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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal



Destroy target artifact or enchantment.

FadingReality on Dragons, Dragons, Dragons

3 weeks ago

Deck is coming along nicely. Running out of suggestions lol. I don't think any of your creatures are bad at this point. The only thing I can say is you might consider cutting Dragonlord's Servant for a general piece of ramp or mana becuase discounting by 1 is the same thing as ramping by one, except your other non dragon cards also benefit. Other than that one card, all your creatures look great to me.

So let's talk about your removal. I understand that this isn't a control deck so you don't need to jam the deck full of it. I'm not even going to necessarily recommend adding even more, but I would suggest swapping 1-2 of them out for better options. I like every single piece of removal and interaction you are running except for Naturalize and Putrefy. Both of these cards are actually very solid and aren't bad choices at all. However, you are in 5 colors and therefore have access to the best removal there is. I will offer some suggestions below.

  • Tear Asunder: This card is already strictly better than naturalize. It exiles for the same mana cost and it can be made to target any nonland permanent. It's much more versatile. I'd swap this with naturalize and not putrefy. Also tear asunder is less than 1 dollar!!
  • Void Rend This is a little more color intensive than putrefy, but is still the same cmc overall. It is excellent against control matchups and hits all targets that putrefy can hit PLUS planeswalkers and enchantments.
  • Anguished Unmaking Exiles any nonland permanent. Also hits twice as many targets as putrefy, is the same cmc, and same color intensity. The only downside is loosing 3 life which is not a big deal in commander.
  • wallisface on Memento Mori (Remember that you have to die)

    3 months ago

    Some thoughts:

    • Green Sun's Zenith is not modern legal. Your legal options are Chord of Calling or Finale of Devastation.

    • Naturalize is a sideboard card at-best, as it’ll be useless in a large number of matchups.

    • Your mana curve is very high, and your land count is very low. I’d suggest going up to 23 lands, and reduce the count of cards that cost 4-or-more mana to 4 at-most.

    UltimateRoxas40 on The Harvesttide Festival [Human Primer]

    5 months ago

    scotchtapedsleeves Haha, sorry if I bugged you, but I'm glad I convinced you! From the times I've played this deck, it runs pretty well. Not competitive, but it ramps out easily and can get a lot onto the field quickly. Plus, not a lot of people I play with see Emiel the Blessed and hear the warning bells go off. Katilda, Dawnhart Prime performed well, but more importantly it was fun to play :).

    I originally built this deck as a lower power deck to have around just in case, but then I never really encountered a chance to play it, so I gave it a big tune up, but still didn't want it to be too powerful. Cards like Cathar Commando can basically be 3 mana for a Naturalize, which definitely isn't a fast or optimal method for removal, but creature based removal works well when you've got cards like Kyler, Sigardian Emissary or Cathars' Crusade that care about creatures/Humans ETBing. I could probably afford to cut a few creatures in favor of more noncreature removal, but until I've played with it for a while, I won't know what's worth keeping/cutting

    soul_knightmare on

    6 months ago

    Small upgrade but swap the Naturalize and Wear Away for Return to Nature, Nature's Claim, or Unravel the Aether.

    rekkim on Darkwood Elves

    7 months ago

    Replace Naturalize with one or another of Reclamation Sage, Viridian Zealot or Nullmage Shepherd? Slower, but they synergize.

    I'm personally of the opinion that the sage is the best option because it isn't going to remove itself from the field and does what it needs to do as long as it resolves, but you might end up with dead draw if it's the only thing you can play and there's nothing to remove. The zealot's generically good, if strictly worse than Caustic Caterpillar, but I'm wary of sacrifice in such a tribal deck.

    Tyrant-Thanatos on Your Cheap Obscure Overperformers?

    8 months ago

    Stave Off - This card just does everything. It's so easy to miss that this can target creatures other than just the ones you control, and it makes a world of difference. Prevent buffs, debuffs, swing the tide of combat, the shear number of options this affords me feels nuts. I have a very hard time saying no to this in any deck with white.

    Supreme Will - Choose between Mana Leak or Impulse for just 1 more. When I'm holding up untapped Islands in blue, there are two options I want: Interaction, or Card Advantage. This gives me both in a single card.

    Priest of the Blood Rite - Setting aside my love of the way the mechanics and flavor tie together in this card; this thing is really easy to abuse. Sac and reanimate, flicker or blink, you can lay down a lot of 5/5 flyers with this faster than people expect.

    Unravel the Aether/Deglamer - Shuffling things back into my opponents deck is often worse for them than destroying. By now there are a fair handful of "better than Naturalize" cards, but these two are my favorites, and are often met with sighs from opponents that would rather have been Krosan Grip'd than this.

    Tyrant-Thanatos on Would this be an illegal …

    8 months ago

    Loops that contain entirely mandatory actions aren't illegal, they simply end the game in a Draw.

    104.4b If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.

    But yes, as Sporemound doesn't have a "you may" clause, it is mandatory, and this would create a loop of mandatory actions. It's possible you could opt to break this loop after a certain number of iterations via a card like Naturalize (by targetting Life and Limb), which would prevent a Draw from occuring.

    TheoryCrafter on The Madness of Fractal Being Manifested

    8 months ago

    The biggest threat to your deck is Solemnity. I'd recommend some counterspells including, but not limited to, Decisive Denial, Quandrix Command and Voidslime.

    If you can't prevent Solemnity from entering the battlefield, Fecundity and Soul Net will turn your 0/0 Fractals into a boon until cards such as Fade into Antiquity and Naturalize can be used. Your commander's static ability will also feed into it.

    You may also wish to consider cards that affect or are affected by +1/+1 counters. These include, but not limited to, The Ozolith, Swarm Shambler, Bramblewood Paragon, Herald of Secret Streams, Vigean Graftmage, Experiment Kraj and Plaxcaster Frogling.

    Scavenging Ooze can give your deck some much needed graveyard hate.

    Have you considered Simic Ascendancy with all these cards creating creatures with +1/+1 counters on them? You can move growth counters from Simic Ascendancy to Paradox Zone by means of Nesting Grounds.

    Other lands to consider for the deck are Cave of Temptation, Forge of Heroes, Littjara Mirrorlake, Llanowar Reborn, Novijen, Heart of Progress, Opal Palace, Oran-Rief, the Vastwood, Temple of Mystery and Tyrite Sanctum.

    Other cards to consider for your deck are Altered Ego, Bioshift, Clone Legion, Hardened Scales, Jiang Yanggu, Wildcrafter, Kiora, Behemoth Beckoner, MirrorBox, Repudiate / Replicate and Slippery Bogbonder.

    I hope this helps. Thank you for reading me out. Happy Hunting!

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