Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Tribal Enchantment — Treefolk Aura
Enchanted creature loses all abilities and is a Treefolk with base power and toughness 0/4.
4 months ago
This feels like it fits into a Commander precon. That's not a bad thing, I'm just trying to work out what sort of Auras you would be grabbing with this thing. The Impetus spells and Vows would be okay. Some stuff like Song of the Dryads and Lignify. (Seriously, what cards didn't get a LotR reprint? I skipped the previews, and now I'm finding the everywhere.) After that, it's mostly white and black control and debuff. Is there a specific interaction you were looking at?
The name is great.
5 months ago
Creature removal: Beast Within, Decimate, Kenrith's Command, Mawloc, Domri's Ambush, Ground Assault, Clan Defiance, Pit Fight, Ram Through, Inscription of Abundance, Ulvenwald Tracker, Lignify, Prizefight, Cosmic Hunger, Tail Swipe, Bite Down, Rabid Bite, Master's Rebuke, Devouring Tendrils, Warbriar Blessing, Epic Confrontation, Tandem Takedown, Chaos Warp, Vow of Lightning, Meteor Swarm, Volcanic Salvo, Arni Slays the Troll
Artifact/Enchantment removal: Migloz, Maze Crusher, Hull Breach, Kogla and Yidaro, Klauth's Will, Artifact Mutation, Cindervines, Vithian Renegades, Reclamation Sage, Tranquil Frillback, Kogla, the Titan Ape, Manglehorn, Masked Vandal, Titan of Industry, Woodfall Primus, Wickerbough Elder, Vandalblast, Abrade, Fall of the Hammer
Ramp: Goblin Anarchomancer, Incubation Druid, Springbloom Druid, Sanctum Weaver, Gyre Sage, Fertilid, Kami of Whispered Hopes, Biophagus, Wolfwillow Haven, Klothys, God of Destiny, Gift of Paradise, Font of Fertility, Dawntreader Elk, Omen of the Hunt, New Horizons, Blighted Burgeoning
We'll check these out next time.
6 months ago
10 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.
1 year ago
Player removal is still removal. Get aggressive and don't let him set up.
Suggestions above are all good. I like Kyren Negotiations in a token deck.
1 year 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.
1 year ago
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!
1 year 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?