Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
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|Commander / EDH||Legal|
Latest Decks as Commander
2 months ago
Not sure if I believe her static ability is all that strong.
If we're talking Standard/Modern, I believe a 7 MV (feels weird to say instead of CMC) that requires a major setup for the pay off is too clunky to be competitive.
What if you changed the static to a triggered ability instead of an active one? That means you can utilize the plants and saprolings as blocking fodder and still get the benefits of them dying.
Also I'm puzzled why the -4 (which is a very substantial amount of loyalty) only grants specific creature types either lifelink (on a zero power token) or wither (on a 1/1 body). That seems disproportionally bad. Especially for a 7 MV planeswalker.
The ultimate is just a double Kokusho, the Evening Star death trigger, which is quite nice.
I must comment on the use of hybrid mana as well, since green does not deal in making players lose life (well outside combat). I feel like you cannot justify the use of hybrid mana here. At the very least it should be in the mana cost to force both colors in there.
I don't mean to take over, but I can't help but make a suggestion for a revised version.
One concept Show
Legendary Planeswalker - Venenum
Whenever a Plant dies, you may gain 1 life. Whenever a Saproling dies, you may have target opponent lose 1 life.
+2: Create a 0/1 green Plant creature token or a 1/1 green Saproling creature token. Then do it again.
-3: You may sacrifice X creatures you control. Distribute X +1/+1 counters among creatures you control. If you sacrificed both a Plant and a Saproling, distribute twice that many +1/+1 counters instead.
-9: Each opponent loses 10 life. You gain life equal to the amount of life lost this way.
Changing the static ability from an active to a triggered ability means you cannot utilize it with death triggers - like Grave Pact . It also enables you to use the tokens as chump blockers and still get the life gain or loss triggered when the creature dies. This means you can more effectively defend the planeswalker itself while still getting some benefit out of it, even if it is slight.
I did not find a fitting use for the second active ability you made in the OP, as Plants don't have power and therefore don't benefit from lifelink (the card cannot be dependable on other cards buffing the Plants for this ability to make sense) and Saprolings gaining Wither until end of turn only means you can attack freely or reduce enemy critters if the opponent is low on life but still can survive getting saprolings flung in their face. If the enemy wants to avoid damage they cannot even block the Saprolings as they can just be sacrificed to secure the life loss. This ability just doesn't seem impactful at all and again it needs to work with itself and cannot be reliant on other cards enabling it.
Instead I put a sacrifice outlet here but as a single use on your own turn. I struggled a little with what exactly the benefit should be - outside triggering the static ability.
I considered making it a drain effect (in addition to the triggered ability on Saprolings), but figured it would make it too much of a finisher you drop when you have a large board of saprolings to sac and drain an opponent down.
I considered making the Plant + Saproling benefit a distribute X -1/-1 counters among any number of target creatures, so it doubles as removal. However that did seem a little too flexible and strong. It could just be a target creature that gets -X/-X until end of turn, so it can nuke a single creature. But it did seem stronger than what I else came up with, so I went with a less strong ability.
I considered making a surveil type effect (or similar to Mulch ), as green/black utilize the graveyard quite often, but figured it would be difficult to scale with Sacrifice X, so there would be no point in sacrificing many creatures for the sake of this ability. It could be considered to make the ability sacrifice a fixed amount of creatures for a fixed benefit, but I opted with the unlimited sacrifice ability, so you could use it as a finisher.
The second ability as it is here, is quite strong but is also slightly a trap. If you gather all your strength on a single creature, it is vulnerable to removal. If you keep multiple big threats, you're not sacrificing as many creatures and thus gets a lesser effect. And you do still need one of each creature type to get the doubling effect, which without makes the ability a lot less strong. This means you most likely will need to +2 her - which gives the opponents time to deal with her or your board.
Picture you slapped down an Avenger of Zendikar and created 10 Plants and you have a random Saproling from somewhere. Then next turn you play this planeswalker and -3 and sacrifice 8 Plants and 1 Saproling to distribute 18 +1/+1 counters. If you make the Avenger and two remaining Plants equal in strength you get two 8/8s and a 9/9. You gain 8 life from the plants and zap an opponent for 1.
