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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Kazandu Refuge enters the battlefield tapped.
When Kazandu Refuge enters the battlefield, you gain 1 life.
: Gain or .
1 year ago
I know you’re running on a budget, but where you’re spending the budget confuses me. Why spend the budget on Fabled Passage and not Werewolf Pack Leader which costs similar, but gonna do much more for the deck.
Speaking of the land base, I’d replace Gruul Guildgate for Kazandu Refuge, and why, why, why?!? Would you run Gateway Plaza in a non gate deck, especially just a two color one. Kessig wolfrun will do you a lot of favors and has recently become budget again. Gruul Turf and Cinder Glade are also great budget lands, especially with all your basics.
Immerwolf can protect your werewolves from transforming and Child of the Pack Flip both serves to boost your team and a mana sink. Mayor of Avabruck Flip boosts your team whatever side is up and Mondronen Shaman Flip can dissuade your opponents from casting spells to transform your werewolves.
Removal and ramp, you totally need it! Hull Breach is a great card. Broken Bond is a pet card of mine, cheap removal that can also ramp you. Chandra's Ignition can serve as a board wipe for you. Rampant Growth and Migration Path can help ramp you too.
Hope this helped, a little work and you can totally get this to a playable deck!!! Have fun and keep budget…
1 year ago
Hey! Thank you so much for the extensive feedback! You make a lot of good points!
However, I think you underestimate the power Splinter brings. Being able to remove all win cons from a combo deck or removing all basic lands of one type is what really makes ppl hate it. But I have been considering bringing the count down to 3.
I am surprised about you also not liking Smash to Smithereens; I see your point with always having a destruction card, but ultimately, the end goal is to kill the opponent, not just control them. So killing a permanent and pinging them 3 seems like a win-win imho. Or?
Ancient Stirrings is definitely something I must try to insert here. I have played against it; how have I not realized how good it would be here?..
And Barrier Breach I have already considered for side board. :) Gotta deal with those pesky God-creatures.
Anyway, thanks a lot for all the feedback! Have a lot to think about now.
1 year ago
Nice build! Very juicy!
Some thoughts from looking through the list:
As you already mentioned, Shenanigans looks really good here. But I wouldn't necessarily drop Ancient Grudge for it, as Grudge will almost always be a 2-for-1, where as Shenanigans will always be a 1-for-1 (it's just you can have it in hand whenever you want it). Shenanigans is better than all of Destructive Revelry, Smash to Smithereens, and Splinter, so I'd suggest ditching one of them (if it were me, it'd be Splinter.
Your land count is really low. A bunch of your cards need for you to be at 3 mana, which you're going to only reach unreliably at 20 lands. I'd suggest going to 22 personally. This will also help you actually get Rust Scarab out too (which I personally think works good as a 1-or-2-of)
I'm really unconvinced by Splinter. If you're hosing your opponents boardstate, it usually won't matter whether they have more copies of a particular card in-deck. More often than not, it'll be the instants/sorceries giving you grief rather than the permanents (and Splinter can't hit those). This'd be the card i'd be ditching for Shenanigans as mentioned above. Splinter is a sideboard card at-best.
You mentioned on the forum-thread potentially using Voltaic Key, but I don't think this is necessary, as once the engine is going, the untap of the Key is just overkill. Something like Ancient Stirrings might be better suited though, as it gives you a turn 1 play, and lets you grab either additional lands, or grab additional Liquimetal cards (I would suggest staying at 20 lands if you added a playset of Ancient Stirrings).
Barrier Breach feels really strong here, though probably just as a 2-of. The cycling is nice if you're in a bad spot, but it's also going to end the game on-the-spot if you have multiple Liquimetal cards in play.
I reeaallly don't rate taplands (Kazandu Refuge). They're going to trip you up more often than they're going to help you colour-fix. Personally I'd sooner be running all your lands as basics, than include the Refuge. Only running 2 colours, and nothing needing multiple of a particular-pip you're very likely to be fine just running all basics anyway.
If it were me, I'd be ditching 4x Splinter, 4x Tin Street Hooligan, and 1x Smash to Smithereens, for 3x Shenanigans, 4x Ancient Stirrings, 2x Barrier Breach - but that's just me. You'll have a better idea of whether this sounds viable or nonsense.
