: Add .
, , Sacrifice this: Search your library for a basic Mountain, Forest or Plains card, put it onto the battlefield tapped, then shuffle your library.
|Want (2)||Dune101 , instantconsequence|
Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Naya Panorama Discussion
2 weeks ago
How not to love cats and dogs?
If so, it is worth investing in an Unbreakable Formation and Heroic Intervention (which is also on flavour with Ajani), since the last thing you want is for all your furry friends and tokens to die to removal or even worse boardwipe.
Speaking of boardwipes, I see why you included Hour of Reckoning, but be careful as it would also hit a lot of the other creature I expect you to have on the board. An Austere Command should allow you to save more of your own board.
As for mana-base, I would advise to get rid of bad taplands like the guildgates, 0Tranquil Expanse and Blossiming Sands. I am not the biggest fan of bounce-lands in deck that cannot make the best use of them with either landfall or untap effects, but that's up to you. As a budget replacement, painlands (Karplusan Forest, Brushland, Battlefield Forge) could be helpful, and you have lifelink effects available so the downside is minimal. A Naya Panorama can help you with generich mana straight away or to fetch the basics you need.
1 month ago
Cards like Polluted Delta and Windswept Heath, where you can tutor one basic land type, seems to be in the deck chiefly to shuffle your deck. If that's not your intent may I suggest either replacing some of the other nonbasic lands with lands having two or more basic land types such as Savai Triome(if you can financially afford it)? Another option would be to replace those tutor lands with including, but not limited to, Fabled Passage and Naya Panorama. Another land you may want to consider is Bojuka Bog to throw off opponents who'd benefit from all the discard.
Another card you may want to consider is Bonfire of the Damned. If at some point you find yourself adding more instants and sorceries that deal damage, you may want to consider adding any combination of Pestilent Spirit, Radiant Scrollwielder, Soul-Scar Mage(especially useful against creatures with Indestructible) and Toralf, God of Fury Flip.
I hope this helps. Thank you for reading me out. Happy Hunting!
2 months ago
Hey, I saw your forum topic asking for help.
The manabase and ramp/color fixing could use some tweaking, but more draw is really what your deck needs. That's the area of your deck to consider spending some on for improvements.
- Mentor of the Meek --> Aggressive Mammoth
- Welcoming Vampire --> Mowu, Loyal Companion
- Ripjaw Raptor --> Aetherstorm Roc
- Idol of Oblivion --> Woodland Mystic
- Return of the Wildspeaker --> Leyline of Abundance
- Shamanic Revelation --> Renata, Called to the Hunt
- Harmonize --> Arcus Acolyte
I choose these cards as suggested cuts because you have better cards that do the same or similar effects. More draw especially repeatable draw sources replacing some of this redundancy could help gameplay.
The manabase is overall good except the amount of Forests, which is too many. The ratio of color sources in the manabase is 28 green:16 white:16 red. 28 green is almost double amount of another color which is a little much. Forests are important, you want them as most lands, but I don't think you need 12 of them. Green one drop mana dorks are good, but I don't think only three of them are enough to play so many Forests to hinder the other colors in the chance that you have one in your opening hand with a Forest. Crop Rotation can get any land by sacing a Forest.
Some manabase problems are 12 Forests, the Slow Fetch lands, Aether Hub, Arctic Treeline and Highland Forest. 12 Forest reduces the color fixing from lands too much. Grasslands, Krosan Verge, Mountain Valley are too slow for what they do and are not needed because you have Marsh Flats and Windswept Heath.
Aether Hub is relying too much on three cards that proliferate or Aetherstorm Roc. Consistently Hub won't have enough energy to make colored mana. Arctic Treeline and Highland Forest are nice that they have basic land types, but you don't really need them because you have Shocks and Tangos.
Consider cutting some basic Forests for more budget lands that can make green or another color?
- Crop Rotation --> Aether Hub
- Exotic Orchard --> 1x Forest
- Path of Ancestry --> 1x Forest
- Jungle Shrine --> 1x Forest
- Game Trail --> 1x Forest
- Fortified Village --> 1x Forest
- Battlefield Forge --> Krosan Verge
- Naya Panorama --> Grasslands
- Opal Palace --> Mountain Valley
Making these lands changes can balance the ratio of color sources to 26 G:20 W:20 R. This balance keeps the amount of green close to what you have currently while increasing the amount of white and red. Of course most of these are the least expensive price playable lands that you could add. There's many others that are more price/better lands.
