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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Destroy target artifact or enchantment. Its controller gains 4 life.
soul_knightmare on The mighty Thrun
2 weeks ago
Small upgrade but swap the Naturalize and Wear Away for Return to Nature, Nature's Claim, or Unravel the Aether.
Licecolony on Mono-Green SuperFriends!
1 month ago
Heck no Lokasa!
If Pir, Imaginative Rascal gets you excited, I think you 'ought to go for it. This is YOUR deck, you can make it however you like. We can work to compensate for the speed by changing out the ramp package!
I will note that with Pir, Imaginative Rascal, you'd also get Toothy, Imaginary Friend as a free second commander which gives you access to cards like Tekuthal, Inquiry Dominus, Ezuri, Stalker of Spheres, Ichormoon Gauntlet, Deepglow Skate along with a bunch more planeswalkers and proliferators and duplicators. Since your deck is called mono-green, I'm gonna write the rest of this comment assuming you don't want to add any blue cards.
Accelerated Ramp, these are gonna focus more on getting lands straight to the battlefield and being cheap to use. If possible, having these attached to creatures to block early on:
And that would take place of all of your three mana mana-ramp and your ramp that brings lands to hand (they work best with Azuza, so now we don't need them).
Then we can come up with fast removal to protect you early and give you early blockers:
We can replace the planeswalkers we lost earlier Garruk, Savage Herald, Nissa, Genesis Mage, Vivien, Arkbow Ranger, Vivien, Champion of the Wilds, Vivien, Nature's Avenger with more that'll keep you safe and will give us space for better support cards:
Nissa, Ascended Animist
Wrenn and Seven
Finally, we can think about how to use those planeswalkers more effectively with cards like:
The Peregrine Dynamo doubles up your planeswalker ability
Kamahl's Druidic Vow can be another Genesis Wave in this deck.
I'll also add Vorinclex, Monstrous Raider though will warn you MOST people do not enjoy playing against that card.
Note that my opinion is just as useless as anyone else's and any choices you make will be the right ones for you. I hope you find your fun <3
Licecolony on NayaDinos
1 month ago
I'd add 6 or so lands. There's just not near enough there. It also seems you're expecting a really long game with cards to reshuffle stuff into your library and gain life. You start at 40 health. If you're taking that much damage, the extra 5 here or there aren't saving you. And reshuffling cards from the graveyard into the library is only going to be useful if you're playing against a mill deck or you somehow draw your entire deck. Both somewhat uncommon situations.
Cards under $3 that you might consider:
Return of the Wildspeaker
Knight of Autumn
Road of Return
Cards that I would call easily expendable:
Gift of Paradise
Oketra's Last Mercy
Elixir of Immortality
Slice in Twain
Enter the Unknown
AstroAA on Should I Make These Replacements?
1 month ago
I could see where maybe Reject Imperfection has a place, but in a four color deck I'd ideally like to try to keep your spells to single color pip cost. Like for example, Countersquall uses a single blue and a single black pip, whereas Reject Imperfection uses two blue pips and a generic pip. I get you're trying to get the proliferate ability from it, but if you do something with two blue pips - I'd just rather run something straight up like Counterspell or Mana Drain where it's 2CMC over 3CMC.
I second what bushido_man96 said - bounce spells outside of Cyclonic Rift (and in fringe cases Chain of Vapor) aren't that great and should generally be avoided. I get that, again, you're trying to get the proliferate trigger off but there are times where it'd just be easier to exile/destroy the thing with the likes of Path to Exile/Nature's Claim/Pongify/Tragic Slip.
Forkbeard on Runadi, Behemoth Caller: Beef Chief
2 months ago
Totally get it Epicurus, it's a good critique and you're not wrong - the early game can be a bit of a wash. That said, the ramp options/mana doublers in here usually zip me to 7 or 8 mana quickly which gets me started on that beefy action. A few top deck filters, draw spells + cheat into play options in here too which can help refine the early game.
I play in a honed but not quite cEDH meta and this deck fares quite well in that environment. I've won the last 2 4 person FFA games I've played this deck - the last match was funny, down to 1 other player and I had a soft lock with Archetype of Endurance + Platinum Emperion + Void Winnower & was milling 20 cards a turn with Ulamog, the Ceaseless Hunger. BUT. I know what you mean. Are you thinking it could use more fast mana? I completely agree that this deck needs more efficient early game removal/interaction and I think I will look to take out a few win-more options in favor of cheap removal (e.g. Nature's Claim) + a fog effect or 2, that's a good idea.
Do you have any cheap-ish to cast removal favourites that you like to run in mono G/colourless?
Profet93 on Thrasios and Tymna - TnT cEDH PRIMER *2-STEP'N*
2 months ago
Nature's Claim or Return to Nature > disenchant
2 months ago
A bad modern player recommends Nature's Claim.
JerryChops on Atraxa Voltron
3 months ago
I actually logged in to add some Neon Dynasty cards and saw your comment. Boseiju, Who Endures is a great addition! And thank you for the suggestion of Nature's Claim. I was unaware it existed, and will be adding it. Awesome lands and low CNC w/ value is my jam!
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