Mouth / Feed

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Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Vintage Legal

Mouth / Feed



Create a 3/3 green Hippo creature token.


Aftermath (Cast this spell only from your graveyard. Then exile it.)

Draw a card for each creature you control with power 3 or greater.

seshiro_of_the_orochi on The Island Awakened

2 months ago

This looks really impressive! I still have some suggestions for you:

Gaea's Touch is a very underplayed card. For you, it's another way to play additional lands that can function as a ritual effect if needed.

You have not a lot of land bounce, but otherwise, Yedora, Grave Gardener would a really powerful addition.

For card draw, Return of the Wildspeaker, Shamanic Revelation and Rishkar's Expertise would obviously be powerful. If you want to stay under the radar, Mouth / Feed is similar, but doesn't have the reputation the other three have.

Ayula's Influence works neatly with your ability to play lands from the grave.

I hope this helps. Have fun piloting the deck!

legendofa on Wide, Wider, Widest

8 months ago

These suggestions are my eyeball guesses and not any sort of optimization, but I would cut Ruxa, Patient Professor and either Access Denied or Mouth / Feed for two doublers.

For Ruxa, a lot of your tokens have incidental abilities like flying and reach, and it has no interaction with any nontoken creatures. Once something like Combine Chrysalis or Esix, Fractal Bloom comes out, it's a generic 4/4.

For the other one, this is conditional on how often you have available to counter a spell vs. how often you have 3+ creatures with power 3 or greater, and whether countering is more important than drawing in this deck.

eliakimras on Ghired - Precon Primal Genesis - Heavy Upgrade

1 year ago

Hey! Kinda late, but I would like to suggest some stuff:

(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)

Haste enablers:

Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.

Direct damage:

Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...


Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.

  • Garruk's Uprising is a better Colossal Majesty, even giving evasion to your creatures.

  • I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.

  • Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.

  • Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.

  • Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.

Some cards I suggest you to remove:

  • Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
  • Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
  • Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
  • Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
  • Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
  • Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
  • Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
  • Eldrazi Displacer: are you using it for a combo? I couldn't identify it.

Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)

I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)

multimedia on Ghired Quartermaster

1 year ago

Hey, nice version with such a low budget. Only 40 cents or less for each card is an interesting idea.

Even though you're building a very low budget deck still consider some basic deck building guidelines to structure your deck? A basic structure is helpful when building any causal Commander deck to give you a good start.

The numbers in this basic structure are just a start, not all areas are covered and the final numbers may be more or less for each part. A basic structure doesn't need anything but the basics, you can add other cards to make up other areas that you want specifically with your Commander after. 10 ramp and 10 draw sources help to make a smoother gameplay experience. The balance of extra mana from ramp with the draw sources theoretically helps to have mana and cards in your hand to cast with the mana. Creatures can be part of the numbers and cards that have more than one effect that can go in many different areas are excellent and should be priority for cards to play.

Compare the above example to your current deck structure:

  • 33 lands
  • 26 creatures
  • 16 removal sources
  • 3 ramp sources
  • 1 draw source

The amount of creatures is a fine number, but there's disproportionate amount of removal compared to other areas. 33 lands with only 3 ramp sources, two of which are 4 CMC and 5 CMC are risky numbers because you can potentially get land screw (not drawing lands) as well as mana screwed (not having enough mana to cast spells). Having major potential for both of these to happen in a game can be really frustrating and is really bad for gameplay.

I believe you can never have enough draw in Commander since draw keeps the game going for you making gameplay much more fun. Harmonize is a good card, but only having it for draw is not enough.

Ghired and the other impactful cards here are high CMC and you want to get to five mana for Ghired quicker than only relying on your land drops. More ramp can help and the best ramp to add such as Sol Ring and Arcane Signet are budget cards. Unfortunately, they aren't 40 cents or less though, here's some to consider:

3 CMC or less ramp is preferred to have these plays in the early turns of the game which is best time to cast ramp since then it helps you to cast Ghired and all the other high CMC cards you want to cast later on in the game. You don't want to be casting 5 CMC or even 4 CMC ramp instead you want to use that amount of mana along with ramp that you cast before it to cast other more impactful spells.

