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Format | Legality |
1v1 Commander | Legal |
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Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Kin-Tree Invocation
Sorcery
Put an X/X black and green Spirit Warrior creature token onto the battlefield, where X is the greatest toughness among creatures you control.
Bravo_Christian on Abzan Scales
2 years ago
Hey man, your deck is very similar to my abzan scales deck. I made mine when Khans first dropped and have made small improvements to it but it's still a pretty consistent deck.
For creatures I do run 1 Abzan Battle Priest and 2 Mer-Ek Nightblade. I Appreciate the buffs they give but that's usually after a few turns. Ainok Bond-Kin and Abzan Falconer are also great to have as they come out earlier and give creatures first strike and flying. You already have the falconer of course.
For spells I run Citadel Siege, Brave the Sands, Bioshift, Feat of Resistance, and Solidarity of Heroes. Kin-Tree Invocation is also very nice. Recently I paid two mana to get a 9/9 spirit. For removal I use Hunt the Weak, Naturalize, and Putrefy.
Don't forget about proliferate. You're using Planeswalkers to create tokens which will work, but I always find that Planeswalkers are easily removed. Cards like Courage in Crisis and Grateful Apparition are cards I've been thinking of adding and they might work for you too!
Reznor31 on GERALF’S CORPSE LAUNCHER - Zombie Combo [VOW]
2 years ago
I think Kin-Tree Invocation could be something to test with if you want a modern variant instead.
Kukkakaali on Tuhmeliinit Cube
3 years ago
Version 2.5. No more oyster: - Jaya's Greeting + Young Pyromancer - Chandra's Pyreling + Risk Factor - Chandra's Spitfire + Heartfire Immolator - Spelleater Wolverine + Warlord's Fury
- Aven Eternal + Blink of an Eye - Giant Oyster + Talrand's Invocation - No Escape + Vapor Snag - Witching Well + Mistral Singer - Of One Mind + Peek
Version 2.6. Kaldheim and Strixhaven boosters: - Colossus Hammer + Access Tunnel - Camaraderie + Fall of the Impostor - Cliffhaven Kitesail + Hall of Oracles
- Kin-Tree Invocation + Binding the Old Gods - Boneyard Lurker + Infuse with Vitality - Kiora, Behemoth Beckoner + Moritte of the Frost - Incubation / Incongruity + Quandrix Cultivator - Spellheart Chimera + Prismari Command - Final Payment + Humiliate - Zealous Persecution + Killian, Ink Duelist - Kaya, Bane of the Dead + Closing Statement
- Parhelion Patrol + Glorious Protector - Oppressive Rays + Doomskar - Pouncing Lynx + Codespell Cleric - Inspiring Captain + Leonin Lightscribe
- Concentrate + Behold the Multiverse - Kasmina, Enigmatic Mentor + Saw It Coming
- Fleshbag Marauder + Brackish Trudge - Blight-Breath Catoblepas + Sheoldred, Whispering One - Audacious Thief + Unwilling Ingredient - Hagra Constrictor + Tergrid, God of Fright Flip - Blood Beckoning + Go Blank - Murder + Poison the Cup - Lazotep Reaver + Umbral Juke - Herald of the Dreadhorde + Feed the Serpent
- Inordinate Rage + Infuriate - Heightened Reflexes + Claim the Firstborn - Furious Rise + Tormentor's Helm - Syr Carah, the Bold + Breakneck Berserker - Fire Servant + Rune of Speed
- Ranger's Guile + Snakeskin Veil - Reclaim the Wastes + Big Play - Scute Mob + Dragonsguard Elite - Loathsome Chimera + Regrowth
Saccox on Three Life Blink Pezzent! (10/12 Euro/$)
3 years ago
Arthurshepard80 di rimozioni carine a basso costo ce ne tantissime nel bianco( Reprobation , Silkwrap , Recumbent Bliss ecc...)ho piu problemi a decidere cosa rimuovere per fare 4 spazi,sforbicero tra le creature che 27 sono tante. Per il tuo idra con il nero ce un botto di carte: Retribution of the Ancients , Kin-Tree Invocation , Grim Affliction , Slitherhead ,ci sono tante interazioni con segnilini +1+1 e il verde/nero.
TheVectornaut on New hubs to be added
3 years ago
"Toughness Matters" is definitely an alternative name I've used before, and it does help to include a broader set of cards like Sapling of Colfenor , Kin-Tree Invocation , and Grizzled Leotau that only rarely find themselves in the average defender deck.
TheVectornaut on When The Wall Is Up Against You
3 years ago
I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.
Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.
For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.
The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.
