Kazandu Refuge enters the battlefield tapped.
When Kazandu Refuge enters the battlefield, you gain 1 life.
: Gain or .
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|Commander / EDH||Legal|
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Kazandu Refuge Discussion
7 months 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.
1 year 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.
1 year 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.
1 year ago
Hey, you're welcome :)
What's the max budget you have to make card upgrades? When you finish making upgrades what price range can you have for total deck cost? The precon for example at $60 is low and I would hope you could afford at least $50 for upgrades. If you can afford more expensive price cards then my card suggestions will be different then if you can't. Smothering Tithe and Birds of Paradise for example are very good cards for ramp, but they might be too expensive for the budget.
What advice about upgrades would you like?
Some cards from the precon that can be cut since they're not as good as others or don't have good enough synergy with Ghired:
- Blossoming Sands
- Graypelt Refuge
- Kazandu Refuge
- Rugged Highlands
- Cliffside Rescuer: can only protect something once which is not worth it when there's options that can be repeatable.
- Doomed Artisan: these tokens are not worth populating.
- Roc Egg: has to die before it does anything.
- Heart-Piercer Manticore: can be fine as creature removal, but I think there's better options.
- Scaretiller: too slow as ramp or anything else.
- Tahngarth, First Mate: belongs in it's own deck as Commander General.
- Atla Palani, Nest Tender: belongs in her own deck as Commander General.
- Soul of Zendikar: there's better six drops to play.
- Emmara Tandris: there's better seven drops to play.
- Tectonic Hellion: yikes.
- Desolation Twin: too much mana and the token is lackluster with no evasion.
- Commander's Insignia: not a good anthem effect for four mana.
- Full Flowering: this doesn't do anything unless you a lot of mana and a have a token on the battlefield to populate.
- Trostani's Judgment: there's much better lower mana cost options to exile a creature. Getting to also populate is not worth four or five extra mana.
- Soul Foundry: too slow.
1 year ago
Take a 2nd look at your land base. You run expensive fetches like Scalding Tarn but also super budget lands like Kazandu Refuge or Temple of Abandon . I'd just replace those two with basics and also cut the Evolving Wilds . For a 2 color deck you shouldn't need that much fixing and you run plenty.
enpc on Naya lands
1 year ago
Sorin_Markov_1947: What format are you building for? If it's for a 60 card deck, it gets a lot easier because you can include 4 copies of of Jungle Shrine , Kazandu Refuge , Graypelt Refuge and some Terramorphic Expanse s/ Evolving Wilds with some basics.
If you're talking commander however it gets trickier as you can only have one copy of each and have to dig deeper in the list.
1 year ago
You have an lot of lands that are coming into play tapped. I agree you should fit some more basic lands in to take advantage of your green ramp spells. Also, if you're going to use a ramp card like Circuitous Route , more of the tapped lands you play should be guildgates.
You have what looks like a full cycle of bounce lands Simic Growth Chamber , etc. and lifelands Kazandu Refuge , etc. For budgetary reasons my suggestion will be to replace the lifelands with the guildgates and then keep the allied colors in one cycle and opposing colors in the other, add Command Tower and Exotic Orchard 4 Forest , 2 Island , 1 Swamp and 1 Plains as you'll want green mana before anything else to ramp with.
Obviously if you want to really improve the mana base you should invest in shocklands but that gets pricey quick though recently I've been able to pick up some 'slightly played' copies for $5 so maybe with some shopping around you can get them on the cheap.