Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Lumbering Falls enters the battlefield tapped.
: Add or .
: Lumbering Falls becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.
4 months ago
Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.
Part 1: Ramp
In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.
Part 2: Card draw
Just as important as ramp is card draw: Galea won't always be available to you.
Part 3: Removal
Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.
The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.
Part 4: Boardwipes
In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.
Part 5: Protection and Evasion
In Voltron, tempo is crucial.
- In: Negate and Delay are inconditional and cheap counters mana-wise.
- Out: Calculated Dismissal and Frilled Mystic aren't.
Now to the Auras:
- In: Spirit Mantle, Unquestioned Authority and Mask of Law and Grace are protection and evasion at the same time (protection also means it can't be blocked).
- Out: Favor of the Overbeing, Observant Alseid and Leafcrown Dryad.
Following the same logic as with removal, I'm using auras over instants to protect the Voltron.
- In: Shield of the Oversoul, Alpha Authority, Canopy Cover.
- Out: Benevolent Blessing, Shielding Plax, Karametra's Blessing. (I believe proactive protection goes miles farther than a reactive one.)
Part 6: Tutors
Part 7: Win Conditions
Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.
Part 8: Lands
- You might consider more lands that fix your colors and manipulate the top of your library at will: Terramorphic Expanse, Temple of Plenty, Temple of Enlightenment, Temple of Mystery, Cabaretti Courtyard, Brokers Hideout, Obscura Storefront, Naya Panorama, Esper Panorama.
- Rogue's Passage is great evasion on a land.
- Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
- Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
- Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
- Azorius Chancery, because you don't run the other two bouncelands.
- Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
- Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
- Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.
If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!
9 months ago
Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair
- Cathar Commando
- Gideon, Ally of Zendikar
- Gideon Jura
- Parallax Wave
- Haughty Djinn
- Thirst for Discovery
- Hullbreaker Horror
- Baral, Chief of Compliance
- Liliana, the Last Hope
- Liliana, Waker of the Dead
- Rotting Regisaur
- Massacre Wurm
- Legion Warboss
- Kiki-Jiki, Mirror Breaker
- Ilharg, the Raze-Boar
- Tooth and Nail
- Biogenic Ooze
- Niv-Mizzet, Parun
- Sin Collector
- Nahiri, the Harbinger
- Grist, the Hunger Tide
- Escape to the Wilds
- Trostani Discordant
- Natural Order
- Celestial Colonnade
- Creeping Tar Pit
- Lavaclaw Reaches
- Raging Ravine
- Stirring Wildwood
- Shambling Vent
- Wandering Fumarole
- Hissing Quagmire
- Needle Spires
- Lumbering Falls
- Underground Sea
- Volcanic Island
- Tropical Island
- Quirion Ranger
- Frost Titan
- Crystal Vein
- Cave of Temptation
- Talisman of Creativity
- Talisman of Curiosity
- Talisman of Conviction
- Talisman of Resilience
- Talisman of Hierarchy
- Strionic Resonator
- Sunken Hollow
- Cinder Glade
- Canopy Vista
- Prairie Stream
- Smoldering Marsh
- Irrigated Farmland
- Scattered Groves
- Canyon Slough
- Fetid Pools
- Sheltered Thicket
- Seal of Cleansing
- Battle Screech
- Eidolon of Rhetoric
- Spirit Link
- Shoreline Ranger
- Deep Analysis
- Fate Unraveler
- Visara the Dreadful
- Ultimate Price
- Ruinous Path
- Bloodsoaked Champion
- Scab-Clan Berserker
- Sin Prodder
- Slice and Dice
- Firebrand Archer
- Vessel of Nascency
- Seal of Primordium
- Lifecrafter's Bestiary
- Abrupt Decay
- Appeal / Authority
- Wear / Tear
- Rhythm of the Wild
- Unburial Rites
- Enigma Drake
11 months ago
Regarding your land base I see you're running Misty Rainforest, but not any of the lands it's 'meant' to fetch - these are dual lands that still have land types and are thus fetchable. Tropical Island, Breeding Pool etc. I don't think you need to run Misty as you're only in two colours and green is the king of ramp, so you're unlikely to be hurting for the right colours as well as cutting 1/10th of your deck's cost.