Kukkakaali on Tuhmeliinit Cube
4 years ago
Version 2.1. Mystery booster draft best picks. -Moldervine Reclamation, +Kin-Tree Invocation // -Bedeck / Bedazzle, +Azra Oddsmaker // -Ethereal Absolution, +Zealous Persecution // -Castle Embereth, +Artisan of Kozilek // -Gate Colossus, +Renegade Map // -Clockwork Servant, +Sigil of Valor // -Diamond Knight,+ Bomat Bazaar Barge // -Griffin Protector, +Cast Out // -Shining Aerosaur, +Dictate of Heliod // -Battlefield Promotion, +Cartouche of Solidarity // -Terror, +Skeletal Scrying // -Raging Goblin, +Ghitu Lavarunner // -Ancient Hellkite, +Flametongue Kavu // -Overgrowth, +Grapple with the Past // -Unsummon, +Man-o'-War // -Chillbringer, +The Mirari Conjecture // -Thunder Drake, +Sigiled Starfish
ShreddedByCrows on Offenza is the Best Defenza
4 years ago
Lots of subthemes you got there, that's some interesting challenge. All in all, you're running way too many high-costed cards for a Commander that generally revolves around more of an aggressive strategy. I'll further provide you a personalized list of adjustments, trying my best to keep it at the lowest budget as possible.
Very first thing, 37 lands is too much for an Anafenza deck imo. You can easily go down to 35/34 in order to feel more proactive. That being said, the mana base of your decklist is pretty unstable, and you'll need better mana rocks, around 5/6 good rocks should do it helping you stabilizing.
The second thing to bring up is that you play loads and loads of creatures with actually specific abilities that don't always combine altogether well. Like, for example, in which way would Slimefoot, the Stowaway help Anafenza, the Foremost being consistent? My answer, without another kind of appreciation than logic: not any single one. If you need cheap legendary to keep it up with your theme, there are better options, but remind that this was only a little example.
Finally, you lack reactivity because of very few instant/flash spells. It's not as necessary as some think, but still have a way to protect dutifully your creatures is a key for aggro/midrange decks in EDH. Being able to answer what your opponents bring up to the tape is moreover essential, and I don't see enough removals/tricks in there.
So, let's take a closer look from now on. I'll make some different categories starting with the cuts to make it easier to read.
1.) Back to 100 cards:
-
Abzan Battle Priest > not bad on its own, fits decently in some casual decks with +1/+1 as their central archetype. It's not a good card to include since you aren't only focusing on this aspect. It's too slow, unreliable.
-
Abzan Falconer > same comment
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Mer-Ek Nightblade > still the same / it's even the worst one
-
Tuskguard Captain > still and still water
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Spirit of the Hearth > overcosted, overrated, no particular reason to include this card there even if a Cat Spirit feels pretty cool
-
Wingmate Roc > not bad but too slow, doesn't synergize well with your themes, in concurrence with just better cards on the spot
-
Soul of the Harvest > overcosted card draw outlet, I'll procure you some better option for a cheap price
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Slimefoot, the Stowaway > despite being legendary, doesn't do much
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Reya Dawnbringer > recursion is like... really good, but damn this card is slow and bad. You have to wait one whole turn for it to trigger, with only cards like Shalai, Voice of Plenty in your list to protect it. Yeah, I don't think it'll happen often. Definitively cut.
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Noosegraf Mob > +1/+1 card but without any real synergies. You have better options.
-
Mowu, Loyal Companion > a bad Pir, Imaginative Rascal is just bad
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Lena, Selfless Champion > too slow
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Hornet Queen > good card but doesn't fit in there, seems like a weird choice of token generator
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Parhelion II > cool card, poor consistency there
-
Quietus Spike > same: cool card, poor consistency
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Kaya, Bane of the Dead > slow removal, pretty bad imo
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Brave the Sands > non-mbo with Anafenza, overrated card
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Abundance > good card, not needed there
-
Kin-Tree Invocation > not bad not good, lacks interactions
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Mirari's Wake > same comment as for Abundance
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Leyline of Abundance > not enough interactions
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Panharmonicon > not enough interactions
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Trostani, Selesnya's Voice > not enough interactions
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Sorin, Vengeful Bloodlord > not enough interactions
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Oketra's Monument / Rhonas's Monument > not needed, too slow
-
3 basic lands
2.) Cheap Improvements:
2.1.) Mana Rocks:
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Sol Ring > yeh it's boring to see this card everywhere I know
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Talisman of Unity / Talisman of Hierarchy / Talisman of Resilience > better than the Signet Cycle and affordable since Horizon is a recent expension
-
Fellwar Stone > excellent mana rock, tapping for every color most of the time
2.2.) More removals:
Those are the classical ones you surely know. They are easily affordable and would give your deck a small lift at controlling the board state.
