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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle your library.
jarncards on hasteland
3 weeks ago
For global haste you can use Fires of Yavimaya, Concordant Crossroads, Mass Hysteria, and Urabrask the Hidden who will also conveniently turn off other people's haste. Anger and Barbarian Class also give haste after more effort.
Ant Queen, Artifact Mutation, Battle Hymn, Circle of Dreams Druid, Dragon Broodmother, Pest Infestation, Scute Swarm, Tempt with Vengeance, Sylvan Offering, Termagant Swarm are all useful if you can give haste to all of them.
Birds of Paradise is just the best mana dork.
You have green, so you might as well use the standard ramp package with Cultivate , Kodama's Reach, Explore , Farseek, , Rampant Growth, Three Visits and Nature's Lore. Probably ignore most mana rocks, because people are going to want to vandalblast you just because of the treasures.
Relentless Assault, Scourge of the Throne, Combat Celebrant, Hexplate Wallbreaker, World at War grant extra combats, with Hellkite Charger and Aggravated Assault potentially going infinite.
Vandalblast goes in every red deck. Even though youll have a ton of treasures i'd still run Brotherhood's End too
For draw spells consider Scroll Rack, Garruk's Uprising, Elemental Bond, Soul's Majesty, Furious Rise, Rishkar's Expertise, Beast Whisperer, Shamanic Revelation, Disciple of Bolas, Pact of the Serpent, Painful Truths, Harmonize, Sign in Blood, Night's Whisper, Read the Bones, Ambition's Cost, Ancient Craving, Damnable Pact, Commune with Lava, Lifeblood Hydra, or maybe Necropotence although the color restricion on necro is tough, treasures should take care of it.
Fable of the Mirror-Breaker Flip, Ragavan, Nimble Pilferer , The Reaver Cleaver , Gadrak, the Crown-Scourge , Ancient Copper Dragon , Old Gnawbone Ziatora, the Incinerator for more treasure makers. Pyrohemia and Pestilence could be fun with the extra mana. Awaken the Woods is an amazing x spell too, but wont appreciate the two aforementioned cards.
If you're using magda the deck will benefit from dragons and expensive artifacts. throw in Imperial Recruiter and Worldly Tutor, Vampiric Tutor, and Demonic Tutor all go in your colors. so you can get her more consistently. Darksteel Forge and Gate to Phyrexia can be tutored into play with her for five treasure.
If you use dragons, you could add Dragonstorm, but you should carefully consider how many cheap spells you expect to be able to cast if you arent building specifically towards this card. Chatterstorm, Empty the Warrens, Yawgmoth's Will, Jeska's Will, Mana Geyser, and Manamorphose, Past in Flames are all good on their own and would add synergy.
If it ends up dragon tribal, cards like Crippling Fear , Kindred Dominance, Crux of Fate
Swashbuckler Extraordinaire is a very good payoff for using treasures if you dont use certain other nightmarish dragons like Atarka, World Render, Blast-Furnace Hellkite, Terror of Mount Velus, Thrakkus the Butcher
Hybrow on Anti Tribal
1 month ago
Depending on if any overlap with some creatures in your deck, these are all pretty cheap adds, I ended up needing a spreadsheet to keep my creature types straight, lol. I made sure to have no Legendary, Humans, or Wizards... and not one duplicate creature type.
Topiary Stomper --land fetch
Sludge Monster -- targeted removal
Lord of Change -- draw
Prosperous Innkeeper -- life gain
Beastcaller Savant for ramp pays for himself first turn (if you duplicate)
Reef Worm - protection from board wipes
I would also recommend changing out some creatures that are underperforming for stuff like Cultivate, Circuitous Route, Explosive Vegetation, and Kodama's Reach .. my Volo tends to be pretty mana hungry.
Licecolony on NayaDinos
1 month ago
I'd add 6 or so lands. There's just not near enough there. It also seems you're expecting a really long game with cards to reshuffle stuff into your library and gain life. You start at 40 health. If you're taking that much damage, the extra 5 here or there aren't saving you. And reshuffling cards from the graveyard into the library is only going to be useful if you're playing against a mill deck or you somehow draw your entire deck. Both somewhat uncommon situations.
