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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Kodama's Reach
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.
theNeroTurtle on
"Royal Pain In The Ass" -Kethis Multicolor Legends
1 week ago
my personal preference is speed. Other than things like Worldly Tutor, I am a big fan of green land tutors since you are playing that color.
Speed is king in Commander.
FadingReality on
building
1 week ago
CREATURES:
I like every single creature with the sole exception of the Ancient Adamantoise. Glacial Chasm does the same thing but way better and is more on theme for the deck. Also, swapping an 8 drop for a 0 drop MASSIVELY reduces the deck's average cmc. I'd simply cut this. You need to cut two cards regardless AND you'll probably want to make more cuts so that you can add in some of my other upcoming suggestions. These suggestions will be different than my "swap" recommendations in my previous comment.
LANDS:
You are running two of the three karoo lands (Golgari RotFarm, Selesnya Sanctuary) in your colors. I'd reduce this to one. Normally I'd never run any of these cards except in VERY specific decks. That said, necrobloom is one such deck that I would run these in, but I would only run one. These are even slower than a normal tap land and are brutal to have destroyed by a strip mine or something. But in a deck that can recur lands and play more than one per turn, they are worth including one of. Pick one of these and cut the other. You are running 11 basics in a 3 color deck which is pretty high. In order to justify running things like Cultivate and Kodama's Reach you'll only need about 6-7 basics. I speak from experience. Even if you wanna run more than 7, 11 is really high. And again, I will be suggesting a bunch of lands to include, so you'll wanna cut some basics and a karoo anyway.
Last thing regarding lands: your land count of 40 is actually a good number. Normally 40 is way to high, but this is a "lands matter" deck so 40 is a good call here. You could probably get away with 38 or 39 too, but don't worry about that unless you are desperate for cuts.
SORCERIES:
These are all very good except for two. I'd cut Regrowth. If you still want this effect (you already have Eternal Witness) then run Bala Ged Recovery Flip. It's an MDFC land so it's awesome and synergies further with your deck. I'd also cut Dread Return. This card is actually VERY good and even saw some cEDH play when Flash/Hulk was still around. The flashback cost is also really good fro your deck. However, the initial cost of 4 is too slow. Consider Reanimate. This is the best reanimation spell in the game and this card is the reason reanimator decks are called reanimator. Also, with reanimate, you lower your deck's CMC more AND you can grab opponents' creatures with it.
INSTANTS:
I already recommended swapping Overkill for Swords to Plowshares. Other than that, I'd cut Reprieve. It's not terribly great (I know you want a pseudo counterspell, but this is meh). Cut it for Necropotence and that way you still preserve and actually upgrade the card draw in the deck.
ARTIFACTS:
As mentioned before, you should still try to keep world map if you can. Endstone should be cut. It's VERY powerful, but it's both expensive and risky. Necropotence is much better for drawing cards.
ENCHANTMENTS:
I like every single one of these with the sole exception of Spelunking. Sure it ramps you once (can wiff although VERY unlikely in your deck) but its 3 mana and theres a ton of two mana ramp you can run that's land based. Also you run 0 caves. The entering untapped IS nice, but swapping this card entirely for another card that let's you play more than one land per turn is going to be much stronger and also kinda negates the tapped lands as you're gonna be able to get more out which negates the slowness to an extent.
hyalopterouslemur on Overrated cards?
1 week ago
Third. Dark Confidant is second.
Another one I see a lot is Fertilid. Most of the time it's a slower Explosive Vegetation, admittedly for instead of , but you have to pay twice, so you're basically payingg over three turns. There are some typal benefits, and there are options for recursion, but that's about all I can see it in. All of that, and Veggies is kind of...There are like, 5 strictly better Veggies?
No, seriously, I looked it up.