Is this strong? It is. But it did require a setup beforehand - a powerful one at that. Is it too powerful? Not really when the alternative could have been a ramp spell to pump all the Plants with the Avenger or used Scapeshift to buff the Plants immensely. For this ability to be truly strong you do need a setup, which makes it fair to have a scaling ability.
You can opt to +2 her when played, to get the sacrifice fodder and then sac them both the next turn to distribute 4 counters. This is not really that strong, but it means you have to think about your sweet spots a lot more, balancing how much you sacrifice versus the effect you get from it.
I did give her the +2 instead of just +1, as she is a 7 MV Planeswalker (and most 7+ MV planeswalkers have a +2 or higher ability) so it seems fair compared to cost.
Anyway, that's just my suggestion. The card is yours, so I would rather see what you come up with based on this feedback.
3 months ago
The biggest potential weakness I see in this deck is that there's a sort of "cost void" between your 1-drops and your big demons, and the biggest threats in the deck may not be the most mana efficient. For instance, I'd probably run Desecration Demon or Demon of Catastrophes in a sacrifice deck instead of Goremand . I imagine he's a pet card for you though, so maybe you could lean more into the reanimator angle to cheat him in quickly. Most modern versions seem to be running Goryo's Vengeance into Griselbrand and praetors still, but I tend to prefer the budget alternatives. Some additions to Blood for Bones and Gravewaker are repeated activation creatures like Hell's Caretaker and Whisper, Blood Liturgist . Unburial Rites is also fairly popular if you don't mind splashing white. For the discard, staples include Thoughtseize , Collective Brutality , Ransack the Lab , and Mind Rake . For sacrifice synergy, I think Smallpox and Sinister Concoction could be options too. I'm also a big fan of creatures that mill for this role such as Stitcher's Supplier (which helps to play the very useful Gravecrawler ) or the green Satyr Wayfinder and all its Mulch brethren. Reanimator lets you play other big threats too, some of which could be Razaketh, the Foulblooded , Eater of Hope , or Xathrid Demon to stick with the demon theme. Another card I see as being pretty expensive here is Soul Foundry . The aforementioned Hell's Caretaker can usually produce a similar result without the 1 mana tax every turn. Furthermore, the tokens it creates could interfere with Grim Haruspex , a card draw engine I usually prefer to Dark Prophecy (or maybe Harvester of Souls if I'm feeling spicy.) There is some downside in cutting noncreature permanents for their creature counterparts, so choose the option that is being hit by removal the least in your meta. If creature hate is a problem, maybe a Grave Pact or Dictate of Erebos could dissuade your opponents.
4 months ago
Nice to see a cat tribal Nethroi deck!
Arahbo, Roar of the World
a lot, a when Ikoria was released, I pondered to make an abzan cat tribal with Nethroi. But I ended building it normal graveyard synergy as I wantet to keep my classic Arahbo constructed.
Anyway, I know the flavor is that all your cats are legendary, an I love that, but I think if you want to play the deck more efficient without losing cat theme, you can do some changes:
Falthis, Shadowcat Familiar
in this particular deck is only a 2/2 vanilla, as your only commander Nethroi already has deathtouch. I love it, but in this particular case sadly doesn't do anything.
Cards you could add, knowing that aren't legendary, but they are cats that work very well with your deck:
Fleecemane Lion can became indestructible, and then you can mutate your commander on it, making a great indestructible menace and keeping that +1/+1 counter.
Fleetfoot Panther and Whitemane Lion can save one of your cats or can bounce your commander to keep doing his mutation and reanimating things. Bronzehide Lion also protects your creatures.
Qasali Pridemage you play it, control your opponent best artifacts or enchantments, dies and Nethroi will recover it later.
Necropanther to reanimate small cats or creatures, and can mutateo over your commander to repeat effects.
