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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Lignify
Tribal Enchantment — Treefolk Aura
Enchant creature
Enchanted creature loses all abilities and is a Treefolk with base power and toughness 0/4.
Epicurus on
Runadi, Behemoth Caller: Beef Chief
2 months ago
First off, I am not a competitive player by any stretch. So take any comments I might make with that in mind. It is very likely that I'm just not a good enough player to understand. And I mean that honestly. In other words, I'm trying to learn something here.
Just going on the statistics, the deck has 34 spells that cost 5 or more (with 16 of those cards split equally between MV7 and 8), while only having 10 cards that cost 2 or less. That's more than a 3-1 ratio, with the larger category comprising slightly more than a third of the deck.
Of your mana ramp spells, 4 are in the MV5 or higher category, while having only 3 in the MV2 or less category. Even the remaining 7 ramp spells, at MV4 and 5, can't be played in the first two rounds unless you happen to get one or more of those 3 early ramp spells in the first 8 cards drawn. An even more lopsided ratio exists for the removal.
Constructed as such, when I playtest the deck, I'm almost always drawing for at least 4 turns before I can play a single spell. Just nothing but MV5+ spells and lands. The percentages don't make sense to me.
I guess what I'm getting at is that I've always thought that the ratio should go the other way around. Heavy on the lower cost ramp, and include a select few power ramp cards for a huge mid-game push. Generally fueled by the obvious Elvish selection (Llanowar Elves and all of it's counterparts). And yes, I do recognize that your land base is pretty stellar.
To answer your question, some of my favorite mono-green removal spells are already on your list. If I were to list a few others, I would include Manglehorn, Broken Bond, Caustic Caterpillar, Song of the Dryads and Lignify. For colorless, Warping Wail, Ratchet Bomb and Powder Keg. I don't know if stuff like Chalice of the Void, Trinisphere or Thorn of Amethyst would do anything for you, but they might put your opponents on a level playing field with you. And yes, if all else fails, you could at least have a Fog or two or three or four in the mix to at least stave off combat damage whilst you spend turns building resources.
I think that I'd have to actually see you play it to appreciate how it works.
bushido_man96 on Answers to Massacre Wurm for …
6 months ago
Player removal is still removal. Get aggressive and don't let him set up.
Lignify, Song of the Dryads, and Kenrith's Transformation can render the Commander useless.
Suggestions above are all good. I like Kyren Negotiations in a token deck.
Rhadamanthus on Question about "Number of times …
7 months ago
The counting works normally. Every time you use mutate to merge something onto that creature, it has "mutated". This is just a fact about events in the game, not anything to do with what abilities the creature does or doesn't have.
To the additional question: the effects of things like Lignify and Kenrith's Transformation will continue to overwrite the new mutations. In the system of "layers" used to determine an object's characteristics, certain types of effects are applied before others regardless of the order in which they happened in the game. For the specific layers relevant to your examples: characteristics resulting from merging are part of Layer 1, type-changing effects are Layer 4, color-changing is Layer 5, ability-removing is in Layer 6, and P/T setting is in Layer 7. The creature will continue to be a base 0/4 treefolk with no abilities in the case of Lignify, and a base 3/3 green elk with no abilities in the case of Kenrith's Transformation.
lil_cheez on Question about "Number of times …
7 months ago
Hiya folks!
I've been building a mutate commander deck and while looking for possible corner-cases, I've been stumbled with the following:
If a mutated creature "loses all abilities" (for example is enchanted with Lignify or Kenrith's Transformation), and I try to mutate on it something that counts the number of times the creature mutated (like Porcuparrot), does the counting happens normally? The creature still knows how many times it mutated?
Additionally: If that same creature suffer future mutations, it will look like the "new" creature or it will still be suffering the effects of the aura?
Thanks in advance!
EnbyGolem on
Treefolk Terror
7 months ago
Always lovely to see treefolk tribal :)
Lignify is a really cool removal option that fits right into the flavor you already have established here. I especially like it against other commanders since it’s one of the few ways to effectively remove them without giving your opponents an option to return it back to the command zone.
In general I find tribal tough to build uniquely since so many of the anthem effects are expensive, highly used artifacts like Coat of Arms, Door of Destinies, Herald's Horn, Obelisk of Urd, Vanquisher's Banner, Icon of Ancestry, all of which I’m guessing you wouldn’t be interested in.
Belbe's Portal is kinda neat and I don’t see often; flavorfully, it doesn’t really match but mechanically it might synergize?
Lunar_Wing on
Miirym, Sentinel Wyrm
9 months ago
I have been working on this deck too. Mana is indeed the problem but once you get going, you very quickly wipe out most people.
I personally think you can work in 1 of 2 ways for this deck.
One of them is mana ramp which is what I see your trying to work with.
The other way is cheat in dragons!
Alaundo the Seer is a way to help you get out some high cost dragons however is a bit slow build up.
Minion of the Mighty is perfect for this deck as it will help you at least cheat in 1 dragon and with your commander that 1 becomes 2!
Monster Manual and Quicksilver Amulet are great helpers as well.
Heirloom Blade can help keep dragons in your hand so the fun never stops.
Other notable additions are
Molten Echoes for give you an extra monster with haste which also works great with Minion of the Mighty. Thanks to your commander you will get 3 dragons for 1 turn, 1 has haste but is gone at end of turn. Alternatively just add an enchantment that provides haste so both your original cast dragon and his token can both attack right away.
Skanos Dragonheart is a crazy powerful addition that can be slightly lower cost then some dragons.
Old Gnawbone and Goldspan Dragon and absolute powerhouses if you can afford them.
To help deal with pesky commanders out there I like to always include at least one nullifying enchantment such as Lignify
Swap Cancel for Counterspell
bushido_man96 on
First EDH deck: Naya Cheat in Updated
1 year ago
Targeted removal is a good thing. But I wouldn't run Return to Dust either. At 4 mana, you just as well go with a boardwipe. And being able to double it up by casting it as a sorcery is not a good trade off. Swords to Plowshares is a much better option. Beast Within and Lignify are good ways to isolate threatening creatures.
Fecundity can benefit your opponents, yes. But thought here is that if you have a deck that is focused on killing creatures for advantage, then you will probably benefit more than your opponents. I honestly think there are players that worry too much about other players benefiting from some of your own plays. Its an interactive game, and it makes it fun. Cards like that can help you gain some allies at the table at times. It's strictly your call, but I personally play the card and enjoy it.
I would say that you could probably look at cutting your planeswalkers for some things that will actually help your deck do what it wants to do. Yes, planeswalkers are cool, and the ones you are running do some generally good things, but I don't think they lend to your deck's focus. You can't hunt them out with Atla, and none of them produce anything that Atla can use.
Glancing over the list, it looks like you have a lot of precon hangover, with lots of creatures that make tokens when they come into play. You have several cards that populate, too. Those play more into Ghired's ability than Atla's. If you want to focus on Atla, then you want to go in on making Egg tokens, as opposed to any of the others. That's where some changelings can come in handy.
Optimator on
Tricksy Pixies
1 year ago
I have an Imprisoned in the Moon in the stack of cards for you. It, along with Oubliette, are amazing commander removal because they don't exile so the commander can't be returned. Cards like Lignify and Frogify allow the creature to block, so they aren't as good on commanders. Still, they're good on regular creatures--not saying not to run Frogify. Hell, if it were me I'd run a ton of Frogify effects for fun.
This is the reason Imprisoned in the Moon, Song of the Dryads, and Darksteel Mutation are so desired.
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