1 year ago
Hey, nice version, but the manabase hasn't been as upgraded as much as the rest of the deck, you forgot Command Tower.
Because you have Avacyn, Angel of Hope and Ulamog, the Ceaseless Hunger do you really need lots of other big creatures? Most creature board wipes are good with Eggs because even if Atla will die to the wipe she will trigger for each Egg that also dies. All your opponents creatures die and you're left with a battlefield of creatures from Eggs. Avacyn and Ulamog have indestructible making them survive board wipes that destroy or do damage.
Vanquish the Horde and Blasphemous Act are powerful creature board wipes in multiplayer Commander because they care about the number of all creatures from all players on the battlefield. Wrath of God and Day of Judgment are the traditional four mana ones and Austere Command is very versatile. Fanatical Devotion is a nice budget sac outlet for Eggs since it can protect Atla from most board wipes.
Consider more ramps sources especially two drop or less ramp that's not creatures can help with Atla?
The manabase here has a few good lands (Mesa, Orchard, Glade, Shrine, Panorama), but most are subpar for much lower budget decks. Temple of the False God is a not a good land; my advice is cut it from all your decks even decks with green which have land ramp. Needing five lands just for Temple to be able to make mana isn't worth it. The Life lands such as Blossoming Sands, etc. are lackluster since 1 life gain is not worth the land always ETB tapped. If you're on a budget for lands then consider these for upgrades?
- Command Tower
- High Market: sac outlet.
- Battlefield Forge
- Canopy Vista
- Overgrown Farmland
- Path of Ancestry
- Game Trail
- Fortified Village
- Furycalm Snarl
- Alpine Meadow
- Sungrass Prairie
- Mossfire Valley
Some cards to consider cutting:
- Temple of the False God
- Ancient Ziggurat
- Blossoming Sands
- Kazandu Refuge
- Rugged Highlands
- Slagwoods Bridge
- Thornglint Bridge
- Wind-Scarred Crag
- Arctic Treeline
- Highland Forest
- Sudden Disappearance
- Soul Foundry
- Dictate of Heliod
- Brood Monitor
- Guild Feud
- Ulamog's Crusher
- Breaker of Armies
- Gruul Ragebeast
- Dreamstone Hedron
Good luck with your deck.
2 years ago
I haven't run this through any playtests, but at first glance, it seems to have a decent curve, some interaction / protection, and several anthem effects. Can you give more of an idea of what makes it feel like something's missing? Are you running into snags while playtesting?
Otherwise, just a couple general comments: I feel like Lambholt Elder Flip and Mondronen Shaman Flip are a bit weak. I'd replace them with a stronger creature (see below). And while I like the transformed side of Kruin Outlaw Flip giving menace to all your dudes, that double red worries me. Have you had trouble casting it on T3? I also don't know if I'm a fan of Instigator Gang Flip. Maybe I'd feel differently if I playtested it, but +1 to attackers seems low impact for 4 CMC. Sure, you get +3 at some point, but I'd evaluate it more on its front face.
If you were to cut any of those (potentially up to 9), here's some possible additions:
As a 4 CMC replacement for Instigator Gang, Nightpack Ambusher is both an offensive and defensive buff, and its flash speed allows it to be a combat trick as well as allowing you to better control which turn spells are played on for transform. Finally, it can generate you some bodies.
For similar reasons, Spirit of the Hunt can be a good 3 CMC replacement.
Speaking of 3 CMC, not a creature but Howlpack Resurgence is strong. Again with the flash, but in addition to the buff, you get trample, which can be really important in some matchups.
Speaking of trample, Waxing Moon is another way to get it. This might be better as a sideboard card, though, if you ever end up adding one.
And lastly, speaking of a sideboard, Silverfur Partisan might be good against certain matchups that want to one-for-one your creatures with kill/bounce effects. Full on hexproof would be better, but this at least makes the transaction more in your favor.