Anyway, Fertilid is worse than Veggies, and definitely worse than Cultivate/Kodama's Reach, but I keep seeing it.
xram666 on
Arcades EDH
1 month ago
Some suggestions for cuts:
- Ring of Three Wishes way to slow
- Disenchant to many redundant effects
- Canopy Claws better play a removal spell like Path to Exile
- Shackles see above
- Robe of Mirrors replace with board protection instant (see abve comment)
- Dawn's Reflection see comment to Kodama's Reach
- Journey to Nowhere, Oblivion Ring, Pacifism focus more on own strategy that disruption the emeny one. And spot removal should always be an instant
- Angelic Chorus not needed
- Wall of Resistance for maybe Stoic Ephemera
- Gatecreeper Vine for a wall that really ramps you (see comment above).
Hope that helps.
xram666 on
Arcades EDH
1 month ago
Some upgrade suggestions:
You're playing way to less lands. Go up to at least 38 Lands.
Ramp:
Add more ramp (in sum you should end at around 9-11):
- Arcane Signet
- Vine Trellis
- Sylvan Caryatid
- Sunscape Familiar
- Overgrown Battlement
- Rampant Growth
- Farseek
but cut Kodama's Reach wtih execption of Axebane Guardian the ramp should help you get out Arcades at round 3, if possible.
Protection:
Replace Intervene with a flicker spell for one mana. Same effect but better synergy with commander. For example:
Replace Miscalculation with Arcane Denial
Replace Remove Soul with Displace or even better a board protection spell like:
Replace Seedling Charm with one of the following:
- Ajani's Presence
- Loran's Escape
- Tamiyo's Safekeeping (not exactly a budget option compared to the rest)
- Restoration Magic
Removal:
Replace Solemn Offering with Stroke of Midnight
Add an additonal one-sided massremoval like Slaughter the Strong
Backup for Commander:
Add
DubMC on
The Dork
1 month ago
Heart Warden would fit well here. There's a few cards you could upgrade that are still budget options, like trade out Mending Touch for Wrap in Vigor. Anytime you have a deck with lots of cheap costs I recommend adding more card draw like Beast Whisperer and Harmonize. I'd personally take out the weaker effects like Giant Growth and Armillary Sphere for things like Kodama's Reach and Cultivate. Fun idea!
seshiro_of_the_orochi on
Raffaaaaq My Opponents I Guess
1 month ago
Hey, so I find some time now.
In general, the list looks totally playable. Your mana curve is ok, maybe a little heavy on the 4, considering your commander is a 4-drop itself. I can see you took big parts from the Karlov Manor precon. What you added are many pillowfort cards like Propaganda, which is a good idea considering this is basically a voltron list.
Here's a general overview of what I think you could improve on:
-
The deck is really light on both lands and ramp. Having your land count at around 36 would be good to consistently draw enough lands. I counted eight pieces of ramp, and some of them are 4+ mana. Maybe try to get closer to ten pieces, and add in more cheap ones. Exalted wants you to have many cheap creatures, so adding in some mana dorks would work in your favour by synergizing with Sublime Archangel and similar cards. Cultivate and Kodama's Reach never get old, but Rampant Growth, Farseek and the recent Shared Roots would be great here. Btw, to give your clue strategy more versatility, you could add in Inspiring Statuary.
-
You are also light on removal, both targeted one and boardwipes. Swords to Plowshares, Path to Exile, Stroke of Midnight, Generous Gift and Beast Within are great spells with tons of reprints, so just get some of them. They are great additions. Regarding wipes, Divine Reckoning and Single Combat are very powerful for a holtron strategy, but even something as simple as Day of Judgment would be a great fit.
-
Now to the voltron pieces: The ones you have work fine, but you have few ways to get Rafiq through to deal damage. Aqueous Form and Rancor are easy additions. What's more, you really want to protect Rafiq, so add in some hexproof. Swiftfoot Boots is great here. There are lots of auras like Timely Ward that shield your voltron from death, and even some instant protection would do a fine job for you: Snakeskin Veil, Ranger's Guile and similar cards would be great for that.
Finally, here's a card I like a lot: Angelic Exaltation.
I guess my comment became longer than I planned. If you have questions or don't agree, let me hear it.
Master_J on
Froggin Time!
2 months ago
OUT: Cultivate, Kodama's Reach
IN: Kalakscion, Hunger Tyrant, Revitalizing Repast Flip
Big butts and some protection in lieu of land ramp that conflicts with some of my other big butts.
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