Katabatic Winds

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Katabatic Winds

Enchantment

Phasing

Creatures with flying can't attack or block, and their activated abilities with Tap in their costs can't be played.

SufferFromEDHD on Autumn Enchantress '99 (ULG)

1 year ago

I'm a big fan of themes/gimmicks/deck building rules. I've never done an era/year restriction. This is really cool! You picked arguably the most legendary block in the games history as the cut off point. I have very fond memories cracking boosters and building broken decks with old friends.

Thran Tome green draw was few and far between back then. I remember using this occasionally back in the day.

Conch Horn is colorless Brainstorm

Defense Grid and/or City of Solitude anti blue/anti combo.

Plow Under and Stunted Growth tempo removal. Ruins 1 potentially 2 turns.

Willow Satyr blue effect for your mono green deck.

Wild Growth and Carpet of Flowers high quality ramp and easy card draw off Argothian Enchantress.

Katabatic Winds might be one of the most evil stax cards if 1999 is the cut off point! I appreciated seeing this in the maybeboard. Slot out Storm Front and test it out.

ReticleMouse on Grothama's Ruin

1 year ago

This deck is awesome, plain, and simple. the plan is simple (like all green decks should be) and powerful when executed, you have backups and alternate strategies for if your main fails and you have a decent amount of answers to your opponent's threats. EXCEPT for the one that matters most in my opinion.

I can't tell you how many times I have lost in my own Mono Green Deck simply because my opponent flies over me earlier than I can get my plan going.. for that reason, I think cards like Gravity Well are a must. it's cheap, and can be absolutely damaging to your opponent should they be relying on flyers to win the game. Sure they won't be able to fight Grothama, All-Devouring but you don't need them to win the game so, I think it's worth it.

I would also consider adding Sandwurm Convergence since you can still generate large amounts of mana easily enough. Katabatic Winds is another option but personally I think its to unreliable.

magicbike on green machine

1 year ago

ooooooo i m gonna but Katabatic Winds in that one is omg

DreadKhan on green machine

1 year ago

Elves of Deep Shadow are a bit more money than Elvish Mystic, but give you access to Black mana instead, if you're concerned your ramp is mostly in Green.

Vs flying heavy metas, I do like Spidersilk Armor, but I also like Silklash Spider and Squallmonger as repeated answers to as many flyers as they have. I also run Sandwurm Convergence, and am back and forth on Katabatic Winds, which is much less mana but is a Reserved List card, the makers of Magic have 'promised' way back they wouldn't reprint any Reserved List cards (they stopped putting cards on the Reserved List in 1999 IIRC). I haven't fit Winds in anywhere yet, but it's a strong enough effect to look at. If you like the effect, I'd buy it sooner rather than later, it's price could 'spike' hard at any time, because there are so few copies of it that were printed compared to any Modern playable cards. Most Reserved List cards aren't super-good, but the odd effect was underpriced enough to be playable.

Still, Dreadlord is pretty neat, and if you can hit 7 mana it's a pretty good wipe to have around. I think that's a stronger card than Findbroker, which feels really bad when you have no synergy pieces out.

Frewsax on High Risk, Higher Reward

3 years ago

So I have few suggestions while staying on your budget theme and the high risk idea.

The most expensive of my three recommendations is a $20 card called Concordant Crossroads. This card is exactly that, high risk high rewards as all of your creatures start doing things right away and will potentially throw that hasty Ghalta boy into the fray much sooner.

If you find things problematic in the form of your creatures always being killed running something like Fecundity might be fun! It gives you another risky form of card draw as it potentially gives your opponents that option too.

I think one of my favorite green cards sitting at $2 dollars might be just right for you! Recycle offers lots of benefits at the cost of going down to two cards every turn. Every card you play, including lands, draws you a card. Suddenly cards like Elvish Piper with a Seedborn Muse quite fun.

I would not cut the Taunting Elf like you previously mentioned. With the amount of damage you commander does that would be crazy!

Since you mentioned your meta is "swarming" with flyers, why don't you try replacing a single flying removal or wipe with Sandwurm Convergence? This will take care of the problem a little longer unless you experience you are with a play group that has a lot of targeted removal and board wipes for enchantments. Another one is Katabatic Winds. Just a couple ideas for more funny flying hate that can be more permanent.

Maybe if you like to swing a lot, Constant Mists is always a good one to throw into the mix. Also your mention of Wood Elves would be a far better replacement in the deck for Sylvan Awakening. I know those two are not comparable, you might consider changing those two.

King_Ramses on The Commander Cube

4 years ago

While working on the various archetypes in this cube, I noticed that fliers were very powerful. I have taken measures to make sure that those who were drafting primarily green would come across some ways of handling them while in the draft process. One particularly fun one I enjoyed recently in a game was Katabatic Winds . It is always fun to play old mechanics and older cards that make people go "Wait, what does that do?". Happy Cubing!

JuQ on

6 years ago

I'm glad you liked my suggestions. I have a Omnath deck of my own (haven't uploaded it yet) where I have those cards but I'm reforming it because I can't make it work (that's why I was checking your deck), Omnath is expensive and it takes forever to star rolling even having tons of ramp. For me the problen is the deck being to heavy to move and passing the first turns doing nothing but taking lands out of the library and when I finally get to cast Omnath they kill it and now you have to get to 9 mana. Also I have big problems with flyers, I like your choices of Ulvenwald Hydra, Tornado Elemental and Cloudthresher, I was planning to run them myself.

