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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
This enters the battlefield tapped.
: Add .
, , Sacrifice this: Search your library for a Forest card and a Plains card and put them onto the battlefield tapped, then shuffle your library.
1 month ago
I tend to run a higher land count in my 5 colour decks (37-39 feels 'normal', your more competitive mana base would allow you to run less and still fix reliably, but I'd hesitate to go below 34 with a 7 MV Commander). As you're not at the full size for your deck, you have room to throw in some lands, and since opponents sometimes run effects that have 'find a Basic', you might want one of each Basic. Rampant Growth (and Expedition) has to find a Basic Land, so you should either add basics or switch it with Nature's Lore or Wood Elves.
I feel like a few more creatures would help, Birds of Paradise is a good ramp source, Ignoble Hierarch is a slightly worse one, and Tireless Provisioner offers a potentially better Lotus Cobra (you could use both IMHO). Very good if you run enough Fetch lands obviously. If you run both, you probably want all 10 Fetch lands, and might even run Krosan Verge, which is great with Triomes anyways. Really $$, but Urza's Incubator is a strong card in Dragons, even your Commander benefits. Really weird, but I guess Herald's Horn and Descendants' Path are pretty sweet. If you can get your creature count in general high enough, Lurking Predators can bring out multiple dragons per turn cycle, and when it doesn't find a creature you still get to scry. Dragon's Hoard, and Dragonspeaker Shaman are probably solid includes.
You probably want some card draw in here, but if you use Tiamat as your Commander over Ur-Dragon, you probably don't need Rush of Knowledge, but Stinging Study still draws a hand's worth of cards for 5 almost regardless of where your Commander is. Garruk's Uprising would probably fit. Due to having lots of big creatures, Return of the Wildspeaker is probably not bad, and Overwhelming Stampede might be good enough to close games for you.
You probably don't want to run stuff like Land Tax or Gift of Estates with actual Green ramp, if you have access to Green, you usually are better off running Green ramp over Gift of Estates type spells. YMMV!
Counterspell is a risky card to run in a 5 colour deck, it's hard to have UU mana up to cast it. Does it mostly deal with creatures, or protect vs wipes? Swan Song and Arcane Denial are both cards worth a look, the new An Offer You Can't Refuse might be interesting as well. I personally like 1-3 counters in my 5 colour decks, with competitive decks running more, overly Casual ones might run just 1 as a wildcard. Negate is much easier to cast I expect, and thus you're more likely to have the mana up.
If you are interested, Tyrite Sanctum can give Tiamat an Indestructible counter right away since she's already a God. Not sure if you care about keeping her out though!
2 months ago
I can't decide if a Commander like this is the type you'd want to run stuff like Collective Voyage and New Frontiers to compliment Tempt with Discovery. Most decks do not need as tight fixing, and some players run very few Basics to find. I run these in my Sisay deck atm, and I usually am happy with them, getting WUBRG is very important, and most other decks don't actually care quite as much as you do about fixing, it just speeds them up a tad. I suspect you'd need to up your Basic count, but even 10 total Basics would probably be as much as people are going to go for with Voyage, and many pods run very few Basics.
Very slow ramp, but Krosan Verge can find a non-basic Forest and Plains, which can fix your mana with Triomes very easily.
Might not be very 'fun forward', but I understand that Morophon, the Boundless is downright hilarious with Jodah. Morophon or The World Tree are both huge with Maskwood Nexus, Maskwood and Morophon lets you cast all your creatures for free from hand, while Maskwood and The World Tree (and WWUUBBRRGG I guess) puts as many creatures into play from your library as you want, and it doesn't require your Commander, handy if people hate Jodah off the board out of fear.
Very cool deck!
3 months ago
Hey, I saw your forum topic asking for help.
The manabase and ramp/color fixing could use some tweaking, but more draw is really what your deck needs. That's the area of your deck to consider spending some on for improvements.
- Mentor of the Meek --> Aggressive Mammoth
- Welcoming Vampire --> Mowu, Loyal Companion
- Ripjaw Raptor --> Aetherstorm Roc
- Idol of Oblivion --> Woodland Mystic
- Return of the Wildspeaker --> Leyline of Abundance
- Shamanic Revelation --> Renata, Called to the Hunt
- Harmonize --> Arcus Acolyte
I choose these cards as suggested cuts because you have better cards that do the same or similar effects. More draw especially repeatable draw sources replacing some of this redundancy could help gameplay.