2.3.) Better Legendaries:
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Mikaeus, the Lunarch > not the cheapest already, but really effective, almost a staple for your deck style
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Hope of Ghirapur > underrated card, does a lot, insane with recursion to lock down a combo player at low cost
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Anafenza, Kin-Tree Spirit > certainly a staple / and somewhat a reason to get rid of the token subtheme which is maybe a bit too much
-
Syr Faren, the Hengehammer > also certainly a staple / aggressive, good interactions with Anafenza, better than lords already in your deck
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Kethis, the Hidden Hand > Yawgmoth's Will for legendaries? I'll take that. It could also be a nice alternative commander when you face more control-ish decks you're stuck against, enabling you to have an efficient late game on its own once made your commander.
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Mangara of Corondor > Legendary creature which works as a nonsituational removal. Really good. Even if you can't always activate it when it hits the table, your opponents have to get rid of it using their hand resources and you make 1 for 1.
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Masako the Humorless > Underplayed card / can be a game-changer / and it's a legendary creature.
2.4.) Voltron Outlet:
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Swiftfoot Boots / Lightning Greaves > those are staples
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Sword of the Animist > ramp while keeping the pressure on your opponents
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Hero's Blade > certainly a staple there with your legendary subtheme
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Blackblade Reforged > same comment as for Hero's Blade
2.5.) Other cool cards to look at:
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Throne of the God-Pharaoh > feels like a staple / Legendary
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Vivien's Arkbow > cheap tutor / overall excellent
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Vivien, Champion of the Wilds > flash out your creatures for more survivability and tricks
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Primevals' Glorious Rebirth > excellent win condition / recursion
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Kamahl's Druidic Vow > excellent win condition / Genesis wave for legendaries' madmen
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Eladamri's Call > staple / it's cheap now that it's been re-edited in Modern Horizons, I'll try to get a copy of it by trading/buying it if I were you
3.) Medium Budget Improvements:
3.1.) Mana Rocks:
3.2.) Even more removals:
3.3.) Legendaries' Staples:
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Saffi Eriksdotter > ameliorated Brought Back on a legendary creature
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Rishkar, Peema Renegade > nice ramp, +1/+1 counters, overall really strong
3.4.) Neverending Voltron Outlet:
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Konda's Banner > Yeh, it's a little bit expensive money speaking, but it does everything you're searching for, like a bridge between your Cats, your legends and your Voltron strategy.
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Skullclamp > staple
3.5.) Cool cards:
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Eternal Witness > best green recursion card
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Green Sun's Zenith > one of the best green tutors
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Scout's Warning > good card overall, cycles when you don't need it
4.) Expensive Improvements:
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Finale of Devastation > tutor, win condition, not a necessity though
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Blade of Selves > good equipment, not a necessity
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Umezawa's Jitte > Core tool of lots of Voltron decks, would be necessary if you want to confront this deck to more competitive ones.
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Swords' package > same comment as for the Jitte
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Mox Amber / Mox Opal > definitively both staples, but really expensive, could be replaced with other suggested mana rocks even if you won't get the same efficiency
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Thalia, Guardian of Thraben > meta-depending staple
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Gaddock Teeg > meta-depending staple
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Liliana, the Last Hope > card-draw/legendary
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Loyal Retainers > staple if you're going more in the legendary archetype
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Heroic Intervention / Teferi's Protection > protect your stuff staples
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Selvala, Heart of the Wilds > card-draw/legendary/ramp
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Reki, the History of Kamigawa > card-draw/legendary
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Captain Sisay > staple / tutor / legendary
5.) Some other cards you could try (which I mostly haven't, or for which I have a doubt about their efficiency):
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Sigil of Distinction > feels Voltron-ish
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Sigiled Sword of Valeron > interacts with Anafenza, creates tokens, Voltron equipment
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Masterwork of Ingenuity > I used it long ago in my Tajic's deck, which was globally a Voltron deck running between 15/20 pieces of equipment. Dunno if it could be of use there but it's a good card for sure.
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Heart of Kiran > good card overall, you can Crew it and buff the creature you used to do so with Anafenza. That being said, I think it may reveal too inconsistent.
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Sensei Golden-Tail > seems funny
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Kunoros, Hound of Athreos > powerful hate-bear with good stats and abilities, certainly really good in a more good-stuff oriented iteration.
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Isamaru, Hound of Konda > Lil' bro' of Kunoros doubtlessly, made for aggressive purposes. Good overall.
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Thalia, Heretic Cathar > also more of a good-stuff card.
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Taranika, Akroan Veteran > I never played her but damn she seems strong af.
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Hua Tuo, Honored Physician > repeatable recursion.
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Pir, Imaginative Rascal > not that I dislike it, however Hardened Scales already was a bad card if I'm honest. Pir is a tad bit better. Certainly better than Corpsejack Menace you're running, and carries more interactions.
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