Keep in mind that every meta is different, what works for me, won't necessarily work in your meta. From your deck I'd cut:

  • Apocalypse Hydra I'd cut it because it only synergize with the Elemental Mastery otherwise is another expensive underperforming fatty, you can put the elemental mastery on any of your power 5 creatures and get a good value out of it.
  • Golden Guardian  Flip from among all the fliplands in IXL and RIX that's probably the one I like the least, you need mana to play and flip it and you also need a big creature of your own to kill it in a fight, when you flip it you create tokens that don't synergize with the deck so I don't really see the point of it in this deck. If you have it because it produces two mana IMO Dowsing Dagger  Flip for a total of mana, you can flip it the same turn you play it and you can give the tokens to a player and attack another, on top of that the land produces 3, it's basically a cheaper situational Gilded Lotus
  • Frontier Guide to ramp a single land feels awfuly slow and inefficient, I'd rather play any of the CMC4 ramp sorceries.
  • Incandescent Soulstoke I don't think you can really win or deal serious damage by cheating a fatty for a turn and then losing it. Best thing you could throw at him is Molimo that depends on your lands, so in early game it's small in late game you can just cast it. The overal number of elementals in the deck is low. maybe something like Elvish Piper, Deathrender, Quicksilver Amulet or Champion of Rhonas instead?
  • Molimo, Maro-Sorcerer It's big and it has trample, but CMC7 is too high but I don't think it earns his slot without cheating it onto the battlefield.
  • Rubblehulk a cheap molimo without trample and Bloodrush which I guess not playing double strike you won't use that often
  • Spawnwrithe if there was a good plan to make this guy and his copies deal combat damage to an opponet I would love it, but he will be lucky if he manages to do it once on his own.
  • Mask of Avacyn unless you are protecting a low toughness guy Swiftfoot Boots or Lightning Greaves are better at protecting your guys. You can also use Steely Resolve to protect them all at the same time, but haste is king.
  • Seer's Lantern This card is terribly weak. You are already ramping like a mad man and if you want artifacts Worn Powerstone, Thran Dynamo and Sol Ring are better mana boost. For utility you can try Conqueror's Galleon  Flip (check if you can have combined power of 4 or greater the turn after consistently before including it).
  • Whispersilk Cloak this card is way too subtle, you want to combo off and crush your opponents with your 5/5 elementals or you are going 4th of July and throw sparks everywhere. If you just want protection the boots or the greaves are better cards.
  • Animist's Awakening you start the game with 40 lands in a 99 card deck which mean that at best you can only expect to find one land for every mana you spend on the . I say at best because you have many ramp spells that take lands from the library lowering your chances with this spell. Try instead Boundless Realms maybe you want to include more basic lands
  • By Force Not a bad card but you may want to swap it for Vandalblast or Into the Core if there are indestructible artifacts in your meta.
  • Clear the Land aren't there any more decent ramp spels with CMC3? find one that at leas don't give lands to your opponents Realms Uncharted don't ramp you but it will put lands in hand and graveyad, and not just basics.
  • Creeping Renaissance I want to like this card, but every time I tryed it, it underperformed. In this deck you have few permanents of a single type except for lands and you don't dredge yourself to put stuff in your graveyard. You do have a lot of lands, but to get those lands better use Splendid Reclamation, World Shaper, Ramunap Excavator or Life from the Loam. For a big, more flexible recursion spell I like Seasons Past
  • Growth Spasm replace for Kodama's Reach, or Cultivate. they are commander staples for a reason.
  • Mizzium Mortars replace for Blasphemous Act kills your creatures but you can be sure that it will kill almost everything and with discount
  • Pirate's Pillage allows you to cast Omnath on your 5th land but still i'd swap it for Harmonize another green EDH staple.
  • Primal Growth good card but you won't have disposable creatures on your early game and as a late game card is weak. As I told you before Kodama's Reach, or Cultivate (whichever you didnt used before).
  • Search for Tomorrow another good card that will perform better in other decks that really need to get to four mana ASAP, IMO some beefy ramp spell would be better for Omnath. Another one I like in this deck is Khalni Heart Expedition
  • Evolutionary Leap swap for Ashnod's Altar, you want your sac outlets to be activated without mana and without tapping. Your opponents will probably start worrying as soon as the see this card as it is often used for infinite combos.
  • Fires of Yavimaya for Anger. Mainly because you can cast it and put it on the battlefield to block in the early game and later you get the haste bonus. other good options for this end in this deck Ogre Battledriver and In the Web of War, same effect different formats.
  • Rite of the Raging Storm I ended up removing this enchantment from the deck because it is slow and don't help me with my defense, it's for more aggressive decks. The elemental that pops and sacrifices is nice when you have the commander, but It doesent justify the 5 manas.

What I'm still missing in the deck.

For me the problem with this deck is you need to so many card slots and turns ramping that you don't do much more. It is quite spectacular when you manage to combo off, but it feels a bit like a one trick pony. so that is why I'm tinkering with my Omnath deck trying to find balance for my meta.

Good luck with your deck, I hope I have been of some help.

StoveX1 on Little Green Men

6 years ago

Thanks, NicS18. I used to play back when Visions came out (then took a 20-year break), but I still had to look up what phasing did. That seems... weird. I like the card, but I'm not sure how I feel about only having it in play half the time. I'll order a copy of Katabatic Winds the next time I'm getting stuff and give it a shot, though.

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