Momentous Fall

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Momentous Fall

Instant

As an additional cost to cast Momentous Fall, sacrifice a creature.

You draw cards equal to the sacrificed creature's power, then you gain life equal to its toughness.

Icaruskid on Green Fireball | Omnath, Locus of Mana [PRIMER]

6 months ago

Risenforce Thank you! It's an unusual deck and so many people have helped evolve it into the fun but effective weird green machine it is today.

And yes! Because Omnath is commonly above 20 power, Life's Legacy, Momentous Fall, and Greater Good basically read "Draw 15 cards, recast your commander for 5 mana, and still have 10 mana."

LokiFrostGiant on I Like BIG Creatures

7 months ago

Definitely needs Selvala's Stampede and Momentous Fall. Also, being in Green and three colours, I’d advise against the guild signets. You ought to use Farseek to grab a Ketria Triome or some other basic-typed lands.

Profet93 on Ursa Major *PRIMER*

8 months ago

NV_1980 +1 my good sir, I love reading your descriptions. It's evident that you spend a lot of time and love for each of your decks. I have some thoughts....

Return to Nature > naturalize - Strict upgrade

Elemental Bond > Garruk Packleader - Costs less and is an enchantment so it's much less likely to be removed and it's easier to cast

Nissa's Pilgrimage > Cultivate/Kodama - Strict upgrade

Primeval Bounty - First mode is the best, second is decent, third is not impactful. It has a high CMC and doesn't do much the turn it comes in. What has your experience been with it? Perhaps swapping it with something below could help....

Momentous Fall - Useful in response to removal. Sacrificing is additional cost to cast so watch out for the blue player. Alternatively, it's cousin, Life's Legacy might be worth considering. Return of the Wildspeaker also can act as draw or an overrun.

Green Sun's Zenith - While you do already run finale, some additional tutoring redundancy can't hurt.

Garruk, Primal Hunter - It's a soul's majesty that can make tokens to defend itself. Also adds devotion.

Dense Foliage - Not an entirely serious suggestion but worth mentioning, you usually target your creatures with abilities, not spells. Depends on the meta for sure. Could be useful to make someone burn a removal spell.

Greater Goodfoil - Best recommendation for your deck. Draws cards + virtual card advantage, acts as a sac outlet to prevent exile and theft (which apparently is a thing given your homeward path) and can be used in response to removal.

Shaman of Forgotten Ways - Nice little guy, not entirely serious but worth noting. It's ramp and an alt wincon.

Castle Garenbrig - Simple ramp

Boseiju, Who Endures - Removal in land form

Mirrorpool - Not a serious suggestion given your lack of nonbasics (which I think you can add some more). Imagine copying rishkar's, shamanic, beast within, etc.... not to mention any of your big dudes.

Turntimber, Serpentine Wood  Flip - Land when you need it, creature when you don't!

Last_Laugh on Knights of the Reliquary

9 months ago

Good job keeping your cmc low here and the deck looks good for the most part. There's 1 major thing that's missing though... card draw. I'm only seeing a few draw cards and some like Kutzil feel out of place here other than preventing opponents from casting on your turn.

Cold-Eyed Selkie and Hunter's Insight are both massive card draw here. Selvala, Explorer Returned would put in some work. Infiltration Lens would be a better fit for 1 attacking creature. Even post-combat Rishkar's Expertise or sac'ing to Momentous Fall would work nicely here.

Profet93 on My 3-headed baby girl

1 year ago

austintayshus

Tokens are outside my wheelhouse, but I'll do my best to help. Also, I see you run the Emeria Shepherd + Sakura Tribe elder synergy, nice!

Shamanic Revelation - Draw with a side of lifegain

Alhammarret's Archive - Double lifegain, double draw!

Harmonize - Simple draw

Elemental Bond - Steady draw

Skullclamp - You run a decent amount of mana dorks.

Reliquary Tower - Maybe not needed yet but once you add more card draw, it should definitely be considered. Currently, Creeping Renaissance could warrant this inclusion.

Greater Good - Such a good card for draw. Also helps prevent exile and theft tactics.

Momentous Fall - Used in response to removal. Beware of the blue player! Also note Life's Legacy.

I understand that tokens are secondary, but have you considered at least adding one token doubler card such as Doubling Season? Not necessarily doubling season itself given the price constraint but any one of it's close cousins can fit the bill.

Winding Canyons/Emergence Zone - Flash would help primarily with Felidar Sovereign, Sunblast Angel and combat tricks. It also helps you from over-extending your board

Castle Garenbrig - Ramp

Profet93 on Beats by Xenagos ( Xenagos, God of Revels )

1 year ago

MattMan1982 I'm gonna throw a bunch of ideas at you, some are better than others, just wanna see if anything interests you. I'm not gonna provide any creature suggestions yet. Yours are always solid and I want your thoughts on these cards first.

None of these are needed but definitely are helpful assuming you can fit them into the mana base

Bonders' Enclave - Draw

Cragcrown Pathway  Flip/Spire Garden - Color Fixing

Blighted Woodland/Myriad Landscape - "Ramp"

Raging Ravine/Dread Statuary - Manlands. Nice to use with Greater Good or if you run out of creatures. The Dread Statuary is a personal favorite of mine for that reason

Rancor - Reuseable buff, trample enabler. I like using rancor on selvala and buff with commander for lots of mana should need be

Sylvan Library - Great to set up your draw and ensure you get your land drops. Given you only run 34 lands, that can potentially be an issue, especially given the relatively high avg cmc of the deck.

