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Format | Legality |
1v1 Commander | 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 |
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 |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Llanowar Visionary
Creature — Elf Druid
When this enters, draw a card.
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trippy_mcfly on
Cumly Cube
2 days ago
Introducing Cumly Cube 1.4! Two months ago, Cumly Cube was updated to Cumly Cube 1.3, which was touted as balanced and without any notable flaws. There is no more insidious poison than hubris! Many cards remained that were too strong, or close to unplayable. Many archetypes existed in the cube but had too little support to ever be worth drafting. Many cards failed to fit the ethos of Cumly Cube. With 89 more cuts and adds, I am now pleased to announce that, this time, Cumly Cube has reached a final form! Perhaps a few cards are still too strong, too weak, or out of place, but the vast majority of the draft pool is now in an acceptable state. Any further changes to Cumly Cube 1 will exist as minor updates, swapping out only a few cards at a time. This means that there will never be a Cumly Cube 1.5, only 1.4.1, 1.4.2, etc.
Here are the changes, provided with brief justifications:
REMOVED:
ARTIFACT
- Basilisk Collar: equipment is not part of Cumly Cube 1
- Hedron Archive
: cut to weaken the artifact archetype
- Mox Diamond: cut to weaken the artifact archetype
- Mox Opal: cut to weaken the artifact archetype
- Mox Tantalite: cut to weaken the artifact archetype
- Sensei's Divining Top:cut to weaken the artifact archetype
CREATURE
- Academy Manufactor: cut to weaken the artifact archetype
- Archfiend of Spite: madness is not part of Cumly Cube 1
- Arsenal Thresher: too weak
- Augmenting Automaton: too weak
- Autonomous Assembler: Assembly-Workers have been cut from Cumly Cube 1
- Baleful Force: too weak
- Battleground Geist: cut for a better Spirit card
- Belligerent Hatchling: too weak
- Bloodpyre Elemental: too generic of a red card
- Bloom Hulk: there are better proliferate engines available in Cumly Cube
- Copperhorn Scout: cut to weaken the Elf creature type
- Crosis, the Purger: too annoying to play against
- Deathrite Shaman: cut to weaken the Elf creature type
- Deus of Calamity: too weak
- Dutiful Replicator: Assembly-Workers have been cut from Cumly Cube 1
- Dwynen's Elite: cut to weaken the Elf creature type
- Emperor's Vanguard: cut to weaken green
- Farhaven Elf: cut to weaken the Elf creature type
- Fear of Exposure: cut to weaken green
- Fertilid: cut to weaken green
- Galazeth Prismari: cut to weaken the artifact archetype
- Geyserfield Stalker: too weak
- Greater Gargadon: suspend is not part of Cumly Cube 1
- Hallowed Priest: cut for an identical card to support the Cat creature type
- Heedless One: cut for a similar card to better support the Elf creature type
- Hematite Golem: too weak
- Hunted Horror: too weak
- Impetuous Devils: too generic of a red card
- Jeskai Student: too weak
- Junktroller: too weak
- Lashweed Lurker: emerge is not part of Cumly Cube 1
- Llanowar Visionary: cut to weaken the Elf creature type
- Lodestone Golem: we have seen enough of this card in other formats
- Lunar Avenger: too weak
- Maze Behemoth: cut to weaken green
- Mishra's Self-Replicator: Assembly-Workers have been cut from Cumly Cube 1
- Morselhoarder: too weak
- Night Incarnate: too generic of a black card
- Omnath, Locus of the Roil: cut to weaken the Elemental creature type
- Phantom Nishoba: too weak
- Quirion Ranger: cut to weaken the Elf creature type
- Scalding Devil: cut to make room for more interesting Devil creatures
- Self-Assembler: Assembly-Workers have been cut from Cumly Cube 1
- Seton, Krosan Protector: cut to weaken green
- Soul of Zendikar: cut to weaken green
- Teferi's Sentinel: too weak
- Thought Monitor: cut to weaken the artifact archetype
- Torbran, Thane of Red Fell: too generic of a red card
- Ulamog, the Infinite Gyre: cut to make room for more balanced Eldrazi creatures
- Walking Ballista: cut to remove an infinite combo payoff accessible from the Cumly Zone
ENCHANTMENT
- Aura Shards: too powerful
- Blood Moon: we have seen enough of this card in other formats
- Impending Disaster: too weak
- In Bolas's Clutches: cut for a similar but more expensive version of this effect
- Night Soil: cut due to the presence of two other very similar cards
- Revel in Riches: too powerful
- Urban Utopia: cut to weaken green
LAND
- Ancient Tomb: too powerful
- Flagstones of Trokair: too weak
- Mishra's Workshop: too powerful
- Urza's Saga: too powerful
INSTANT
- Accelerate: too generic of a red card
- Bedevil: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Fading Hope: too generic of a blue card
- Fissure: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Fracture: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Frazzle: too generic of a blue card
- Inside Out: too weak
- Lens Flare: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Schismotivate: too weak
- Seize the Initiative: too weak
- Volt Charge: spot removal has been removed in favor of removal found in commands, charms, and confluences
PLANESWALKER
