Jund Panorama

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Jund Panorama

Land

: Add .

, , Sacrifice this: Search your library for a basic Swamp, Mountain or Forest card, put it onto the battlefield tapped, then shuffle your library.

TypicalTimmy on Ray Fe Laz, Scorpion Trainer

1 month ago

The absurd value from a density of fetch lands is omg, lol.

3 colors, I believe you can use 9 of the 10 fetch lands. Only one you don't have access to is the Izzet one.

Then Evolving Wilds and Terramorphic Expanse, as well as Blighted Woodland and the Panoramas such as Jund Panorama.

Grab shock lands and Vilis, Broker of Blood so you get immense card draw. You can use K'rrik to pay less for Vilis so he ETB faster.

Then you could offer light Zombie tribal support to make RFL a bit deadlier. You have Parallel Lives and Anointed Procession as well as the others.

Landfall, Avenger of Zendikar and Rampaging Baloths

Harsh Sustenance would be amazing in this deck.

Intangible Virtue as a secondary vigilance source and makes them all 2/2s. Emmara Tandris as a Secret Commander. Same with Rhys the Redeemed

Lots of fun Timmy builds to explore here. I may do it this weekend <3

DemMeowsephs on First Is The Best! (An EDH First Sliver Deck)

4 months ago

Hey there! Not sure how your mana-base is faring, but here are a few suggestions, as manabases in a five color deck can be very difficult.

Tri-Lands

Run all of the tri lands! I hate tap lands, trust me, but with the first sliver at the head I'm willing to bet you want him out as fast as possible. You're running most of them, but I'd recommend getting your hands on the others: Arcane Sanctum, Jungle Shrine, Nomad Outpost, and Sandsteppe Citadel.

Of course, the Ikora triomes would be awesome, but they can be a bit much per land if you have a smaller budget. For reference, here they are: Savai Triome, Ketria Triome, Indatha Triome, Raugrin Triome, Zagoth Triome.

Not sure how you feel about these, but something else to consider would be the 5 panoramas from wherever it was they were first printed. Having that choice of fetch without spending money on the big fetches can be a really big asset in many games: Naya Panorama, Jund Panorama, Grixis Panorama, Esper Panorama, and Bant Panorama.

Semi-Expensive Side

I'm sure you're aware of these, but in case you aren't, there are of course the expensive duals and fetch lands. The fetches (like for example, Bloodstained Mire) are incredibly powerful. They give you the power of choice between yes, the two colors, but beyond that virtually any color you wanted if you ran all the shock lands (like Stomping Ground). If you drew that Bloodstained Mire and needed a green, you could fetch Stomping Ground and boom, you have it. Of course, that is quite a lot of money, but if you weren't aware of them, it's a good thing to keep in mind. On a side note, the fetches are even more extremely powerful as they go to your graveyard, allowing you to recur them (with say, Ramunap Excavator) and get tons of landfall triggers per turn.

Ramp

You don't seem to have too much ramp in the deck besides the 3 green guys and a bit of Artifact ramp. Not sure how much you need more, but some I'd recommend are Fellwar Stone, Ornithopter of Paradise, Three Visits/Nature's Lore if you add the shock lands (like Stomping Ground, etc., then you can use these to find any color), Noble Hierarch, Ignoble Hierarch, Bloom Tender (adds one of each when big sliver is out!!), Birds of Paradise, definitely Arcane Signet, Sylvan Caryatid, etc. The dorks aren't slivers, but they are really really crucial in adding any color. It is a bit much of green though, which is probably not something you want to do, so maybe pick and choose wisely- especially if you replace the green ones I mentioned before (maybe not all of them). Let me know if you'd like some more of these kinds of ramp suggestions.

Anyways, I've got some stuff to do so I'll leave it at that for now- I'm not gonna read through this so sorry for any grammar errors too. Hope some of this is helpful, and insightful. Feel free to check out some of my decks (main one is Double Trouble EDH ⫸PRIMER⫷), and let me know if you have any questions or want some help. Best of luck with your deck, and have a wonderful evening.

edit: most of the slivers and all look good there's a couple things I'd swap no biggies, small things like maybe consider Kindred Discovery or Toski if you like Bident of Thassa) but that looks all good!

multimedia on Draggin' Grwl

7 months ago

Hey, you're welcome, nice changes.