I don't like to spend a lot of money on my land base (especially in only two colours) but there are some cheap dual lands that are good to throw in, these come in untapped if you fulfill certain conditions (which are reasonably easy to obtain, especially in green) Dreamroot Cascade, Flooded Grove, Hinterland Harbor, Vineglimmer Snarl.
(Simic Growth Chamber is fine to keep - make sure you are bouncing a land you've already tapped for mana though, pro tip)
This is just my opinion so take this with a grain of salt. But I would replace the following lands
Myriad Landscape enters tapped, you're in two colours, one being green so you've got better ramp choices.
Blighted Woodland green has better ramp than this.
Lumbering Falls unless I'm missing something you don't need the utility of having a man-land.
Misty Rainforest expensive mana-fixing and you don't have the other lands needed to make full use of it, and again green has all the ramp options.
Rejuvenating Springs is fine but I prefer cheaper options.
Again, my opinion, but you seem light on removal and ramp while heavy on land. Most decks run 33-36 land, being in green you could probably get away with 33. Try throwing in some of these Nature's Lore/Three Visits, Vastwood Surge, Growth Spiral, Migration Path, Ordeal of Nylea has some synergy, and if you put it on a creature that already has two or more counters on it, you can sacrifice it the same turn you play it. This is by far a non exhaustive list so feel free to google simic ramp and see what other options there are.
As for removal you'll want to make sure you have removal for not only creatures, but other non-land permanents mainly artifacts and enchantments which can sometimes be difficult depending on your colours (I'm assuming you won't have to deal with problematic lands most of the time). Pongify, Curse of the Swine and, Reality Shift are good picks (Curse of the Swine-ing yourself to create lots of piggies is never not funny and unexpected.)
You don't seem to have any boardwipes, these are cards that, in a panic let you just erase everything from the Battlefield (barring lands, usually) and can be great for when your opponent(s) are simply getting ahead of you in terms of having a developed board-state. The best one you have available is Cyclonic Rift but is a bit pricey, others include Wash Out, Evacuation, Devastation Tide and, Nevinyrral's Disk (for an actual board wipe). Unfortunately Blue really only has options that return things to hand instead of thoroughly destroying or exiling and Green straight up has nothing except anti-flying. They do most of their removal through fighting.
This is turning into an absolute wall of text and I'm getting lazy so I'm just gonna finish here by copying a comment from a YouTube video
Card Draw: 10
Single Target Removal: 10-12
Board Wipes: 3
Standalone (cards that are effective by themselves/with commander): 25
Enhancers (cards that amplify or are amplified by standalones or commander): 10-12
Enablers (covers a weakness or fills a gap in your strategy): 7-8
Cards on your theme: 30(ish)
Consider overlaps (cards that count in multiple categories) and partials (cards that count as 'half' in a given category. E.g. scry 2 as half a card draw card)
1 year ago
- Fellwar Stone --> Arcane Signet
- Stirring Bard --> Chaos Dragon
- Owlbear Shepherd --> Dragonborn Champion
- Worn Powerstone --> Dragonlord's Servant
- Avenging Hunter --> Drakuseth, Maw of Flames
- Wandering Troubadour --> Ghostly Flicker
- Lumbering Falls --> Path of Ancestry
- Solemn Simulacrum --> Panharmonicon
- Wood Elves --> Return of the Wildspeaker
- Flameshadow Conjuring --> Sneak Attack
- Tiamat's Fanatics --> Thunderbreak Regent
2 years ago
1x Ash Barrens -> 1x Prismatic Vista
1x Bojuka Bog -> 1x Bojuka Bog
1x Command Tower -> 1x Command Tower
1x Darkwater Catacombs -> 1x Watery Grave
1x Dimir Aqueduct -> 1x Morphic Pool
1x Evolving Wilds -> 1x Fabled Passage
1x Exotic Orchard -> 1x Exotic Orchard
4x Forest -> 4x Forest
1x Foul Orchard -> 1x Overgrown Tomb
1x Golgari Rot Farm -> 1x Yavimaya, Cradle of Growth
