were pressed and had to make suggestions; for just the first four sorceries I would say both 6-mana Ajanis, a basic Forest, and a basic Plains. For all 12 of my suggestions and in descending order from first card cut to last so that you can take any number and have my suggestions for cuts:

Ajani Unyielding

Forest

Ajani, Valiant Protector

Plains

Woodland Mystic

Zhur-Taa Druid

Domri, Anarch of Bolas

Druid of the Anima

Jiang Yanggu, Wildcrafter

Somberwald Sage

Incubation Druid

Alpine Meadow

Many of these other cuts are also ramp, but that is because your Land+Ramp number is pretty close to what I like after cutting the two Ajanis. Going with sorceries and artifacts will protect you a little better from sweepers since your mana base will be able to survive a Wrath of God and you would be more likely to be able to recover. The artifacts will still leave you weak to Austere Command, but you are less likely to be collateral damage.

Another switch I would just make straight up is Archetype of Aggression in for Aggressive Mammoth in keeping with me liking to keep a mana curve lower.

multimedia on

5 months ago

Hey, well done if you haven't done a Sultai deck before.

If you want a combo that can be a win condition with Keimi then consider adding Pemmin's Aura and Freed from the Real? Either enchanted to Sanctum Weaver is infinite mana of all colors. Use infinite blue mana with Shimmering Wings to infinite cast/bounce it which triggers Keimi to be the win condition. Infinite green mana works with Whip Silk or Broken Fall. Incubation Druid can be a backup to make infinite mana with Freed or Pemmin.

Temple of the False God is not a good land here or really in any Commander deck, it's bad, but not here because you only have Shigeki, Jukai Visionary as land ramp and it's slow/unreliable. You're depending on land drops to enable Temple meaning consistently it will not tap for mana until turn five or after making it unplayable.

Some changes to consider:

The Signet could be cut for the mana dork. Reflection is less needed as a source of opponent life loss if you add the combo since the combo is infinite opponent life lose. Ancestry could replace Temple for another budget Sultai land and you have some Humans to potentially get some scry from it.

Good luck with your deck.

multimedia on Sultai One or the Other?

5 months ago

Hey, well done first attempt on a budget.

Something to consider is taking more advantage of Ukkima being unblockable for repeatable draw when it does combat damage to an opponent and the draw takes no additional mana which is key. These kind draw options could replace some of the mutate creatures since they're only consistently going to trigger once when you mutate Ukkima.

Yes, you could mutate Ukkima again, but you don't have enough mutate creatures for that to consistently happen and most mutate takes a lot of mana which is really not worth it. You're more likely to do combat damage to a player with Ukkima then to mutate since all you have to do is attack. Some mutate creatures are better than others such as Sea-Dasher Octopus and Gemrazer.

To take advantage of mutate with Ukkima you really want ways to return Ukkima to your hand since that will also return all the mutate creatures if they're mutated to Ukkima such as Crystal Shard. This lets you cast all the mutate creatures again to get the mutate effects again. I don't think it's worth including these effects, but they're options to make Ukkima better with mutate. Repeatable draw gives you more card advantage without having to jump through hoops or spend a lot of mana.


It's helpful in Commander when you have at least 10 draw sources and at least 10 ramp sources to make gameplay smoother. I tend to have more than 10 sources of each of these, but start with 10. Sources that are repeatable are most important. Some more ramp could be added replacing some of the lesser creatures.

Woodland Chasm and Rimewood Falls are budget lands that Farseek can search for, it can also search for Sunken Hollow. It's nice when 2 mana land ramp can get a dual land rather than just a basic land.

Masked Admirers is draw and it can be repeatable, but it's draw one card the first time for 4 mana and then combined for 6 mana each time after which is very lackluster. Treeshaker Chimera is also draw, but it's also 7 mana who wants to attack and hopefully die to draw, that's too much to draw three cards.

You could expand on the theme of +1/+1 counters with Forgotten Ancient. Who repeatedly puts a counter on itself each time any player casts a spell and then at your upkeep you can move any amount of counters from it to other creatures you control. The act of moving counters is the same as putting the counters on other creatures which triggers Simic Ascendancy.

Good luck with your deck.

Profet93 on Lathril (94%) let’s get 95!

7 months ago

+1 SweetDreamsies

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

I would cut Wellwisher for Devoted Druid/Incubation Druid - Lifegain is rarely relevant, more mana earlier on would be much more helpful.

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

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