Cards under $3 that you might consider:
Return of the Wildspeaker
Knight of Autumn
Road of Return
Cards that I would call easily expendable:
Gift of Paradise
Oketra's Last Mercy
Elixir of Immortality
Slice in Twain
Enter the Unknown
DreadKhan on Korvold Sacrifice
1 month ago
There are lots of options to help fix your mana that have been printed, some of the handiest are those that can dig out a land, and lands that make more than 1 colour. Both are very useful, some effects can even dig out 2 or 3 colour lands, but these are pricier in most cases. Some budget options include Jund Panorama, Riveteers Overlook, Evolving Wilds, Terramorphic Expanse, Mountain Valley, and Rocky Tar Pit (the last two can find non-Basic lands, this includes Woodland Chasm, Highland Forest, Sulfurous Mire), Cinder Glade, Smoldering Marsh). Blighted Woodland can find other land types if you have Green already, Myriad Landscape can find Green (or another colour), finding Green is usually important because of cards like Cultivate, and Kodama's Reach, these ramp you but can also find you a needed land type. There are also even better options (arguably) like Farseek, Nature's Lore and the pricier Three Visits, these can find non-Basic lands, making them very useful. I always liked Harrow, it can find 2 different colours of land if it's helpful, there is also the lesser Roiling Regrowth. Since your Commander is at 5 mana, you might even include stuff like Skyshroud Claim or Circuitous Route, there are more but they aren't as popular due to costing 4 mana (you can get stuck on 2 or 3 lands).
A pair of random cards that might work for you are Midnight Reaper and Grim Haruspex, both draw cards whenever your creatures die, and cost very little mana. Another couple randomly useful creatures Dockside Chef, Skullport Merchant, and Mayhem Devil, which are certainly gotten pricier but is still extremely good.
Happy deck building!
Icaruskid on Azusa, Lost but Seeking Cthulu [Primer]
1 month ago
Thank you Profet93!
Fierce Empath replaces Time of Need. I like the early blocker and the classic synergy with Woodland Bellower.
Seek the Horizon replaces Kodama's Reach. Three lands per card is better than two.
Gaea's Cradle and Itlimoc, Cradle of the Sun are pretty good here. But this deck goes tall with a few creatures rather than wide as you said about Eldrazi Monument. Even though I have the card and there is no budget technically, I can play this deck in more pods when not running the more competitive card that is not at its best here anyway. Leaving it out for now but mostly because I want to play this deck as often as I can.
I'm keeping Shared Summons in for now as well because I like the cast triggers of Kozilek and Ulamog which are my most tutored Eldrazi. I'll try to find a spot for Tooth and Nail too as it helps with velocity even if I don't get the cast trigger.
Harrow and Springbloom Druid effectively give Azusa extra lands, just from the graveyard. They help with consistency when I don't hit Lotus Vale, Lotus Field, or the fetch lands and help justify Ramunap Excavator, Crucible of Worlds, and Perennial Behemoth. Speaking of, Perennial Behemoth's unearth ability is handy when Eldrazi Monument is out and even when I don't have it on the battlefield there are usually some other fodder like Tireless Tracker, Springbloom Druid, or Ramunap Excavator to buy three or more turns of indestructible flying Eldrazi which make the monument more than just a flavor win. If I cut the monument I would still need some protection from boardwipes in that spot. This is why Planar Bridge is so useful as I can grab Eldrazi Monument or Akroma's Memorial to get damage through. And using Planar Bridge to get Mana Reflection is also a near game winning play too. These cards are imperfect but they are hard to replace with single cards. Like Heroic Intervention or Asceticism or even Wrap in Vigor don't give multiple turns of indestructibility and evasion (flying).
I hear you on Desolation Twin. It does do work after a boardwipe though and I don't want to diminish organic threat density too much. Maybe this is where Tooth and Nail belongs. I'll try it out.