Vigor prevents enrage from happening since it prevents damage dealt to Vron. It's a replacement effect which replaces the damage that is dealt with +1/+1 counters since damage isn't dealt enrage doesn't trigger. Rite of Passage works how you want with Vron because it doesn't prevent damage, but also puts a +1/+1 counter when damage is dealt.

Goblin Bombardment could replace many different cards simply because it's a win condition with Vron that's only two mana. Bombardment is also another card to infinite combo with Polyraptor and it can prevent ending the game in a draw with Marauding Raptor + Polyraptor. Anara, Wolvid Familiar could replace Cacophodon. Is Cacophodon part of a combo that I'm not seeing? Crop Rotation could replace Steel Wall.

Rishkar's Expertise and Return of the Wildspeaker are in the precon and they can draw a lot of cards because Vron starts at 5 power. Return being an instant can be cast not on your turn to fill your hand of cards to choose from to cast on your next turn. These spells are excellent with Klauth, Unrivaled Ancient and Old Gnawbone who can make a ton of mana to cast all the cards you draw.

Expertise and Return are actually better spells here than Kindred Summons because with Vron no matter what you're drawing at least 5 cards. Summons requires that you control many Dragons to get the same amount of value. One advantage of Summons is instant speed to potentially reveal both Gnawbone + Charger, cheating them onto the battlefield, but without a way to arrange these Dragons to the top of your library that will be rare.

Sword of Hours is in the precon and it does a lot with Vron since it's a source of repeatable die roll and a way to make Vron bigger with +1/+1 counters. Some budget lands to consider adding in place of some basic lands: Naya Panorama, Jund Panorama, Bonders' Enclave, Rogue's Passage.


Some changes to consider:

multimedia on Tovolar's Wolfpack

7 months ago

Hey, well done on a budget for your first deck, nice Huntmaster of the Fells  Flip.

Some budget cards to consider adding:


Some cards to consider cutting:


Some budget land upgrades to consider:

Good luck with your deck.

multimedia on Werewolves on the hunt

7 months ago

Hey, good attempt for a budget version of Tovolar. nice Aggravated Assault. You've mistakenly added two Tovolar's Huntmaster  Flip :)

The card that combos with Spellbinder is Savage Beating for extra attacks which is now a $30 card. Without having Beating then Spellbinder is not worth playing because there's only 5 instants here out of 94 other cards.

When you control five or more lands then Bear Umbra enchanted to a creature who can keep attacking can pair with Aggravated Assault for extra attacks. Attacking with five or more creatures makes Druids' Repository combo with Assault. Savage Ventmaw who can keep attacking combos with Assault and also makes infinite green/red mana. Umbra could replace Spellbinder, Repository could replace Mantle of the Wolf and Ventmaw could replace the other copy Huntmaster.


Consider more one, two, three drop Werewolves to replace the vanilla four and five drop Werewolves?

Some of these could replace:

A couple of reasons for these changes is to get three or more Werewolves onto the battlefield to transform Tovolar quicker and have more Werewolves that can give you value rather than just only being Werewolves.


Some lands to consider adding, replacing of some basic lands.

Good luck with your deck.

multimedia on Draconic Rage Precon Upgraded

8 months ago

Hey, well done with upgrading the precon on a budget.

Greater Good and Goblin Bombardment let you abuse Dragon Spirits before they're saced after doing damage. When a Dragon Spirit does damage it makes a sacrifice trigger that has to resolve from the stack before the token is saced. When the trigger is on the stack you can response to it by sacing the token for value. Greater is draw 5 cards and Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit. When Vrondiss is indestructible, Bombardment can be part a combo to do infinite damage to opponents with any two of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge.

Wild Endeavor is a six mana ramp spell with only d4 rolls, you don't really want to be casting ramp with six mana.


Consider more repeatable draw sources which the precon really lacks. More effects that draw a card whenever a Spirit Dragon is created and from other enrage: Ripjaw Raptor, Garruk's Packleader, Elemental Bond.

