Mina and Denn, Wildborn
Legendary Creature — Elf Ally
You may play an additional land on each of your turns.
, Return a land you control to its owner's hand: Target creature gains trample until end of turn.
|Have (3)||torterrapizza , metalmagic , abritt|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Mina and Denn, Wildborn Discussion
4 days ago
I think what makes Fiery Emancipation so good is that it can turn a situation where you only have a limited amount of damage on the board into something game-ending.
In my game this week there were two players left, one with no blockers and 35 life and one with a grip of blockers and 30ish life.
I had 18 life, a Goblin Bombardment, 2 tokens, and Om_rath. I only had a couple of lands in my hand and then topdecked Fiery Emancipation. Without the enchantment, I had 15 combat damage and 16 Bombardment damage (to include the new token and Om_rath himself). After Emancipation I had 45 combat damage and 48 non-combat damage. It went from neither players dead to me winning the game off a top deck.
I can see why the card might seem "win-more", but to me, it is an insurance policy. I also would have to disagree that it is a do-nothing enchantment the turn it comes out. With a VERY small board, it wins games. It looks like a repeatable Craterhoof Behemoth to me. The main drawback is that it isn't a creature I can tutor out and cannot attack itself. Now, I've only cast the spell twice so far, but I won both games I did so.
Mina and Denn, Wildborn is a bit complicated. The trample means almost nothing, as you said. The reason it got a spot back in the deck is (1) the fact that it bounces land back to my hand when I want some landfall, (2) allows me to play an extra land, and also had the sprinkles on top of (3) giving me some instant speed trample to give my opponents a headache when assigning blockers. Even with all these upsides, it is still possible that it comes out of the deck again at some point. I kinda want to play around with Moraug, Fury of Akoum and see how he does..
Hopefully this helps you understand why these cards are in my deck at the moment. Let me know what you think!
1 month ago
20 lands looks super low, especially with how many high-cost cards you're playing. It means even getting the 3 lands needed to cast New Horizons will be a struggle. It also means the static ability of Mina and Denn, Wildborn will virtually never come into effect. I think if you are wanting a hope-in-hell of playing anything cmc4 or above, you need waaay more lands. Seeing you've got 5-drops (and above) I would have thought 24 lands as an absolute minimum.
Even with a 24-land-count, your highest costing cards, in Hellkite Overlord and Charnelhoard Wurm simply won't be castable without any form of dedicated ramp. I'm not sure they should be getting run in a deck without lots of ways to accelerate mana quickly.
2 months ago
seshiro_of_the_orochi My unlikely alliance of choice with Moraug would definitely be Mina and Denn, Wildborn- Mina and Denn basically guarantee you'll get at least two landfall triggers every turn, and give your stuff evasion, imagine this bizarre voltron/landfall strat.
2 months ago
A few cards that would allow you to play additional lands would probably be nice. Azusa, Lost but Seeking, Mina and Denn, Wildborn, Fertilid, and even potentially Scaretiller. Since you already have Ramunap Excavator, a fetch land and Ramunap plus Azusa means you will hit your land drops every turn until you run out of basics in your library.
2 months ago
I do this all the time. My Mina and Denn, Wildborn landfall was turned into Rhonas the Indomitable big mana, into Omnath, Locus of Mana big mana storm. My The Locust God wheels&draw deck, at least the red part, got absorbed into Neheb, Dreadhorde Champion . My boros equipment commander used to be Archangel Avacyn Flip, then went jeskai for a bit with Akiri, Line-Slinger / Ludevic, Necro-Alchemist , and then back to boros, with Akiri+ Ardenn, Intrepid Archaeologist . Athreos, God of Passage split up in Heliod, God of the Sun and Rankle, Master of Pranks . 5c Golos, Tireless Pilgrim enchantress went Klothys, God of Destiny enchantress, while the mana base is currently making its way to Najeela, the Blade-Blossom .
