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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Enchantment — Aura
Enchanted creature can attack as though it had haste.
: Untap enchanted creature. Activate this ability only during your turn and only once each turn.
1 month ago
This is an awesome deck, and I'm totally looking to build off of it! I love the synergy and its very friendly for my playgroup which is awesome. Have you considered Instill Energy ? Allowing Satsuki another way to power through Sagas even faster on her own being able to tap twice now would be great. Thank you so much!
1 month ago
If you're expecting to get Staff of Domination out, I feel like even a single Ezuri, Renegade Leader is probably about as much 'brute force' offense as you need, this would also free up cards vs using x4 Forerunners that could be too small vs life gain decks, infinite mana and Ezuri is infinite trample damage off of even 1 untapped elf. I also run Blossoming Bogbeast as an infinite finisher, but I have x2 Primal Command to recycle my graveyard while gaining life, making the Bogbeast potentially infinitely big. Primal Command is a really, really versatile card, even if it's a 5 mana spell, it's a great tutor if you've got tons of mana, it can remove annoying things, gain some life and even as noted recycle a graveyard, yours or someone else's. I use a Instill Energy as both an untapper (can be huge ramp) or as a haste source, at which point Bogbeast itself can swing to close.
It usually feels pretty good to have Once Upon a Time in an opener, it can burn you but rarely enough that it turns a lot of otherwise bad hands into solid keepers.
I'm also not sure about Steel Leaf Champion, I feel like you'd be better off with some Joraga Warcallers, these can protect your board from things like Plague Engineer, and are another potential payoff for infinite mana (though it won't give trample). I actually ended up running x2 Jagged-Scar Archers, which can be bigger than Champions while also hating on flyers like Murktide Regent, Delver of Secrets Flip, or Dragon's Rage Channeler.
I don't love Gelatinous Genesis in here because I don't see any way it can win the turn you cast it, so I'd cut them for something that can do so. I run Terastodon as a big clunky beater option, it can put out up to 18 power for 8 mana (costs me lands, but who cares in Elves?), or it can give my opponent some chumps if they have stuff I want removed (useful if they have exact mana and you expect a Wrath, this can make that Wrath uncastable in time for it to matter). If you use Genesis with 9 mana up, you make 4 4/4 bodies, I'm not sure that's as good as making a 9/9 and blowing up stuff (or just taking the obviously better 9/9 + 3 3/3s), but unless people in your meta do not use Wraths or Ensnaring Bridge type effects, it's worth taking a look at over Genesis. In the event you have infinite mana, you'd have been better off with an Ezuri, which can close that turn, or a Terastodon if you couldn't swing for some reason to clear the field/prevent a retaliatory wipe.
Interesting take on budget Elves! Hope some of my ideas are in your range
2 months ago
Awesome! Only thing I just thought of is giving your boy haste so you can trigger his attack faster. Maybe Lightning Greaves or Swiftfoot Boots? Instill Energy is a green aura that gives haste also. Not suggesting all three to be added but maybe at least one?
3 months ago
I immediately made sure you had Instill Energy on here :) Definitely going to peruse this later on. Some suggestions/pet cards I've come across that seem to fit the bill are Uba Mask, Rune-Tail, Kitsune Ascendant Flip, Guardian of the Gateless, Joven's Ferrets, Harmonic Prodigy, Uphill Battle (effect normally only in white).
4 months ago
6 months ago
I think Painflow from Judgement was my first pre-made and gave me my love of all things big and stompy.
6 months ago
Untapping Gilanra seems like a good way to generate lots of mana and draw more cards. Seeker of Skybreak, Instill Energy, Nature's Chosen, Curse of Bounty, and Patron of the Orochi are good options for this.
7 months ago
Most my decks lay between a 6-7 power. So that's where my advice is coming from.
- Come up with a deck idea
- look for precons with that deck idea to get started with.
- if no precon, find cmdr that's enables deck idea.
In order of importance
ramp: 14 to 17 sources of ramp. If your cmdr adds ramp these numbers may vary.
draw: 12 or more sources of draw. Draw is just as important as ramp. If your cmdr draws cards you'll need less card draw.
removal: about 10 to 12 sources of targeted removal or counterspells and at least 2 board wipes. P.s. try to find removal on cards that coexist with your deck idea.for instance, if your building an Elf deck then run Reclamation Sage over Filigree Fracture.
enablers and enhancers: find cards that make the deck hum. Cards that lean into the deck idea. Cards that make your cmdr better. For instance Selvala, Explorer Returned really likes cards that untap her like Instill Energy. Cards that pair well with multiple cards in the deck, synergy.
combo/s: find a combo that not just works if the combo cards are together, but each card by its self synergizes with the rest of the deck.
test: play the deck and find what's working and find what's not working. If you play a game and a certain card sits in your hand for several turns and you continue to not use it. Consider it for another card and make the change. Testing will help you fine tune your deck and build a deck that can win and have fun doing it.
Look for overlap: this is the last part of improvements to the deck. Find cards in the deck that only hit one part of what the deck is doing and look for a card to replace it with that does the same thing but also does other things as well. For instance if your mono black vampire deck has Caged Sun try replacing it with Nirkana Revenant. Anyway I have never put together something like this, but I was trying to keep it short and simple. If I would add more I would but maybe next time.