- Karn Liberated: too generic and powerful of a draft pick
- Nissa of Shadowed Boughs: animating lands is not part of Cumly Cube 1
SORCERY
- Broken Bond: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Chain Reaction: too generic of a red card
- False Dawn: too weak
- Grim Tutor: too powerful
- Ice Storm: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Lava Flow: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Sinkhole: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Tezzeret's Gambit: too powerful
- Wildfire: too generic of a red card
ADDED:
ARTIFACT
- Banner of Kinship: encourages building around creature types
- Conduit of Worlds: supports graveyard synergies
- Pillar of Origins: encourages building around creature types
CREATURE
- Aetherjacket: supports the Thopter creature type
- Ajani's Pridemate: replaces Hallowed Priest to support the Cat creature type and lifegain synergies
- Akroan Conscriptor: supports spellslinger synergies
- Alibou, Ancient Witness: supports the Golem creature type and other artifact decks
- Ancient Cellarspawn: supports the Demon, Horror, and Nightmare creature types
- Angelic Aberration: supports the Angel and Eldrazi creature types
- Axgard Artisan: supports the Dwarf creature type
- Bloodwater Entity: supports spellslinger synergies
- Brass Herald: supports the Golem creature type and encourages building around creature types
- Campus Guide: supports the Golem creature type
- Chief of the Foundry: supports the Construct creature type and other artifact decks
- Chrome Courier: supports the Thopter creature type
- Cursed Wombat: supports the Nightmare creature type and +1/+1 counter decks
- Darksteel Colossus: supports the Golem creature type
- Duergar Hedge-Mage: supports the Dwarf creature type
- Eidolon of Blossoms: supports the enchantment archetype
- Endbringer: supports the Eldrazi creature type
- Essence Depleter: supports the Eldrazi creature type
- Gimli, Mournful Avenger: supports the Dwarf creature type
- Gishath, Sun's Avatar: supports the Dinosaur creature type
- Herald of Slaanesh: supports the Demon creature type
- Hunting Velociraptor: supports the Dinosaur creature type
- Immaculate Magistrate: replaces Heedless One to support the Elf creature type
- It That Heralds the End: supports the Eldrazi creature type
- Kozilek's Channeler: supports the Eldrazi creature type
- Mayhem Devil: supports the Devil creature type
- Patrician Geist: replaces Battleground Geist to support the Spirit creature type
- Petravark: supports the Beast creature type
- Pillardrop Warden: supports the Dwarf and Spirit creature types
- Precursor Golem: supports the Golem creature type
- Prosperous Pirates: supports the Pirate creature type
- Quandrix Pledgemage: supports the Merfolk creature type and spellslinger synergies
- Roaming Throne: supports the Golem creature type and encourages building around creature types
- Rootwater Hunter: supports the Merfolk creature type
- Shambling Suit: supports the Construct creature type and other artifact decks as well as enchantment decks
- Shantotto, Tactician Magician: supports the Dwarf creature type and spellslinger synergies
- Smokebraider: supports the Elemental creature type
- Solarion: supports the Construct creature type
- Species Specialist: encourages building around creature types
- Squealing Devil: supports the Devil creature type
- Tayam, Luminous Enigma: supports the Beast and Nightmare creature types
- The Balrog of Moria: supports the Demon creature type
- The Lady of Otaria: supports the Dwarf creature type
- Three Tree Mascot: adds mana fixing and encourages building around creature types
- Titans' Vanguard: supports the Eldrazi creature type
- Torch Fiend: supports the Devil creature type
- Ulamog's Dreadsire: supports the Eldrazi creature type
- Vengeful Devil: supports the Devil creature type
- Venomcrawler: supports the Demon creature type
- Wavecrash Triton: supports the Merfolk creature type and spellslinger synergies
- Zara, Renegade Recruiter: supports the Pirate creature type
ENCHANTMENT
- Destructive Flow: offers a land destruction engine that can provide a large advantage in some decks
- Efficient Construction: supports the Thopter creature type
- Keldon Twilight: offers a creature destruction engine for aggressive decks
- Lay Claim: replaces In Bolas's Clutches as a more expensive control spell
- Might Makes Right: encourages large creatures and can be used in conjunction with sacrifice synergies as a creature destruction engine
- Porphyry Nodes: offers a creature destruction engine for slower decks
- Retreat to Kazandu: supports landfall synergies
- Shivan Harvest: offers a land destruction engine and supports sacrifice synergies
- Sunken Hope: offers a creature bounce engine for slower decks
- Whirlwind of Thought: supports spellslinger synergies
LAND
- Foundry of the Consuls: supports the Thopter creature type
INSTANT
- Atarka's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Aura Mutation: quite similar to Artifact Mutation
- Brokers Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Cabaretti Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Dromoka's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Kolaghan's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Lorehold Command: commands have been added to Cumly Cube to provide interaction and versatility
