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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
, Pay 1 life, Sacrifice this: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle your library.
1 month ago
Boseiju, Who Endures - Removal
Castle Garenbrig - Ramp, not necessary given your 1 drops, lower amount of creatures. But its floor is slightly lower and ceiling is slightly higher than average, so I believe it is a worthy inclusion
Field of the Dead - Free zombies! Such a good inclusion, don't sleep on it. Imagine with boundless realms, scapeshift, etc....
Misty Rainforest/similar lands/ETB Tapped Fetchlands - Too much value with crucible to ignore. Not to mention it allows you to shuffle if you have a top deck utilization such as Oracle of Mul Daya, top, etc....
Sanctum of Ugin - Nice tutor effect, not necessary but I've found it extremely helpful. Given in Azusa we run out of cards quickly, this allows you to tutor for either Kozilek to refill your hand.
Yavimaya Hollow - Protection, not needed but nice to have. Also, politics.
Yavimaya, Cradle of Growth - Not needed but allows you to tap maze for green mana, ancient tomb, etc...
Fierce Empath - Tutor for ulamog or kozilek for draw or removal. Or just any higher CMC creature you need really. Not necessary but I've always enjoyed him
Lotus Cobra - Ramp! Much better with fetches. Speaking of fetches....
Ramunap Excavator - Redundancy for crucible of worlds. More easily recurabble as well.
Regal Force - Tooth and nail into avenger + regal.
Scute Swarm - MASSIVE token generation, even better with regal
Tireless Tracker - Draw, slow, better with Lotus cobra. Not necessary, but if you find yourself running out of gas consistently, this might be worth considering.
Finale of Devastation - Like an additional G-Sun Zenith but with a higher ceiling. Also, a wincon
Rishkar's Expertise - While not optimal for your build per say, it has a high ceiling. Thought it was worth mentioning.
Scapeshift - Tutor, landfall trigger, trigger field of the dead. Synergy with land recursion such as crucible or ramunap. Should you ever wish to consider a token landfall package given your lack of creatures, this would supplement that. Not needed but nice to have
Given the amount of suggestions, you can either tell me what you like/want to include and I can provide suggestions for cuts based on that, or I can just go through your list right now and provide you my thoughts. Lmk what you think!
2 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)
2 months ago
I don't expect Urza's Saga to get banned, at least in the near future. It is expensive, and it has a lot of tricks (it's a land, so it can't be countered; it's better in multiples; it's a tutor; etc.) but it's far from the most expensive or powerful card.
The mana base of a Modern deck is almost always the most expensive part. Misty Rainforest and the other fetchlands, Cavern of Souls, Spirebluff Canal and the other fast lands, Boseiju, Who Endures... It's possible for a 22-land mana base to be worth more than the rest of the deck.
Incidentally, I haven't noticed every deck using U's Saga. I've definitely seen some, maybe even many. Maybe that's a function of your local meta?
Of course, I could be completely wrong. I was cheerfully working on two separate reanimator brews and updating Dredge when Faithless Looting got hit.
2 months ago
2 months ago
I might run fewer/creatures, since stickfingers will until you reveal x creatures, not just x cards. The fewer you have the higher chance you hit one that destroys the table if you just overload on ramp and reanimates. Rather than these things Crawl from the Cellar,Ghoul's Feast,Gravepurge I'd focus on just reanimating and is easy to get and will probably serve you better. If you really do want it back in your hand Genesis Skullwinder and Eternal Witness do this while attached to a body.
Rather than sending to your hand these will just bring back Diregraf Rebirth, Victimize, Reanimate, Exhume, Unearth, Whisper, Blood Liturgist, Stitch Together,Dread Return.Geth, Lord of the Vault is expensive but can fill your yard as well as revive others. Finale of Devastation revives or tutors, and is a finisher.
Rampant Growth is slightly inferior to Three Visits and Nature's Lore as long as your dual lands have both typesOvergrown Tomb, Bayou, Woodland Chasm, although I'd definitely run all three if there's room. Culling Ritual would be an amazing ramp/wipe card you can use to nuke all tokens and then cast stickfingers. Sakura-Tribe Elder is just rampant growth that works as a blocker for one turn, and it is another creature in your graveyard. Lotus Cobra ramps too, particularly with your other ramp options.