The manabase is overall good except the amount of Forests, which is too many. The ratio of color sources in the manabase is 28 green:16 white:16 red. 28 green is almost double amount of another color which is a little much. Forests are important, you want them as most lands, but I don't think you need 12 of them. Green one drop mana dorks are good, but I don't think only three of them are enough to play so many Forests to hinder the other colors in the chance that you have one in your opening hand with a Forest. Crop Rotation can get any land by sacing a Forest.
Some manabase problems are 12 Forests, the Slow Fetch lands, Aether Hub, Arctic Treeline and Highland Forest. 12 Forest reduces the color fixing from lands too much. Grasslands, Krosan Verge, Mountain Valley are too slow for what they do and are not needed because you have Marsh Flats and Windswept Heath.
Aether Hub is relying too much on three cards that proliferate or Aetherstorm Roc. Consistently Hub won't have enough energy to make colored mana. Arctic Treeline and Highland Forest are nice that they have basic land types, but you don't really need them because you have Shocks and Tangos.
Consider cutting some basic Forests for more budget lands that can make green or another color?
- Crop Rotation --> Aether Hub
- Exotic Orchard --> 1x Forest
- Path of Ancestry --> 1x Forest
- Jungle Shrine --> 1x Forest
- Game Trail --> 1x Forest
- Fortified Village --> 1x Forest
- Battlefield Forge --> Krosan Verge
- Naya Panorama --> Grasslands
- Opal Palace --> Mountain Valley
Making these lands changes can balance the ratio of color sources to 26 G:20 W:20 R. This balance keeps the amount of green close to what you have currently while increasing the amount of white and red. Of course most of these are the least expensive price playable lands that you could add. There's many others that are more price/better lands.
Good luck with your deck.
4 months ago
First off, how many Lands are you intending to add? How many are non-basics? I run 38 lands in my two 5 colour decks, both running lots of Basics, but also ~10 duals and things like Myriad Landscape, Blighted Woodland, and Krosan Verge to ramp via lands, and potentially find a needed colour.
If you get your lands sorted out, it makes it easier to rate your deck. A lot of decks like to have ~10 copies each of ramp, card draw, and removal, as well as a few board wipes. These are just rules of thumb, where people your meta can dictate how much of each you need. If you want, I can take a closer look at your list, after you've sorted out at least the lands and ramp (ramp is stuff like Sol Ring or Rampant Growth that add permanent mana). Sorry if this comes off as condescending, just not sure what your experience level is!
5 months ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)
7 months ago
I suspect you'd benefit from a few more White mana sources, or things that can find them. Blighted Woodland and Myriad Landscape are readily cast ramp that can find plains for you. Krosan Verge is on colour here, and is probably worth running as well, as it can find non-basic lands for you, like the Kaldheim Snow Duals. There are also ramp spells that can find those Snow Duals, so it's not just about the pricier Fetch Lands. The relevant Snow Duals are Arctic Treeline Alpine Meadow and Highland Forest. Farseek can find Meadow at least, and things like Nature's Lore, Three Visits, Skyshroud Claim can find any that are Forests. These have no other upside, but getting access to White mana off of Three Visits is going to help. Most people just find Shock Lands with Farseek, but Snow Duals are very solid options to have.
The other thing that jumped out is the low amount artifact/enchantment hate. Cards like this are really useful in Commander, there is almost always a target, even if you draw a few of them. Viashino Heretic is good artifact hate on a stick, Devout Witness can hate on either, but is worse at it's job. You can also run Green options, which often sac the creature like Thrashing Brontodon or work as a Comes Into Play effect like Reclamation Sage. Since you have big creatures and love to have Jared get hit, Ulvenwald Tracker can arrange for Jared to get swatted by the biggest thing on the board every turn, either killing it and growing or just growing.
10 months ago
Krosan Verge, Arctic Treeline, Myriad Landscape, Blighted Woodland, and Path of Ancestry are good land inclusions while also being pretty cheap, having ramp options in your land base can be pretty useful for the late game, though the colorless-ness of some of them could definitely cause problems if you're playing the aggro game.