Might of Oaks
Target creature gets +7/+7 until end of turn.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Might of Oaks Discussion
7 months ago
Sorry I'm a little late responding, but I didn't see you had created an entirely new version yesterday. As a follow-up to my prior suggestions, it looks much stronger without so many vanilla creatures. I will say that I'd probably have kept the Young Wolf . Having creatures to curve out with is pretty important, even in slower midrange decks. Young Wolf specifically is also much better than it first appears and can often be treated as a sticky creature that's a 1/1 and 2/2 bundled together. The games where you can play T1 wolf, T2 wolf, T3 Partisan are much better than the games where you play nothing on turn 1 (except maybe a Bolt) and then only have 2 wolves to target on T4+. If I had to swap something for it... I'd maybe pick Lone Wolf . Its effect is functionally similar to the cheaper Wandering Wolf and both cards have gotten weaker with the removal of Wolfir Silverheart and Might of Oaks . Or, you could move the Asceticism to the sideboard depending on how much creature hate you're expecting to run into. If you need earlier defenses in the main, I'd look into Blossoming Defense and Vines of Vastwood . As for adding more targeted combat tricks, the first card I'd cut would definitely be Moonlight Hunt since unlike a more standard Prey Upon fight spell, it doesn't actually target any of your own wolves. In the absence of Partisan, the Hunt is probably better. But, I'd say the potential to generate an overwhelming number of tokens shifts the delta in the favor of multitarget spells. Technically, you could also run Zada, Hedron Grinder to go crazy with Might of the Masses , Confront the Unknown , Temur Battle Rage , etc., but I assume that you don't want any goblins polluting your tribal purity.
11 months ago
What a cool deck! My deck, Double Trouble EDH ⫸PRIMER⫷, functions quite similarly with a lot of ramp and unblockable spells, so I may be able to give you a few tips! First thing, I would recommend playing a bunch more of unblockable spells. 6/100 cards aren't very reassuring, and there are many more of them that could prove useful! Infiltrate, Cloak of Mists, Canopy Cover, and Aether Tunnel are all pretty good as well! If you have the budget, Thassa, God of the Sea could work well in that regard too. I would also consider a bunch of more pump spells and a couple of neat draw spells. One of the best ones in this regard would be Berserk, basically a 1 hit KO, but as that may not be within your budget, I would look through the following: Blossoming Defense, Briar Shield, Groundswell, Hunt the Hunter, Might of Old Krosa, Mutagenic Growth, Seal of Strength, Vines of Vastwood, Favor of the Overbeing, Might of the Nephilim, Phytoburst, Titanic Growth, Invigorate, Might of Oaks, and of course the final two. Hunter's Prowess, and Hunter's Insight. If you have an unblockable spell, you can draw 12+ cards with arixmethes, and if you have some pump spells, that can be WAY more. Pump spells also increase commander damage, letting you reach your goal relatively quicker. While the pump spells aren't necessary, I think the draw spells would work wonderfully. For lands and ramp, I'll try to stick to cheaper things, so I think Exotic Orchard would work really well, since almost everyone nowadays plays in blue/green, and you'd have pretty great chances. As for ramp, I would definitely include Sol Ring, Arcane Signet, Simic Signet, Birds of Paradise, Nature's Lore, Three Visits (It will be reprinted in commander legends for less than a dollar), Sylvan Caryatid, Explore, Growth Spiral, Emerald Medallion/Sapphire Medallion, Mark of Sakikoand as for non-budget options, Burgeoning, Exploration, and Selvala, Heart of the Wilds. I also do not think you really need the "fatties" section, as they don't directly contribute to the gameplan and they seem to be more of a flavorful aspect. Anyways though, be sure to check out some of my decks, hope this helps, and have a wonderful day! Happy tapping!
1 year ago
Hey, my advice is choose one of Passage/Grounds/Lighthouse and cut the other two because lots of only colorless land sources can be problematic with Kalamax. Wolf Run/Settlement/Encampment are colorless sources and have much better interaction with Kalamax then other colorless lands.
In my opinion Passage is better than Grounds and Lighthouse, but I'm partial to attacking with Kalamax which Passage helps with. In my version I cut Passage for Reliquary Tower because I have lots more spells that can draw a lot of cards with Kalamax and I would rather keep those cards in hand than discard them. A reason to cut Passage is because you already have Wolf Run and it's an overall better land for repeatable evasion for Kalamax.
I presume you're playing Grounds because you're consistently against opponent graveyard strategies? If not then it could be cut since you don't have other Deserts and other than Encampment it's not worth including other Deserts. Lighthouse also doesn't seem worth it as a repeatable draw source since you can get better draw from many other sources.
Some changes to consider with cards in the maybeboard:
- Survivors' Encampment > Rugged Highlands or Forest
- Holdout Settlement > Swiftwater Cliffs or Forest
- Turnabout > Ravenous Gigantotherium
- Sprout Swarm > Djinn Illuminatus
There's a lot of high CMC creatures here; Gigantotherim and Illuminatus are not as good as the others.
- Wavebreak Hippocamp > Crackling Drake
Drake has a difficult colored mana cost to cast having so many Forests.
- Double Vision > Clash of Titans
I haven't played with Vision yet, but with your version of Kalamax not sure you need it since you already have Twinning, Intelligence and Melek.
- Return of the Wildspeaker > Might of Oaks
1 year ago
As an enchantment deck, I think Might of Oaks and Giant Growth can be replaced with an enchantment that is equal, if not superior, like Armor of Thorns or Hydra's Growth. I think your Natural Connection has better alternatives, there's far better spell based ramp, and you should use an enchantment, like Sheltered Aerie.
Cool deck though! Definitely like Sight of the Scalelords and Oath of the Ancient Wood. Have you considered Nylea's Colossus? You have far more ramp than my deck does, so it could be an absolute all-star in here.
1 year ago
I like Return to Nature over Nature's Claim, since it is modal. I also like Snap; although it's a temporary removal, getting to copy it and untap 4 lands can be handy. Might of Oaks is a fun combat trick card.
1 year ago
Try cutting Might of Oaks for Larger Than Life even though it gives -3/-3 compared to Might of Oaks, it does give trample against a creature that might block your creature and will probably kill the blocker.
1 year ago
1 year ago
Cards like Dauntless Escort and Teferi's Protection help you against verdict. Counterspells make up for other wipes. Qasali Pridemage both buffs your dmg and can be a removal. Finest Hour gives you double exalted triggers and 2 attack, Might of Oaks makes rafiq hit for 22 on its own. Cryptic Command is a Swiss Army knife as it counters, bounces, draws or even taps all potential blockers. There are quite a few cards more that do great in rafiq. Feel free to check my list for some ideas.