The next creature spell you play this turn can't be countered by spells or abilities.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
10 months ago
I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.
Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.
For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.
The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.
2 years ago
A lot of these are in the $10 range but might as well suggest em' anyways.
Don't forget also that Birthing Pod is still legal in that format and gives you a less weak to Force of Will alternative to EE that also works as an engine if the rest of your deck is derpy green creatures. The drawback being your payoff would have to be in the 8 cmc range which isn't the worst considering that includes Griselbrand , Craterhoof Behemoth , Tidespout Tyrant , Archetype of Endurance , Ashen Rider and Platinum Emperion (literally all the same payoffs as the format's primary reanimation deck -elesh norn).
Chancellor of the Tangle is a green mana source that pitches to Allosaurus Rider and can even be a payoff in a pinch and Chancellor of the Annex gives you a potential to go off turn 1 with the pregame trigger for backup and also can be a payoff sometimes.
Insist cantrips, pitches to rider and can even punish opponents who plan to "counter the payoff not the mana source".
I might add more suggestions if I think about them.
2 years ago
love the concept! solid combo deck minor recomendations:
Instill Energy is a good green haste effect with the added benefit of adding an extra untap
Elixir of Immortality trumps feldons cane for recursion
Serene Remembrance is sorcery speed, but is self recursive
Insist are decent counterspell-buffers if you wanted to run extras
Savage Summoning lets you opt in at the end of an opponent's turn, bypassing summoning sickness on your turn.
2 years ago
as a fan of bearforce tribal i can't say that there is one bear in whole mtg that can be used as a good utility for bear commander. reason for that is that the only bear legendary creature has no synergy. the best comanders for bear tribal i find are Yeva, Nature's Herald, Kaysa, Surrak Dragonclaw, Karametra, God of Harvests, for the rest i don't realy see any use of other commanders to play an bear tribal edh yet. also about the creature lineup everyone has his own creature lineup and i like that to stay that way. about the artifacts i would try to reconsider Coat of Arms good card for tribal decks but i m not sure bears need the help for this. i rather boost them whit a +1/+1 counter or card that gives it. in the decks i played Words of Wilding didn't perform well at all. i had to less draw power to make that card valueble. also about Bear Umbra do you realy want your lands to get untapped. i don't realy see anything in green for a bear tribal deck that would need this card at all. Insist been debating about insist but in all my matchups i never had a use for it except to draw a card. about the rest i don't realy have much to say its a preference. also if u are intrested to the build i came up whit (its bear tribal but not all cards have a bear on them).Kaysa The Bearforce tamer
3 years ago
3 years ago
Also, everyone should start playing high impact cantrips. The cuts to include them are Very hard, but worth it as they are essentially free effects. Insist is dope, Scout's Warning is dope, Overmaster is dope, Quicken is dope. Play them!
Also, Battlebond is out and the card by far that I am most excited about is Pir's Whim. I seriously believe that this card will find a home in just about every green deck, It is at it's best a 4 for 1 in a 4 player pod, plus there are political implications.
Finally, I continue to slot in more and more lands, and my colored sources got a major revamp!
3 years ago
3 years ago
We're working on a Carnage Tyrant build to get around Force of Will. So far in testing getting the can be a little challeging.
Also, we're working with the card Insist. Insist should be great for putting Sire into play uncountered but it doesn't do anything for Empty the Warrens or Burning Wish.
Overmaster is another one we're trying. It can push your EtW and/or Burning Wish through counters but it has to be cast "just" before you cast them otherwise it's ability affects one of your rituals and not your kill spell.