- Maestros Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Maestros Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Obscura Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Obscura Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Ojutai's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Pulse of the Fields: supports lifegain synergies
- Quandrix Command: commands have been added to Cumly Cube to provide interaction and versatility
- Riveteers Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Silumgar's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Silverquill Command: commands have been added to Cumly Cube to provide interaction and versatility
- Siren's Ruse: supports the Pirate creature type and blink synergies
PLANESWALKER
- Saheeli, Filigree Master: supports the Thopter creature type
- Vraska, Golgari Queen: supports sacrifice synergies
SORCERY
- Renegade Tactics: replaces Accelerate as a less typical red card
- Roar of the Crowd: encourages building around creature types
- Temporary Insanity: stealing creatures is a small but important part of Cumly Cube
- Witherbloom Command: commands have been added to Cumly Cube to provide interaction and versatility
amarthaler on
Pauper Ponza
3 months ago
Updates!
Out: 2x Llanowar Visionary... 1x Tinder Wall... 2x Mwonvuli Acid-Moss... 1x Rubble Reading... 1x Boarding Party... 1x Annoyed Altisaur
In: 1x Mountain... 4x Writhing Chrysalis... 2x Thresher Beast... 1x Colossal Dreadmask
DreadKhan on
Muldrotha Mill
9 months ago
Any reason you're not running land ramp effects? This is the most resilient form of ramp in Commander, very few decks target lands. There are permanents you can recast, like Wayfarer's Bauble, Sakura-Tribe Elder, Dawntreader Elk, Diligent Farmhand, Wight of the Reliquary, maybe Path of Annihilation? There is always Wood Elves and it's ilk. I feel like you could shave a few lands for land ramp effects, it's a good way to test them out and see if you enjoy the acceleration vs drawing so many lands.
You should also look at cards that help 'grease the wheels' of the deck, things like Llanowar Visionary and Elvish Visionary offer a body while drawing a card, and fwiw later on if you have nothing better to do you can just draw a card via Muldrotha. On that note, you might like small permanents that draw, there is trusty old Urza's Bauble, as well as Mishra's Bauble, if you don't run many artifacts then you should use these as good recast targets. Technically the info can be useful, but you mostly want them for free card draw.
I don't know if they're strong enough for your meta, but I used to love the old Seal of Removal family cards when I wanted small Enchantments. The others that might apply are Seal of Primordium and Seal of Doom, Doom is a lot of mana, but repeatable Artifact/Enchantment hate can be pretty helpful.
If you want to mill yourself you might like Altar of Dementia. This Altar can also be a wincon with a big enough creature, like Lord of Extinction or Consuming Aberration, or if you have a big enough board of smaller stuff. It's especially useful if people are going to hit you with a Farewell, this can let your creatures go to the graveyard for recursion while also milling someone (maybe you, maybe an opponent).
DreadKhan on Going beyond 40 lands if …
10 months ago
I think I largely agree with lukecwolf, you need a very good reason to want to run more than about 35 lands, depending on your colour you almost certainly have SOME options for cheap card draw effects, and in most games you'd rather see these than extra lands later, stuff like Sign in Blood and Spirited Companion/Elvish Visionary/Humble Defector help grease hands where you drew either a bit fewer or a bit more land than is ideal, these will make sure you're not stuck when drawing another land in it's place would only help when you have too few lands (and would be brutal if you had extra).
If the Jund deck you're talking about is your Mr Orfeo deck, I think you have too many lands for your average MV, I'd definitely run more land ramp spells (to generate faster/more consistent hands, land ramp can fix too), there are even some janky options like Dire-Strain Rampage and Road / Ruin that offer you combination ramp and removal, there are others that provide blockers (like Wood Elves and Farhaven Elf), just running this many lands makes me fear land floods. For the record, if you've got access to Green you probably shouldn't bother with most of the artifact ramp, Nature's Lore and Three Visits are much better than any of those, especially since they can find non-Basics. The other thing your deck should look at is stuff like Night's Whisper, Sign in Blood, Humble Defector, and Llanowar Visionary/Elvish Visionary, these often play better than more lands. I guess the final thought would be you can sneak some MDFCs in to replace generic lands, the new Stump Stomp Flip would probably be handy in your list for example, and I think most decks that can run Bala Ged Recovery Flip and Valakut Awakening Flip should do so, ymmv on others. At 40 lands I'd straight up shave lands for MDFCs.
