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Migratory Greathorn
Creature — Beast
Mutate (If you cast this spell for the mutate cost, put this ontop or underneath target non-Human creature you own. They mutate into the creature that is on top and that creature has all the abilities of every card that is underneath it.)
Whenever this mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
GregariousG on
You Wouldn't Download A Spell | *Primer*
1 year ago
To Lastline77,
I’ve never liked the look of tags in my posted lists. I just use a separate Word document to making categories for ramp, draw, interaction, etc. That’s just easier for me. For me, deckbuilding is just as entertaining as playing. I really enjoy making a concept, playing it, and moving pieces around. I started a long time ago so I’ve gotten better, hopefully. After building , playing, and tweeking, I can just know what each piece is supposed to do and whether it is effective or not. I can walk you through my thought process for this Ivy build. When I saw Ivy, I knew off the jump that she would make a good tempo commander because of her low cost and copying ability. Because this was going to be Simic Tempo, I need a low curve. Thus, most of my cards should sit between and and very few high cost cards. If you look through my editing history, you can see the few amount of high end creatures and spells were continuously cut. As well, tempo decks want to draw a lot of cards. Because of that, I stacked the deck with Combat Research-effects and looked for new ones with each set. The ETB draw enchants are also good, which is why there are so many. At first, I had the stereotypical ramp package, with mana dorks and land fetches like Cultivate. However, I noticed that drawing cards is just as good as some of the classic ramp spells. For example, Enter the Unknown is probably one of the best ramp pieces in this deck. The ability to have an extra land drop per target for just . is busted. Thus, there is no point to have Three Visits when I can drop two or more additional lands. As well, ramp that copies, like Migratory Greathorn is just better than Three Visits because it can be copied. Besides card draw, this deck needs all of the interactions, aka counterspells and protection. This is one of the reasons why there is so much draw; this deck needs interaction. I always want a counter or protection in my hand. Two reasons. First, a tempo deck that gets interacted with early generally doesn’t do anything for the rest of the game. You want to control the pace as much as possible. Second, Ivy tempo is a major problem once it gets going and people will notice. That’s when the removal and the board wipes start to fly. However, this is Ivy tempo. With overwhelming card draw and interaction, you probably won’t care what the opponent is doing. Opponent going to Farewell the board. That’s great because you have Slip Out the Back to phase out or just a counter. However, you need that card advantage. As for switching out cards, this comes best through playing testing. For example, Double Major is in 50% of the 8,378 Ivy decks recorded by EDHREC. As of a few days ago, my deck was included in that number. However, Double Major has always been on the chopping block. Great on paper, awkward in play. This might not be true for others, but Double Major was rarely worth it. There are easier and more curve-friendly ways to get copies of Ivy. This was a long rant but I hope it kinda helped.
Mackie1728 on
Goose Mother Voltron
1 year ago
I put in some new stuff... i m also thinking about adding Fireshrieker for better attack, Parcelbeast for draw AND landfall (especially with the scry abilities) AND making Arwen or Goose even stronger and Migratory Greathorn for the same reason.
wallisface on
Mutate, Mutate, Mutate, Mutate
2 years ago
G1ngr the upsides for Parcelbeast include:
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It can create a large defensive body on turn 2, which can be a problem for some decks to break through. Combined with a healthy amount of interaction, it can buy you a lot of time.
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Being only 2 mana, it is a very mana-efficient way to trigger all of a creatures existing mutate triggers.
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Migratory Greathorn only triggers when you mutate, whereas Parcelbeast can trigger every turn regardless of whether you have the ability to mutate. Additionally, late game Migratory Greathorn becomes a significantly worse draw due to only being able to grab lands (which you should no longer need) whereas Parcelbeast can still draw you other more relevant cards.
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Dreamtail Heron, being 4 mana for a very average card, doesn’t even feel remotely comparable imo. If it had a similar cost to mutate then it might be worth considering.
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Being an instant speed ability lets you hold up mana for interaction like Counterspell without getting blown out. Being only 2 mana also lets you cast it without your mana being “shields down” so you can protect your board better.
In any case, i’m not suggesting Parcelbeast is a must-include - it does have its own set of issues. But I really think you need to gear the deck towards a more tempo-focused strategy. The build is too slow to outrace any aggro/combo deck, and too vulnerable to cope with control or highly interactive builds. It feels to me your best niche is to try and focus this build into out-valuing the opponent over time - and that involves dragging a game out for as long as possible while oppressing the opponent and gaining incremental card-advantage.
G1ngr on
Mutate, Mutate, Mutate, Mutate
2 years ago
Thank you guys for the suggestions! One note on the Migratory Greathorn combo, I was being a lil silly, and said that Double Major was important to it. It's not. You just need to play a Pollywog Symbiote turn 2 or three and have either a Migratory Greathorn and Double Major in hand, or just 2 Migratory Greathorn in hand. Obviously turn 3/4 isn't the fastest ramp ever, but in total it is 3 mutate triggers and any new mutate will add 2 more triggers on top of that, letting you functionally play 3 lands every turn. However this is a terrible combo with the way the deck is built right now. I will edit the quantity of basic lands and Migratory Greathorn in a lil while. I gotta go to school rn tho.
wallisface on
Mutate, Mutate, Mutate, Mutate
2 years ago
G1ngr if you're planning to Double Major Migratory Greathorn, you still need 5 mana to do so, which isn't really achievable for you until turn 4 at the earliest realistically (your odds of reaching either 3-lands and 2-rampers, or 4-lands and 1-ramper by this turn are still kinda low). That's already too slow. Keep in mind that if you cast Migratory Greathorn and Double Major it, it only gives you 3 lands - which is a lot, but also not great considering the large amount of effort and mana its costing you to have this effect.