My decks are always in motion, and when I acquire new legendaries, I do like to fiddle around to see if my decks can get more interesting. Of course, it very much depends on the rest of the deck if I'd still consider it the same deck. Klothys enchantress is completely different from Golos enchantress, but the big mana green decks have always played similarly, making 100 mana and pumping a mana dork with Rhonas for lethal is fun, but if you can make 100 mana, your deck is just more suited to be mono G Omnath. Rhonas is still in the 99. When I made boros equipment, we hadn't started the surge of great boros equipment legends yet that we are enjoying now, naturally I found better choices over time for that.
4 months ago
Hey, for a first deck this is well done on a budget. Nice Foothills Expedition :)
Ask yourself do you need Elemental tribal with Omnath? My advice will hopefully give you ideas of how you can make upgrades with Omnath by getting away from the tribal theme. Omnath by himself is an Elemental engine, creating Elementals with landfall. Focus more on ramp and landfall for Omnath as your main source of Elementals, not other Elemental creatures.
The cards you cast before Omnath should help you to cast Omnath which will do a lot more for gameplay then casting some Elementals before him. Still play some Elementals such as Ashaya, Soul of the Wild and Bane of Progress , but play these because they're good cards not because they're Elementals. Elementals such as Creeping Trailblazer and Lavakin Brawler aren't good enough even with Elemental synergy.
Cards in the early game you want to cast are ramp.
- Sol Ring
- Lotus Cobra
- Orcish Lumberjack
- Tireless Provisioner : Modern Horizons 2 card, landfall to create treasures.
- Farseek : can search for a Mountain dual land such as Cinder Glade or Highland Forest .
- Llanowar Scout
- Sakura-Tribe Elder
- Harrow : trigger landfall twice at instant speed.
- Roiling Regrowth : trigger landfall twice at instant speed.
- Springbloom Druid : trigger landfall twice.
- Stone-Seeder Hierophant
Lotus Cobra , Tireless Provisioner and Stone-Seeder Hierophant are important budget cards because of landfall which makes them combo with Perilous Forays + Omnath to repeatedly pay for the sac activation of Forays.
Ramunap Excavator , Mina and Denn, Wildborn and Moraug, Fury of Akoum are good budget support cards who are not Elementals; they're support comes from interactions with lands. Excavator lets you play lands from your graveyard which is excellent with Fetch lands for landfall: Foothills, Passage, Wilds, Expanse, Myriad Landscape , Naya Panorama , Jund Panorama . Excavator makes cards that make you sac a land when you cast them better since you can then play the land you saced from your graveyard. Excavator is also good with Valakut Exploration which is landfall for card advantage or damage to all opponents.
Wildborn lets you play another land on your turn and it also has an ability to bounce a land you control to give Omnath trample. Moraug can be a win condition with landfall giving you extra combat steps to attack with Omnath and 5/5 Elementals. You get an extra combat step after a main phase for each landfall trigger.
If you're interested in these suggestions then I offer more advice. Good luck with your deck.
4 months ago
So I want to play Moraug, Fury of Akoum in a gruul deck, most likely Mina and Denn, Wildborn but I am utterly confused by the landfall trigger and how it works. Would the optimal play to be as follows; untap, upkeep, draw. Move to attack, then in post combat main phase play land for turn, then 2 more lands using Azusa, Lost but Seeking or 1 additional land using Mina and Denn, Wildborn triggering 3 or 2, respectively, additional attack steps at which point the creatures would untap at the beginning of each of those additional attack steps?
Then from what I understand, I then have to move to end step as the lands being played were the end of my post combat main phase?
Thanks in advance
5 months ago
I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.
I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:
- Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
- Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
- Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board
Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.
I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.
Cards I think you want:
Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.
Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.
Mana Drain - The much better counterspell
Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.
Cards I think you might not want:
Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.
Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.
Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?
Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.
Sylvan Awakening - why for?
Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.
Nissa, Vital Force - eh...
Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.
Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.
Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.
Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.
Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.