I really appreciate your ideas!!
aznb01777 on Witherbloom Witchcraft Upgrade
2 months ago
remove Greed put in Garruk's Uprising Taste of Death put in Binding the Old Gods Leyline Prowler put in Deathrite Shaman Gyome, Master Chef put in Essence Warden Nissa's Renewal put in Journey to Eternity Flip Revival Experiment put in Deadbridge Chant Paradise Plume put in Kodama's Reach Loxodon Warhammer put in Jarad, Golgari Lich Lord Venser's Journal put in Ivory Tower Elixir of Immortality put in Golgari Signet cut down your land count to 36 put in Sakura-Tribe Elder Eternal Witness Wood Elves Solemn Simulacrum
NV_1980 on So Many Spiders
3 months ago
I think you've produced an interesting deck, but there's something important that requires pointing out. Your land-count currently sits at 28. This could work, provided the deck has lots of low-cost ramp and/or rocks to compensate and/or lots of cheap draw/filtering. Problem is, it does not, which aroused my suspicions that this deck was going to act very slow.
To confirm this, I play-tested this deck 10 times. Here's what happened:
- Attempt 1: drew 6 lands in opening hand; could really start doing stuff by turn 4.
- Attempt 2: drew 1 land in opening hand; did a mulligan, again drew only 1 land, did a 2nd mulligan, again 1 land, 3rd mulligan, also 1 land (hand down to 4 by now).
- Attempt 3: drew 3 lands in opening hand but had to play 7 turns before I could cast anything meaningful.
- Attempt 4: repeat of attempt #2, although with 3rd mulligan I drew 2 instead of 1 land.
- Attempt 5: drew 2 lands in opening hand but no additional lands or ramp spells during the following 5 turns. Hand didn't contain anything useful to cast for 2 mana so was essentially stuck until turn 6.
- Attempt 6: first 'good' game; drew 3 lands in opening hand and also drew more in subsequent draws so that I could really play stuff from as early as turn 3.
- Attempt 7: second 'good' game; had Ishkanah out by turn 4 and could even use her delirium ability when casting her.
- Attempt 8: No lands on initial draw. Mulligan 1 yielded 3 lands. Couldn't cast anything until turn 5 though.
- Attempt 9: No lands on initial draw. Mulligan yielded two forests but drew no additional lands for next 8 turns and couldn't cast anything with two mana I had.
- Attempt 10: Repeat of attempt #9, only this time I couldn't cast anything until turn 7.
I don't know about you, but in my meta this kind of average speed would get me slaughtered. My advice to you would be to increase your land count to anywhere between 32 and 35, add some more cheap rocks (Arcane Signet, Fellwar Stone, Golgari Signet) and/or ramp spells (Rampant Growth, Three Visits, Cultivate/Kodama's Reach and maybe also add some more card draw opportunities like Beast Whisperer or Phyrexian Arena.
Niko9 on Need help for a green …
3 months ago
Cool, well it looks like an awesome build already, and here are maybe a few suggestions from my time as an elf player. Love the commander too, Freya may not be the most combo-power commander, but she's an amazing toolbox and sometimes that's so much better : )
allosaurus shepard isn't really necessary and can cut back the overall price a lot. I'd say the same with growing rights of itlimoc and in general all of the land ramp might be unnecessary just due to how much creature ramp you will get. Things like Fauna Shaman will be better than land based ramp because they will help you hit your Priest of Titania or other elf-ramp.
To replace some of the ramp like Kodama's Reach I'd put in more big creatures to pay off your ramp. carterhoof behemoth may be the staple, but there are great low cost alternatives.
Other than that there are a few ways you can go with the deck. Elfs can do many infinite combos if that's interesting in the playgroup, or you could also splash enchantments for Setessan Champion and other enchantress card draw. Or you could add toolbox creatures to make an aggro midrange deck that attacks with elves and equipments.
But yep, looks like a great deck already. I just think that to make it budget you might just want to look at what is really necessary. Worldly Tutor and Boseju and The Great Henge and nyxthos and Veil of Summer, I don't think they make the deck run as much as they make it run better, where something like Coat of Arms is absolutely one to include.
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