The big issue with Double Major is that its just a lot of extra mana you need and your deck is already too highly mana costed to cast most of the cards normally. casting it on Auspicious starix involves needing 8 mana which isn't something I see you achieving realistically at all - and the payoff isn't particularly powerful considering the hoops you have to jump through to do it.
I have no idea how you're expecting to go infinite with Vadrok + Double major, and I also think maybe you're reading Double Major as doing something that it isn't. Can you give a fully-written example of what interactions you think are taking place here, because I'm getting the feeling you're doing some steps that shouldn't be happening.
G1ngr on
Mutate, Mutate, Mutate, Mutate
2 years ago
Some minor counter-notes. Paradise Druid (less so than polly( and Pollywog Symbiote can easily combo with Migratory Greathorn and double major for fast(ish), 8 mana(over first 3/4 turns) for 6 or so lands, so you'd be up ~4 lands in most context. If I were to refine this deck I'd probably focus on that aspect, since this ideally would be a hard ramp deck into auspicious starixx and high cost other cards and ramp cards.
Auspicious starixx with double major is worth playing (play ur whole deck!)
also, while pretty complicated and kind of non-functional, Double Major with Vadrok, Apex of Thunder and a damaging spell, possibly Lightning Bolt or Lava Spike (probably lightning bold cuz cheap removal) can easily finish games or one shot depending on circumstance. The interaction here with the stack is pretty archaic, and the sources I drew from when building this were to say the least, unreliable (I was told you could infinite with Vadrok + Double major)
I do agree on moving focus away from my ramp sorc. tap lands, and tutors, since this deck could play early really well with some 1 cost instants and creatures. Also, draw is a problem for this deck as it is. If you don't pull a ramp combo or winning combo you basically just lose. I struggle to figure out how the heck draw and card management spells work, just as a being, so if you want to help more thank you.
seshiro_of_the_orochi on
Scute^10
3 years ago
The general idea is pretty cool, but I have some thoghts:
Generally speaking, 21 lands is far too few. You have multiple ways to tutor for lands, and you still want to play one per turn. 25 or 26 is the minimum amount to play here, and I could argue for more.
Rootweaver Druid is great in 4-player games because you get three lands while everybody else gets two. In a 1v1 game, it's simply a terrible card. If your opponent takes the deal, they get two lands, while you get one. If they don't take the deal, you just played a really bad creature. Both options are bad. Maybe play woodelves instead?
Veteran Explorer is powerful, but you have no way of killing it on purpose, so it's up to your opponent to kill it. Sakura-Tribe Elder is worlds better here.
Lastly, Champion of Lambholt and Sylvan Primordial surely work here, but these would be the first I'd kick for more lands, with the next being Migratory Greathorn. It's a fine card, but due to your low creature count, you propably won't have too many chances of using its mutate ability.
Lastly: You already ramp like hell, so why not use more landfall? Rampaging Baloths is one hell of a card, a great curve topper, and can bd redundancy for your swarm in case somewhat has Night of Souls' Betrayal.
To summarize: You should kick Rootweaver Druid, Migratory Greathorn, Veteran Explorer, Champion of Lambholt and Sylvan Primordial. You should add in woodelves (or something comparable), Sakura-Tribe Elder, Rampaging Baloths, and something between five and nine forests.
wallisface on
Simic Mutate Scute Swarm
3 years ago
The problem with Neoform here is the general lack of good 2cmc creatures to sacrifice. I would recommend against running either Lotus Cobra Tangled Florahedron Flip, as while they accelerate mana, they don't accelerate your landbase, which is what you actually care about. While paying 4 mana to Summoner's Pact may seem daunting, it's actually not really an issue - as with sufficient ramp you'll easily be able to pay for it and the Swarm. Its a staple of Prime Titan decks for a good reason.
Never go over 60 cards. The current cards I think are questionable/droppable are:
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Vastwood Surge, Eureka Moment, Migratory Greathorn and Quandrix Cultivator: 3-or-4 mana is a lot for this kind of effect, and generally quite slow. By the time you have the mana to cast these, you should be already at a point of not needing them. Aim for the cheaper ramp I'd suggested. In addition to what I'd suggest above, Sakura-Tribe Elder is stronger than all these cards, and a good potential replacement.
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Prosperous Innkeeper, Lotus Cobra, Tangled Florahedron Flip: Your goal should be putting a lot of lands into play quickly, not just making a lot of mana. Mana on its own doesn't actually help you get anywhere, as your Swarm needs land drops, and a lot of existing lands in play.
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Mana Leak feels like a sideboard card at-best. I'm not sure it works particularly well here, especially as by the time your engine is running, your opponent might also have enough lands to pay the cost.
If I were building this list with budget in-mind, it'd probably look something like:
- 4x Scute Swarm
- 2x Zimone, Quandrix Prodigy
- 4x Sakura-Tribe Elder
- 4x Growth Spiral
- 4x Arboreal Grazer
- 4x Explore
- 1x Azusa, Lost but Seeking
- 4x Summoner's Pact
- 3x Coiling Oracle
- 30x Lands
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