1x Ice Tunnel -> 1x Urborg, Tomb of Yawgmoth
4x Island -> 4x Island
1x Jungle Hollow -> 1x Woodland Cemetery
1x Llanowar Wastes -> 1x Mana Confluence
1x Lumbering Falls -> 1x Rejuvenating Springs
1x Myriad Landscape -> 1x Misty Rainforest
1x Opulent Palace -> 1x Opulent Palace
1x Reliquary Tower -> 1x Reliquary Tower
1x Rimewood Falls -> 1x Rimewood Falls
1x Simic Growth Chamber -> 1x Breeding Pool
1x Sunken Hollow -> 1x Sunken Hollow
2x Swamp -> 2x Swamp
1x Terramorphic Expanse -> 1x Verdant Catacombs
1x Thornwood Falls -> 1x Zagoth Triome
1x Tidechannel Pathway -> 1x Tidechannel Pathway
1x Winding Canyons -> 1x Winding Canyons
1x Yavimaya Coast -> 1x Yavimaya Coast
2 years ago
2 years ago
At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.
Field of the Dead
Bring your land count to 38 or so
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.
2 years ago
Very nice. Just before I start talking about cuts and edits, I want to say that your land count is WAY too low. I usually play 35-36 lands, with about 5-10 other mana producers. Only CEDH decks run such a low land count, because they need to play fast with cards like Mana Crypt and such. Add more lands to the deck.
I will start with talking about cuts, because there are a few cards that I feel shouldn't be in the deck.
Jace, Wielder of Mysteries is known for being a wincon in CEDH and strategies that want to mill themselves out. However, it's not right here. There is no real upside to adding it to the deck, so this is an obvious cut.
Thirst for Knowledge: I'm not sure why you put this one here. It doesn't work well due to you having such a low artifact count. Also, it's only a one time card draw, which isn't too good in commander. I guess Chemister's Insight goes in this section as well.
Finale of Revelation can be a good card, but it's mainly used as an infinite mana sink. I would not recommend this in a deck that doesn't go infinite and focuses on creatures.
Nyx Weaver is getting worse and worse. It has gotten to the point where it's nigh unplayable. Cut.
Clone, despite being the original clone, is considered to be one of the worst. I would definitely cut this one out.
I know Nascent Metamorph is a fun card, but people overestimate what this card can do. Don't play it in any non-chaos build.
Mirror Shield? Just don't run it.
Ok, so those are the 10 cards I would cut. Now, adding cards is a bit harder. In my suggestions for the forum for this deck, I suggested a reanimator theme, but it looked like you didn't take it, so I won't add too many cards from reanimator strategies. Also, it looks like you are working on a "budget", so I won't suggest anything over ~$20.
Just a quick note; When people are making these clone strategies, they often forget to put enough creatures to copy. This is a common deck building mistake, but something that will cost you games.
As Jimmy showed in the latest "Game Knights" episode, Solemn Simulacrum is crazy in clone decks, and seconds as ramp and card draw.
Finally, speaking about ramp, Rampant Growth is still one of the best ramp cards in the game.
Now, you may have noticed I only suggested 5 cards when I cut 10, and that's because you need to raise your land count. Below are some budget but good lands you should work with. Also, try not to work with too many tap lands, as they slow your game down.
Zagoth Triome: A bit pricy but it's fetchable or can be used to dig through your deck.
Finally, I will recommend my favorite cycle of lands, the pain lands. Llanowar Wastes, Yavimaya Coast, and their more expensive sibling Underground River enter untapped and add any of the two mana you need.
Just cut some basics to add these lands in. But don't cut too many basics! You need about 12 basics at minimum in a casual deck!
If you want to look any further into the clones strategy, take a look at EDHREC's page for clone strategies. (https://edhrec.com/themes/clones)
I like how you chose some interesting cards I have never seen before, and this deck looks fun to play. I hope these suggestions were of some help to you.