I like Bounce Lands in decks that have shaved a few lands, they give you another land drop, but they do make you VERY vulnerable to anyone crazy enough to run Dwarven Miner/Dwarven Blastminer, so keep that in mind I guess? Most people don't use stuff like that in Commander, it's considered anti-social by a plurality of the format, but you might see a Strip Mine, but most people would rather keep their Strip Mine for something like Gaea's Cradle than spend it on a Guildless Commons. I would say with some confidence that you can probably shave a land for every 2 Bounce Lands you replace normal lands with, but I doubt I'd go over 4 or 5 in a deck.
jonjonhholt on
Mono Green Elves
2 years ago
love elves! has Llanowar Visionary felt good in play? i think its a really strong card but i feel like elves is so fast it might be a bit out of tune. also a huge fan of all of ur 1 drop mana dorks i think i need more of them in my elves list. btw Winding Way is another effect similar to Lead the Stampede as is You Meet in a Tavern but you may prefer Lead the Stampede.
JoosetheMuice
on
Gnoming on that green mana
2 years ago
Really love how this deck played last time. Some potential suggestions (not even necessary really) but anyway:
Titan of Industry serves the double purpose of artifact/enchantment removal and protection for Omntah.
Triplicate Titan as another late bomb for your top end.
Noxious Revival could be an interesting way to get omnath back cheap, but also has other versatility to grab your own creatures or stall an opponent with a bad draw in a tight situation.
Lesser stuff that could maybe work
Llanowar Visionary could be low-key good here as it replaces itself.
Squall Line if you think you need it, could be good to clear annoying creatures and win late game if u have a mana store.
Blackblade Reforged it's budget and could give the Nath a big punch late game.
Slashdance on
Forest Tribal, LoL
2 years ago
Thank you, both Basshunter & SufferFromEDHD
I may use Gaea's Touch, I think I have one if I search through green box.
I have a love/hate relationship with level-up cards. I love the idea, hate it when I actually play them, so I'm not so sure I'll use Joraga Treespeaker. I have her in my Elfball deck, but it's so mana hungry I rarely get past the first level. In this deck, Llanowar Visionary has a place with the early card draw along with ramp, and Devoted Druid is here for even faster mana ramp that doesn't require additional mana pumped into her to get an extra early green mana. I can also drop a +1 counter on her to reset, and I don't care if she dies because she's coming back (or will eventually come back). Joraga just wants too much from me when I want to cast other things early in the game. YMMV
Yavimaya, Cradle of Growth is indeed good. When I get one, I'll probably add it in, maybe in place of Mosswort Bridge.
Mana Web is brutal, indeed. I'd probably only use it if I wanted to play with a more competitive pod or in a tournament. It's great, but maybe a bit hardcore to play with friends. Although I do have a buddy that loves his $12 counter spell deck that this would be great against, lol. It's situational, for me, based on power level or deck types I expect to play against.
Hidden Path and Nature's Cloak could both be great, and almost feel like cheating in a deck like this, lol. If I find that I can't get my creatures through reliably, I might just do this. However, one of the beauties of this deck is that you almost WANT to get blocked a lot of the time. If I'm attacking with a boatload of lands, and my commander is out, I want my opponent to block so I can kill of his smaller creatures. I want him to make decisions. And I don't care if my Forests die, as they're coming right back to the table ... Untapped and ready to block for me (to which they can die again, come back, and by my turn have lost summoning sickness and I'm ready to read & repeat). By having Forestwalk, I get more damage in, sure ... but I lose my pseudo Vigilance that's built in with the recursion that makes this deck fun. So, for now, I keep the Forestwalk out. That said, I'm more likely to want a sorcery/instant for Forestwalk for a surprise win condition, such as Nature's Cloak.
Scarwood Bandits is always fun. However, it doesn't have much synergy with the deck and I would prefer the deck to stay more focused. Lots of fun cards in green to toss in for flavor, though, and this would be great if I went on a little tangent.
Basshunter on
Forest Tribal, LoL
2 years ago
Hi, really enjoyed this one - like the idea!
you could think about:
Gaea's Touch - strong in every mono green deck and perfectly fits in a forest tribal
Joraga Treespeaker - imo better than Llanowar Visionary or Devoted Druid
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