Feline Sovereign and Regal Caracal , if you go tribal, those are the best cats lords, in addition to Kaheera of course.
Rakshasa Debaser can be a wincon when you encore him.
Alms Collector for card draw and to control greedy card draws of enemies.
Phantom Nishoba and Phantom Tiger look scrapy, but they count 0 power when you reanimate them with Nethroi, and if you mutate Nethroi on them, you transform Nethroi into a crature that prevent all the damage that receibes, even if he loses all +1/+1 counters.
And playing something like Nethroi, believe me (I'm a Nethroi and a golgari player), you need graveyard synergy. If you don't, you'll find that you reached turn X, play Nethroi but you only can revive 1-2 sad creatures. You need to fill your graveyard before that.
Exmaples (of course there are much more):
Altar of Dementia
Life from the Loam
Eerie Ultimatum and Living Death you'll have much fun with those in this type of deck.
Hope that give you some ideas to improve the deck without changing its spirit.
5 months ago
Okay so I believe I mentioned this last time you brought up the format but I don’t recall the answer. How do you deal with non-land sources of mana or non-basic lands. Your rules say you CAN pay for mana with basics existing but is it possible to still tap a non basic for mana to pay a cost? For example if I have a swamp and a Volcanic Island on the battlefield. Can I play a Doom Blade by tapping my non basic for 1 and using my swamp for the other portion? Theoretical reasons for this could include ramping with artifacts or fetching for a dual land to get 2 off colors.
Also your van list includes things shuffling the grave into the library. Is my assumption correct that you also intend to ban cards like Conjurer's Bauble?
You mention “cards with the ability to mill” are banned and that all damage to self is mill. Is your ban inclusive of cards that deal damage to self/opponents since that will mill? I assume not and you intend that to be cards with the mill keyword. But there are also cards with this same style effect not key worded as mill such as Mulch. And cards that exile from library such as Salvage Drone. May be a good idea to be clear about what you plan on excluding.
You also exclude abilities that can “reanimate”. I took that to mean putting a creature onto the battlefield from grave. But this is not a keyword and you’ll have to be specific. There’s also cards like Living End which will likely get around any wording for Reanimation. I also didn’t take your wording to mean banning of cards that return cards to hand. I also saw nothing stopping someone from using Snapcaster Mage on non-creatures in grave which I’m unsure if that was intentional or not. You could make the rule a bit more all encompassing by changing the rule to something like Grafdigger's Cage.
I also built a deck to test this format assuming you can use fast mana. this deck 100% wins turn 1 if you get a mountain in the opening 7 and the opponent doesn’t have Force of Will. You can still win turn 1 if you have to mulligan to less than 7 I was just too lazy to check how the math works out with less than 7. All you need to do is cantrip through 24 cards, play and crack the lotus then grapeshot twice for lethal. The cantrips don’t need to be red I just did it because it matched the grape shots. The deck can also be built with more than 3 mountains that is more consistent and doesn’t lower its chance as much in a mulligan but it technically leaves open the chance of whiffing the combo on turn 1 and I thought it made a better point to demonstrate things this way. Also note this deck is not even remotely optimized. It could be made far more efficient and sleek with time and testing.
Deck Jok test
My list is just an example of how I believe the format will play out. Storm-like decks and decks mulling to make sure they open with a Force of Will. If you see a reason it won’t end up like this feel free to point out anything I missed. But I think you need to find a way to limit people in some way.
6 months ago
No. Just seems like a huge investment of resources for a very meager pay off. You would probably be better off just playing Mulch effects with Reclaim and Thunderous Wrath - not that this is a good idea either but play test your idea against tron and delver and see how it does.
7 months ago
Hi there! I sifted through your list and chose 9 cards from amongst the higher price tags that I thought you could live without, then came up with 9 cheaper cards that seem to fit with what you have going here. I hope it's helpful
9 months ago
9 months ago
Field of ruin looks pretty fun, I'll add three?
I'll trade some creatures for a playset of Mulch.