Finally, as an upgrade to the manabase, I'd replace Kazandu Refuge with one that doesn't enter tapped. Lots of options to choose from, but some of the better ones are Copperline Gorge, Fire-Lit Thicket (cheaper now thanks to its Double Masters reprint!), Grove of the Burnwillows, and of course Stomping Ground. Any of those could replace Karplusan Forest as well.
Hope some of this helps! +1 from me.
3 years ago
Hey, good casual version of Gishath.
Even on a budget you can improve the manabase especially by adding some other lands that have interaction with the land ramp spells. Farseek and Skyshroud Claim are unique because they can search for a dual land with two or more different land types.
Glade and Vista are called Battle lands and are the better budget options because they have interaction with a lot of basic lands, only needing two of them for these lands to ETB untapped. These two lands could replace lands that always ETB tapped such as Blossoming Sands. Sheltered and Scattered are called Cycle lands and are simply upgrades for other lands that will always ETB tapped such as Kazandu Refuge.
Some other budget lands to consider adding:
Tower and Orchard are called Rainbow lands and are two of the best budget lands for mulitcolored Commander decks especially Tower it's a powerful land.
You're right ramp is very important with Gishath and one of the best budget mana dorks for ramp is Faeburrow Elder. It can tap for two mana (green and white) which is already good for a mana dork, but it can be better if you control a red permanent then it can tap for three mana (green, white and red). That's it for your deck, since it's only three colors, but for other decks especially five color if you also controlled a blue and a black permanent then Elder can tap for up to five mana (one of each color).
Dinos are fun and there's a new budget Dino in Ikoria who's powerful fun. Quartzwood Crasher is a five drop 6/6 with trample which are already good stats, but what makes it even better is it can repeatedly create huge Dino tokens. It creates a Dino token who has trample therefore Crasher along with the token makes each other Dino token that much more powerful. Since the more trample power you have on the battlefield the bigger the Dino token could be. Crasher triggers when any creature you control with trample does combat damage to a player meaning that itself doesn't have to attack to create a token.
Crasher's power level increases a lot when it has haste such as from Alpha, Huntmaster or Rhythm of the Wild. With haste as long as you do combat damage to a player with Crasher then you create at least a 6/6 Dino token which is potentially 12 trample power of Dinos for five mana. Many of the best Dinos have trample including Gishath and Ghalta as well as Regal and Carnage, etc.
Congregation at Dawn is a budget instant creature tutor that can get three different Dinos to setup the top of your library for when Gishath attacks. Which then lets you cheat those Dinos of your choice onto the battlefield. Fierce Empath is a not a Dino, but it can tutor for a six CMC or higher Dino and put it into your hand. It's good with Regal as another tutor that can get Regal. With Regal and minimum six lands on the battlefield you could cast Dawn before you cast Gishath and end up with a massive battlefield of Dinos of your choice.
Good luck with your deck.
3 years ago
Hey, nice budget version of Ghired.
Dolmen Gate and Mother of Runes were just reprinted in the Mystery Card Booster set. Gate is good with Ghired letting you safely attack with him to populate. As long as Ghired is attacking in combat any creature that blocks him will not do damage to him. Reconnaissance is the more expensive price card that also does this and it has the bonus of being able to untap your creatures to use them as blockers.
Breath of Fury is a budget card that's deceptively powerful with tokens especially with Ghired. Fury is a infinite attack combo with Ghired and one Rhino token as long as Ghired is safe to attack and the Rhino token will do combat damage to a player. Enchant the Rhino token with Fury, attack with Ghired and Rhino. Enchanted Rhino does combat damage to a player, sac it and then enchant the newly created Rhino token. Untap your creatures and attack again. This is infinite attacks as long as Ghired can popluate the Rhino each attack. Fury could replace Soul Foundry.
When playing heavy green then take more advantage of green mana dorks. Mana dorks are some of the strongest cards in green. They're better in green for ramp than mana rocks and land ramp spells.
These mana dorks could replace Circuitous Route, Explosive Vegetation, Selesnya Guildgate, Gruul Guildgate. Eladamri's Call, Idyllic Tutor and Open the Armory are three budget tutors to consider adding. Each one gets a different card, but it's still helpful to have tutors. These tutors could replace Commander's Sphere, Selesnya Signet and Desolation Twin.
Good luck with your deck.