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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
This enters the battlefield tapped.
When this enters the battlefield, you gain 1 life.
: Add or .
3 months ago
Hey, you're welcome. Lets keep Olivia as Commander.
- First, cut all the green cards, moving each green card to the maybeboard. Doing this we can see how many cards have to be added to fill the rest of the deck.
- Second, cut all the basic Forests, Jungle Hollow, Racers' Ring, Thriving Grove since lands that have a symbol in the tap activation cost can't be played with Olivia as Commander.
- Third, add in more basic Swamps and basic Mountains until you have 36 total lands. 36 lands is a good starting point for an amount of lands you'll need for gameplay. We will add more Rakdos dual lands later replacing some basic lands, but for now you just want 36 lands to help with deck building so that we can see how many deck spots are left to fill with nonland cards.
After you do these steps and you're still interested I offer more advice in another comment. Good luck.
5 months ago
Okay so I'm new to deckbuilding, especially for EDH so I'm just wondering if anyone has any useful/practical suggestions for this deck. I thought Abomination of Llanowar was a cool card, so I wanted to build around that concept of getting a lot of elves onto the field and my graveyard to really boost its power and toughness.
One thing I'll mention is that, with the exception of cards that are already present in the deck, I don't want to spend more then $3-5 on a single card. So keeping all of this in mind, any suggestions?
Commander: - Abomination of Llanowar
Creatures: - Elvish Eulogist - Elvish Archdruid - Imperious Perfect - Lys Alana Huntmaster - Immaculate Magistrate - Marwyn, the Nurturer - Elvish Visionary - Shaman of the Pack - Lathril, Blade of the Elves - Dwynen, Gilt-Leaf Daen - Beast Whisperer - Timberwatch Elf - Elvish Mystic - Canopy Tactician - Poison-Tip Archer - Skemfar Avenger - Skemfar Shadowsage - Wolverine Riders - Ruthless Winnower - Wellwisher - Golgari Findbroker - Jarad, Golgari Lich Lord - Rhys the Exiled - Nightshade Harvester - Gilt-Leaf Winnower - Elvish Doomsayer - Storrev, Devkarin Lich - Nadier's Nightblade - Fyndhorn Elves - Llanowar Elves
Sorcery: - Cultivate - Rampant Growth - Eyeblight Massacre - Shamanic Revelation - Casualties of War - Dig Up - Victimize - Sign in Blood - Spark Harvest - Diabolic Tutor - Deadly Brew - Bone Shards - Elvish Promenade
Lands: - Evolving Wilds - Command Tower - Path of Ancestry - Llanowar Wastes - Jungle Hollow - Skemfar Elderhall - Golgari Guildgate - Tainted Wood - Necroblossom Snarl - Myriad Landscape - Foul Orchard - Darkmoss Bridge - Forest x13 - Swamp x13
7 months ago
Hi Cheiromancer! I agree with you,Gingerbread Cabinisn't a good choise,i didn't notice if work only with 3 forest. For Darkmoss Bridge i have a problem:it's indestructible and don't work with Rampage of the Clans,i rather take a 1 life point with Jungle Hollow.
7 months ago
I don't think Gingerbread Cabin is a good choice. With only 6 forests it will not come into play untapped very often. How about Darkmoss Bridge instead? Rampage of the Clans will give a Centaur for it, and you will not lose the land. Maybe replace some Jungle Hollows too.
7 months ago
Hi wallisface,thanks for your comment! Jungle Hollow it's necessary,the mana base don't work only with basic lands,but one Gingerbread Cabin you can add. i aggree the second point,Foul Play isn't really useful,it's better Shambling Ghast. i need Syndicate Trafficker in defense and for sacrifice artifact and active Disciple of the Vault. Very thanks for your ideas ^^
7 months ago
Nice budget build! Some thoughts:
I think you should endeavor to get Gingerbread Cabin added in here - i'd say you can probably replace them with the Jungle Hollow (I don't think you necessarily need 2-colour lands, your manabase looks pretty simple, so I don't see it causing too many issues).
The only two cards here that feel a bit dubious to me are Foul Play and Syndicate Trafficker. I don't think you want to be investing tokens in the Trafficker when you have better payoff options, and i'm worried Foul Play is super situational. A playset of the Shambling Ghast you have in your maybeboard would be a much stronger option, imo, though i'm not sure if that breaks the budget-rules of the deck. Curious Pair could be another option.
1 year ago
removed Abnormal Endurance
Added Snakeskin Veil Assassin's Trophy Binding the Old Gods Mask of Griselbrand The First Iroan Games Belt of Giant Strength Branching Evolution Tyrite Sanctum Loxodon Warhammer Kusari-Gama Sword of Truth and Justice Ruinous Intrusion Sword of Hours Witch's Clinic Reliquary Tower Grave Endeavor Duskshell Crawler Fractal Harness Wand of Orcus Eternal Thirst Lucille Vorrac Battlehorns Return of the Wildspeaker
1 year ago
I will have to respectfully decline some of your other suggestions, not because they're logically unsound, but because I think they aren't any better than what I have atm.
With Street Wraith, The Underworld Cookbook, and Bone Shards, the deck has ten discard outlets that cost one or fewer mana. We only need to naturally draw one discard outlet per game to cast Asmo because she finds another discard outlet in the Cookbook on her own, and we want them to be as cheap as possible so we can get Asmo into play early. Taking that into consideration, Vivien's Arkbow is a very expensive (cmc-wise) discard outlet for this deck, and it doesn't yield any additional benefit outside of discarding a card unless you pump a lot of mana into it.
I also don't think Vivien's Arkbow is a good replacement for Grisly Salvage, which has three roles: one, it finds Asmo or Street Wraith if we have an Asmo in hand; two, it fills our graveyard, which is perfect for finding Feasting Troll King, Cauldron Familiar, and Ovalchase Daredevil; three, it finds lands (the deck is very mana hungry when it has a Trail of Crumbs out). I value these things a lot more than an extra draw effect, because this deck's biggest weakness is its tendency to durdle when it doesn't have access to a payoff.
Glaze Fiend is tempting, but I think it's too susceptible to removal. All of our game-ending threats are recursive creatures, so it's very hard for opposing decks to win the long game; thus, the deck is better off playing spells that help it get to the long game rather than try to finish it quickly.