Ripjaw Raptor is another good creature to make indestructible because then you can draw cards by doing damage to it. Garruk's Packleader draw is a may, you can stop drawing at any time. With Packleader in your control and Vrondiss is indestructible then one of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge will create as many Dragon Spirits who will do damage/sac itself as you want which is draw as many cards as you want.

Wulfgar of Icewind Dale is out of place in the precon and here because there's very few cards that trigger when the creature attacks. He's not worth keeping really just for Klauth, Unrivaled Ancient.


One area from the precon you haven't upgraded is the manabase, it's still 39 lands and 27 basic lands. Some lands to consider adding in place of some basic lands and Underdark Rift:

I don't think you need 39 lands, some of them could be cut for lower CMC ramp such as Farseek, Talisman of Impulse and Sakura-Tribe Elder. Because you have Cinder Glade and could add Highland Forest then Farseek has a dual land to search for. For two mana Tyrite Sanctum can repeatedly put a counter on Vrondiss to make him bigger. Once he's a God then Sanctum can be saced to make Vrondiss indestructible. Both these effects are helpful coming from a land.

I offer more advice. Good luck with your deck.

multimedia on MEATDOWN

8 months ago

Hey, nice upgrades for the precon and funny deck name.

Goblin Bombardment can do 1 damage to any target for enrage. When Dragon Spirits do damage their sac trigger goes onto the stack and it has to resolve before the Dragon Spirit is saced. When this trigger happens you can response to it by sacing the Dragon Spirit with Bombardment to do 1 damage to Vrondiss to create another Dragon Spirit or target another creature like Ripjaw Raptor. Greater Good is another powerful sac outlet to take advantage of Dragon Spirits sac trigger. In response sac the Dragon Spirit to draw 5 cards.

Cutting Scourge of Valkas from the precon is a mistake. It's a Dragon body that has Dragon Tempest effect and it can trigger Vrondiss enrage the turn it ETB. Scourge of Valkas --> Hydra Omnivore


To really abuse Vrondiss consider more indestructible? You have Heroic Intervention, but consider more ways?

Roar of Challenge can do a lot with Vrondiss for three mana because he has more than 4 power. It makes him indestructible and forces an opponent who has creatures for all them block him which each creature who does this is one instance of damage/enrage to Vrondiss to potentially create a lot Dragon Spirits.

Because you have Stomping Ground, Cinder Glade and Highland Forest than Farseek is an upgrade for Rampant Growth. Karplusan Forest, Fire-Lit Thicket, Rootbound Crag, Jund Panorama are some less expensive lands to consider adding.

Good luck with your deck.

multimedia on Korvold Loves Treasure

8 months ago

Hey, well done on a budget, nice foil Goldspan and SL Dreadbore :)

Consider more ramp with Korvold? More one and two drop ramp sources:

Korvold is powerful as Commander when playing lots of ramp since it helps to cast him faster and then that ramp can fuel his sacrifice. This makes playing lots of redundant ramp actually a strength.


Animation Module + Ashnod's Altar + Korvold is a combo to draw as many cards as you want, make Korvold huge, make as much colorless mana as you want. Without the combo Module is a nice repeatable source of tokens for sac fodder because of Korvold.

Add Pitiless Plunderer to create tons of treasures. Plunderer and a different sac outlet such as Viscera Seer or Goblin Bombardment could replace Ashnod's Altar since it only costs 1 mana (1 treasure) to make a Servo with Module. Bombardment is an excellent low CMC budget sac outlet.

Ramunap Excavator lets you abuse lands as the permanent to sac with Korvold. Caustic Caterpillar and Seal of Primordium are upgrades for artifact/enchantment removal spells because they can sac themselves as well as be saced at instant speed. Plaguecrafter is a nice creature removal effect in multiplayer Commander who sacs himself.

Prossh, Skyraider of Kher as the high end has synergy with Korvold. It's a sac outlet and it makes Kobold tokens to sac. Farseek is an upgrade for Rampant Growth because you have Overgrown Tomb and Stomping Ground. Harrow is an upgrade for Cultivate because you sac a land to cast it.

Path of Ancestry, Jund Panorama, Karplusan Forest, Dragonskull Summit, Rootbound Crag, Cinder Glade, Smoldering Marsh are some budget land upgrades to consider.

If interested I offer more advice including suggestions of cuts to consider. Good luck with your deck.

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