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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Creature — Plant
Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.
10 months ago
Other Cards that you could consider cutting
- Ondu Giant => Seedguide Ash this card is one more mana expsive and has to die inorder to get the lands, but could be such a good upside. This dieing with your commander reads ramp 3 draw 3 cards and gain 3 life
- Soratami Mirror-Guard I get what you are doing here, but I feel like there are better payoffs for this
- Timbermaw Larva => Rampaging Brontodon trample is 1,000% better on this card
- Wakeroot Elemental 5 greens for a 5/5? way overcosted
- Wave-Wing Elemental again similar argument to Windrider Eel not that big of an impact
- Wild Wanderer good but could have better options
- Aetherflux Reservoir I know this is good in commander but why? No synergy at all, there has to be a better card slot here
- Elixir of Immortality I used to put this in all of my decks too, but it is counter productive to your stragay with cards like Splendid Reclamation and The Mending of Dominaria
- Wayfarer's Bauble There is better ramp than this in green
- I see why you have Jiang Yanggu but I feel like there is stronger cards than that. I cut the card to tutor Journey for the Elixir for him sorry :(
- There are a bunch of other better than Ranger's Path you could add, I'll show them in the recommendations
- Future Sight and Ominous Seas both seem strange here. I get future sight can draw cards, BUT I feel you should use mana sinks rather than off the top of your library draw
- Ghostly Flicker is on thin ice, like yes you have all the etb creatures but sometimes it is a dead card. meh at best?
Other Cards that you could consider adding
This is where the fun begins and your wallet cries
- You want Nissa, Who Shakes the World great card, it is a mana doubler ramp, and also you just win with the ultimate
- I heard you like ramp try Tireless Provisioner and pick up one for me while you are at it please
- Here is a gaint list of green ramp Harrow , Growth Spiral , Explore , Khalni Heart Expedition , Roiling Regrowth , Grow from the Ashes , Urban Evolution , Migration Path , Natural Connection , Nissa's Renewal , Nylea's Intervention , Spring / Mind , Animist's Awakening , Omen of the Hunt
- Keeping your life total at a high level Kazandu Nectarpot , Grazing Gladehart , Retreat to Kazandu , Jaddi Offshoot
- Mana Sinks, you are going to have a lot of mana, might as well do something with it Kamahl's Druidic Vow ummm.... yes? Kefnet the Mindful one of my favorite Gods, that doesn't have a place. I look forward to getting attacked by him Sprout Swarm it is really easy for this card to be "free"
That is all I can think of at the moment. I'm sure I'll have more la
11 months ago
If you want to focus on the high toughness aspect more, I'd recommend moving to a Walls list.
Walls wants to use the things like Huatli, Assault Formation and such to hit hard, but it also employs a High Alert + Axebane Guardian combo. With four creatures with defender in play, you make infinite mana. This shouldn't be your main plan, of course, but it is a very fun include that means that if the game goes long, and with a walls deck, it probably will, you have a big advantage.
You also get Arcades, the Strategist , who lets you draw a TON of cards and is just the best payoff for big butts period.
You also get to run the amazing Tower Defense . If you cast tower defense with a good board and High Alert/Arcades out, you sort of just win on the spot.
1 year ago
Powerleech : would be great
Quiet Disrepair , Retreat to Hagra , Retreat to Kazandu , Jaddi Offshoot , Grazing Gladehart , Kazandu Nectarpot , Lifegift : Landfall and upkeep triggers. Run a land ramp package thanks to green to capitalize on these effects. Very budget friendly options
1 year ago
I like the idea of Plants gaining you life (as already seen in cards like Jaddi Offshoot ), and Saprolings draining life (as Thallids often are BG, an Aristocratical color combo--although I might suggest changing it to direct damage a la Slimefoot, the Stowaway ). Very flavorful.
Planeswalkers (especially in green) are a little dangerous if they can immediately Ult off a Doubling Season or other... what if she started at 3, ticked up for 2, and minus'd for 3? Although she's fine as is, it's hard to skirt DS
1 year ago
Hey! I think that this deck should use Miren, the Moaning Well . It's a way of regaining life with a creature that will die because of some effect. It makes you gain a lot of life and increases the effect of Willowdusk's ability.
About the untap effects outside of blue, you can use Thousand-Year Elixir or Magewright's Stone . About combos... well, if you use sacrifice effects (e.g. Ashnod's Altar ), you could try the Mikaeus, the Unhallowed + Triskelion -like combos (actually, these two work alone, but some combos needs a sac outlet). Depending of other cards, loops with Mikaeus, sacrifice outlets and creatures with Persist could also work.
An artifact like Eternity Vessel can reset your life (if I remember well, having your life total become some value counts as lifegain).
Maybe creatures like Ikra Shidiqi, the Usurper or Reyhan, Last of the Abzan works well inside this deck. As instants or sorceries... the only one that came to my mind now is Weather the Storm , which can be very interesting in some situations.
Why use cards like Jaddi Offshoot (gains you only one life), Dash Hopes (I think that's an unreliable counterspell and the 5 life is a low cost in EDH), Blunt the Assault (I think that this card is pretty bad, maybe a card like Gray Merchant of Asphodel gains you much more life while drains your opponents) or Lifegift (it won't make you gain a lot of life on the same turn)?
1 year ago
Have you considered adding Strip Mine ? With Crucible of Worlds or Lord Windgrace's second ability you can destroy an opponent's land each turn.
With a Fastbond you can play any number of lands each turn, then add Jaddi Offshoot to neutralize the negative effects of Fastbond. Add in any combination of Bounce lands including, but not limited to, Golgari Rot Farm and Dormant Volcano and you have an infinite combo you can stop at any time. If you go this route I'd suggest adding Amulet of Vigor .
1 year 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.
1 year ago
Some potential adds: Amaranthine Wall Angelic Wall Basilica Guards Bonded Fetch Colossus of Akros Consulate Skygate Doorkeeper Dragon's Eye Sentry Drift of Phantasms Charix, the Raging Isle Fog Bank Glacial Wall Golden Guardian Flip Grave Bramble Guard Gomazoa Jaddi Offshoot Kaijin of the Vanishing Touch Ludevic's Test Subject Flip Murmuring Phantasm Necropolis Order of the Stars Sprouting Phytohydra Steel Wall Sunscape Familiar Traproot Kami Tree of Redemption Wall of Hope Wall of Junk Wall of Kelp Wall of Nets Wall of Reverence Woolly Razorback Guard Duty Zephyr Net Belbe's Armor Dragon Throne of Tarkir Peregrine Mask