And you'll likey have enough mana to use Decree of Pain, if not, other wipe options are Damnation,Pernicious Deed,Death Cloud,Deathbringer Regent,In Garruk's Wake,Killing Wave,Necromantic Selection,Plague Wind,Reiver Demon,Toxic Deluge. Torment of Hailfire works as a finisher too Endurance is basically the only way you can protect your graveyard that I can think of. I'd probably run Veil of Summer too.
Since you'll have access to really big creatures these can be nice for draw. Greater Good, Momentous Fall, Return of the Wildspeaker, Garruk, Primal Hunter, Morbid Curiosity, Life's Legacy, Disciple of Bolas, Doom Weaver, Selvala, Heart of the Wilds.
I think every single black deck should run Dauthi Voidwalker, and the more grave hate you have the more you could take advantage of Living End/Living Death if you use these as mass reanimates. they are the cheapest.
You have a fairly high number of tutors, and a ton of ramp, so i'd consider Panglacial Wurm. It's a card you dont need to waste a draw to get and can be cast instant speed. And its fun to surprise people with it at least once.
3 months ago
I definitely think you can spare to cut some lands, my own Omnath, Locus of Creation landfall deck only uses 39 (mind you, it has Wooded Foothills, Misty Rainforest and the like which give me extra landfall triggers). In their place I highly suggest some stuff like Roiling Regrowth, Harrow, Kodama's Reach, Cultivate, Rampant Growth, and Growth Spiral.
Other suggestions would be as follows and I made an effort to keep price in mind for all of these as best as I could: Sylvan Awakening, Primal Surge (since you have so many permanents could be used to great effect, and if used alongside cards like Laboratory Maniac, Jace, Wielder of Mysteries and maybe even something like Enter the Infinite you could create a sudden win-con out of these. Remember also if you include some of my above suggestions which tutor for land those are helping ever so slightly thin out your deck for such a win con). More would include Nissa, Vital Force, Avenger of Zendikar, Multani, Yavimaya's Avatar, Ulvenwald Hydra,Zendikar's Roil, Ramunap Excavator, Hour of Promise (noticed you have quite a few deserts to have a chance at the bonus effect), Lotus Cobra, Tireless Provisioner, Blackblade Reforged, Druid Class, The Mending of Dominaria, Wilderness Reclamation, Reshape the Earth, Jaheira's Respite, Meloku the Clouded Mirror (let's you repeat all your landfall effects), Retreat to Coralhelm and Praetor's Counsel.
As for actual lands:
Oh and here's my Omnath list I mentioned if you want to give it a glance. I know some of the stuff featured in this is pricey, but it nonetheless may still give you some ideas for now, or otherwise for the future:
Commander / EDH*
73 VIEWS | IN 1 FOLDER
Hope this helps! If I had more time to spare currently I would suggest what you might cut for these things but that may have to wait for a while unfortunately. But I'll surely return to say more sometime!
3 months ago
some good lands make a world of difference. not the most exciting upgrades but probably the most functional.
- Boseiju, Who Endures these are amazing because if you dont need the land drop they can be a spell
- Otawara, Soaring City
- Marsh Flats
- Misty Rainforest
- Verdant Catacombs
- Flooded Strand
- Gavony Township
- Spara's Headquarters or other triomes from capenna
- Indatha Triome or other triomes
- Opal Palace
- Yavimaya, Cradle of Growth
- Temple Garden or other shock lands, they can be fetched and can enter untapped
- Dreamroot Cascade the midnight hunt and crimson vow lands are also great for helping fix your mana
- Karn's Bastion
3 months ago
All the forests and islands. My biggest piece of advice for modern is to invest in shock and fetch lands (in this case Breeding Pool and Misty Rainforest). They are going to be on the expensive side. But also long after you tune and re-tune this deck, maybe even tear it apart and build an entirely new deck. All the other cards may be different but you WILL need this same fetch and shock lands. They are the best investment you can make early on and you will feel the deck's consistency grow to reflect the improved mana base.
Next, as wallisface said, push towards 4 of each card. It's not a hard rule but it will improve your deck immensely to focus an a plan instead of many things that may be good together.
Bioessence Hydra, but you only have 2 planeswalkers in the deck. You should cut the hydra or focus on planeswalkers and bump to 4 hydras
Blossom Prancer but you only have 5 enchantments
Rootcoil Creeper but only 1 card with flashback
Tasha's Hideous Laughter is the only mill card you have
The deck is a good start but you need to focus it and bring it down to 60 cards