Lots of draw especially repeatable draw sources are important to have in Commander. Unfortunately, because of the budget restriction for cards doesn't give you a lot of options, but here some to consider:

  • Garruk's Packleader: repeatable draw any time a 3 or more power creature you control ETB including creature tokens. Rhino's have 4 power.
  • Voice of Many
  • Zephyr Boots: repeatable draw, can also give equipped creature flying evasion.
  • Mouth / Feed: only can cast Mouth first to create a 3/3 Hippo then Feed can only be cast from your graveyard.
  • Mask of Memory: repeatable draw, equip any big creature you control who has evasion such as trample or flying.
  • Shamanic Revelation

Creatures who can draw are nice with Flamerush Rider to make a copy of them to then populate with Ghired. This interaction is very good with Garruk's Packleader since the more Packleaders you control the more draw you get especially when you populate a Rhino as well as each Packleader triggers to draw from the other. Three of these suggestions care about the amount of creatures you control which is good when playing tokens.

I've given you a lot to think about, but I offer more advice in another comment if you would like, including cuts to consider. Good luck with your deck.

seshiro_of_the_orochi on Card creation challenge

2 years ago

Jarrik, the Apex Chosen

Legendary Planeswalker - Jarrik

You may pay rather than pay the mutate cost of creature spells you mutate.

Whenever you cast a creature spell, put two loyalty counters on ~.

-3 Reveal a creature card from your hand. If it has a mutate ability, add three mana in any combination of its colours. If it doesn't have mutate, it gains mutate until end of turn. Its mutate cost is equal to its converted mana cost.

~ can be your commander.


Create a hippo creature that enables me to build a synergystic 60-card hippo tribal deck. This includes researching which hippos at which cmc in which colours already exist, and what their abilities are. Also, bonus points if you make Mouth / Feed worth running in there.

Beebles on [[Primer v3.6]] - OM_RATH!!! (2021 Update!!!)

2 years ago

Hey VexenX

I feel I need to remind I do not run Omnath but Mina and Denn, so take my advise with a grain of salt as usual.

Most of these cuts look very reasonable. Totally agree with Akroma’s Memorial, Elvish Reclaimer, Explosive Vegetation and Evolving Wilds. I agree less with Traverse the outlands but it’s not a vital card to have. I would also rate Terror of the Peaks more highly in this build.

The card I would not cut for sure is Rishkar's Expertise. That is because the amount of carddraw you run is already on the low side imo. I count 21 ramp spells and only 7,5 draw spells. I would gladly trade in 3-5 ramp cards for 3-5 draw spells in your list. The cool thing about card draw is that it will draw you into more cards that ramp anyway. But more importantly: it will also draw you into things to do with all that ramp! I personally do not want to ever be in the situation where I’m all ramped out with no more gas.

Ramp (21)

  • Harrow
  • Cultivate
  • Explosive Vegetation
  • Farseek
  • Finale of Devastation
  • Green sun’s Zenith
  • Kodama’s Reach
  • Nissa’s Pilgrimage
  • rampant growth
  • Ranger’s Path
  • Skyshroud Claim
  • Tempt with Discovery
  • Traverse the Outland
  • Perilous Forays
  • Azusa, Lost but Seeking
  • Lotus Cobra
  • Mina and Denn, Wildborn
  • Sakura-tribe Elder
  • Springbloom Druid
  • Mana Crypt
  • Sol Ring

Draw (7,5)

  • Rishkar’s Expertise
  • Shamanic Revelation
  • Wheel of Fortune
  • Elemental Bond
  • Greater Good
  • Sylvan Library
  • Oracle of Mul Daya (counted as 1/2)
  • Tireless Tracker

Cards I would add for sure are Garruk's Uprising and Regal Force (which turns your creature tutors into massive draw spells when required). I would also consider Garruk, Primal Hunter, Courser of Kruphix, Nissa, Vastwood Seer  Flip and perhaps Return of the Wildspeaker and Mouth / Feed.

But I would for sure not cut a draw spell for Garruk's Uprising. I woud at least look at it this way: you are adding another ramp spell with this set of changes by adding Finale of Devastation, so that justifies removing a different ramp spell for Garruk's Uprising imo.

hecubus333 on Shedding tears: Golgari Crocodile Tribal

2 years ago

Languish in here would be SO on flavor, but might harm you more than them. Just that croc art and a rescue mini-wipe might be good to have in place of one copy of Mouth / Feed.

There's a really nice promo of it available too. Not an important upgrade. Just good for flavor or if you keep a sideboard for this. Would be great against smaller tribes.

Joe_Ken_ on sachi, daughter of budget

2 years ago

Mouth / Feed can be another good card for some card draw as well as a 3/3 token which could be useful for a budget match up.

Harmonize can also be useful for a nice draw 4

Bellowing Tanglewurm doesn’t match up with the snake and shaman theme but he will help your creatures swing in.

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