Skullclamp - Should you ever find yourself needing more draw, this can be an option. It's nice because if they want to use spot removal, they need to do so prior to combat, as you equip it. So if they do, you can pump a different creature and target that opponent.

Momentous Fall - Draw, used in response to removal to gain value. Beware of the blue player though

Return of the Wildspeaker > Garruk PW - Can be used in response to removal so you don't get 2 for 1ed. It's easier to cast and has an additional mode. While the PW has the option to make a token should you need a creature, I don't believe it's impactful enough

Berserk - Super fun! Politics, finisher, all for 1 mana. seriously underrated.

Green Sun's Zenith - Tutor

Decimate - 4 for 1. I see no way for you to deal with a maze of ith. Strip mine can be also used.

Profet93 on

1 year ago

I don't see a lot of draw in here, how about a Momentous Fall or a Shamanic Revelation? For something more on theme although symmetrical, Horn of Greed. Greater Good is also a great option. It's a sac outlet to prevent theft, exile and can net you a ton of cards.

Castle Garenbrig - Simple ramp

Fetchlands like Fabled Passage, Terramorphic Expanse and even Myriad Landscape are potentially worth considering. Especially given you run crucible and ramunap. You run a lot of basic forests. Have you considering swapping some of them out to create additional utility in the mana base? Sadly a lot of the more powerful lands are expensive but there might be some that are worth considering depending on what you're looking for.

Potential Cut - Questing Beast. I don't see how it's purpose in the deck. Is it a meta call for a PW deck?

RufusTheGrufus on Mono Green Stompy

1 year ago

Profet93, thank you for taking the time to check out the list and offer your suggestions!

I'm going to try my best to articulate my opinions of said suggestions:

-Rishkar's Expertise: I do enjoy this card quite a bit, and did originally have it in the list. It eventually got cut because the floor was too low for a 6 mana card; and I opted for a similar effect in Return of the Wildspeaker because it's one mana cheaper and has extra utility since it can help push through alpha strikes. I do feel like this deck could benefit from a bit more card advantage though.

-Pir's Whim: I actually completely forgot this card exists, I think this is a perfect swap suggestion, thank you!

-Traverse the Outlands: I totally get why you're suggesting this card, I think I personally just tend to shy away from more conditional ramp, removal, and card advantage; since typically if I'm desperately needing one of those effects I don't want to have to rely on satisfying an extra condition in order to achieve it. I think otherwise Traverse the Outlands could totally find a home in this kind of deck.

-Collector Ouphe, Manglehorn, Reclamation Sage: Collector Ouphe and Manglehorn are definitely great cards to include in this deck. My main hesitation with including them is because this decklist was made with the intent of having it be a bit more casual and less "feel bad" for when my playgroup wants to play with lower powered/more casually oriented decks. I love the idea of including them though and am adding them to the Maybeboard for further consideration! In terms of Reclamation Sage, it was in the decklist initially but ultimately got cut over more flexible pieces such as Krosan Grip, Beast Within and Return to Nature as I typically feel the need to have some options for instant speed removal; and I have a few pieces of creature-based artifact/enchantment removal that can target multiple things.

-Nissa's Pilgrimage: This is just an objectively better card than Cultivate in a mono-green deck, thank you!

-Yavimaya Hollow: Intriguing card, I'm definitely interested in testing it out!

-Turntimber, Serpentine Wood  Flip: I generally have an aversion to these flip lands. I totally get the arguments for playing them, I've just never felt inclined to play a majority of them. I'd be willing to give this one a shot in the list though to see if it exceeds my expectations; especially since it's so on-theme!

-Goreclaw, Terror of Qal Sisma: I completely forgot about this guy, I'm interested in testing him out and am swapping him in over Giant Adephage; which was really just in the deck as a 'fun' pet card anyways.

-Shaman of Forgotten Ways, Somberwald Sage: I don't know how I forgot about Shaman of Forgotten Ways. Thank you for such a great suggestion, I slotted it in instead of Llanowar Tribe for now. Somberwald Sage I'm less sure of including at this point in time. I'll put it in the Maybeboard and keep thinking on it.

-Siege Behemoth: An interesting suggestion, I'm not sure if I'll find a home for it in the deck just yet but I'm adding it to the Maybeboard to consider!

-Berserk: This would be an incredibly fun include, I just need to find something to cut. It'll have to live in the Maybeboard for now.

-Life's Legacy, Greater Good: Since I'm truly a Golgari player at heart, and love playing around with sacrifice and my graveyard, these cards were definitely in consideration when I initially built this deck. I eventually opted for just Momentous Fall and not Life's Legacy because Momentous Fall can be cast at instant speed which allows it to be used in response to removal to help with rebuilding. If I had more synergy with sacrificing creatures baked into the deck, and/or more ways to utilize my own graveyard, I would definitely be including Greater Good. I'm adding them to the Maybeboard for now, especially since Greater Good may just be too much card advantage to turn down.

Thank you again for such considerate suggestions and for taking the time to look over the list!

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