Good luck with your deck.
3 months ago
Hey, well done budget version of Feather that's less than $50 and nice WIP primer.
Consider adding some budget stables of Commander?
- Arcane Signet --> Precursor Golem
- Command Tower --> 1x Plains
- Sol Ring --> Vance Captain Ripley
- Swiftfoot Boots --> Stave Off
Adding a few other mana rocks can help with color fixing since 30x basic lands is a lot, you're not getting much color fixing from lands. More repeatable treasure sources are another way to ramp/color fix.
- Sudden Breakthrough --> Give No Ground
- Boros Signet --> Fortune Thief
- Star Compass --> Seismic Shift
Dreadhorde Arcanist and Mavinda, Students' Advocate are excellent if you're having to discard instants/sorceries due to hand size. These budget creatures let you cast instants/sorceries from your graveyard and if you control Feather then you get to exile the spell before it goes back to the graveyard. Out of the three options to have no max hand size only Reliquary Tower is good because it's a land. The other two are not worth a card spot just for no max hand size.
With such a low budget dual lands are most difficult to fit in, but there's some other options to consider to cut some basic lands.
- Mistveil Plains --> 1x Plains
- Battlefield Forge --> 1x Plains
- Furycalm Snarl --> 1x Mountain
- Boros Garrison --> 1x Mountain
- Naya Panorama --> 1x Mountain
If you want to add budget infinite win condition combos then Birgi, God of Storytelling Flip can be an enabler for many and I only suggest these because you already have Birgi. Dualcaster Mage can also be an enabler.
- Birgi + Grinning Ignus = infinite casts/ETB of Ignus, infinite storm count.
- Birgi + Ignus + Runaway Steam-Kin = infinite red mana.
- Birgi + Ignus + Grapeshot = infinite damage to each opponent.
- Birgi + Ignus + Impact Tremors = infinite damage to each opponent.
- Birgi + Ignus + Balefire Liege = infinite damage to each opponent.
Grinning Ignus can also infinite combo without Birgi. Ignus + Runaway + Liege or Tremors = infinite damage to each opponent.
Out of all of these cards Balefire Liege is powerful with the Feather strategy: +2/+2 for Feather, source of repeatable burn at opponents, source of repeatable life gain and can be an infinite combo piece.
Heat Shimmer has interaction with Feather to come back to your hand if you copy your own creature. Shimmer can also copy an opponent's creature which can be helpful in multiplayer Commander and it has nice interaction with Mavinda, Students' Advocate who can get it back for Feather to exile. Grapeshot also has interaction with Feather because you can change the target of the storm copies. For this interaction to work however you must target a creature you control with the original Grapeshot for 1 damage then change the target for each storm copy.
Good luck with your deck.
4 months ago
Hey there! Not sure how your mana-base is faring, but here are a few suggestions, as manabases in a five color deck can be very difficult.
Run all of the tri lands! I hate tap lands, trust me, but with the first sliver at the head I'm willing to bet you want him out as fast as possible. You're running most of them, but I'd recommend getting your hands on the others: Arcane Sanctum, Jungle Shrine, Nomad Outpost, and Sandsteppe Citadel.
Of course, the Ikora triomes would be awesome, but they can be a bit much per land if you have a smaller budget. For reference, here they are: Savai Triome, Ketria Triome, Indatha Triome, Raugrin Triome, Zagoth Triome.
Not sure how you feel about these, but something else to consider would be the 5 panoramas from wherever it was they were first printed. Having that choice of fetch without spending money on the big fetches can be a really big asset in many games: Naya Panorama, Jund Panorama, Grixis Panorama, Esper Panorama, and Bant Panorama.
I'm sure you're aware of these, but in case you aren't, there are of course the expensive duals and fetch lands. The fetches (like for example, Bloodstained Mire) are incredibly powerful. They give you the power of choice between yes, the two colors, but beyond that virtually any color you wanted if you ran all the shock lands (like Stomping Ground). If you drew that Bloodstained Mire and needed a green, you could fetch Stomping Ground and boom, you have it. Of course, that is quite a lot of money, but if you weren't aware of them, it's a good thing to keep in mind. On a side note, the fetches are even more extremely powerful as they go to your graveyard, allowing you to recur them (with say, Ramunap Excavator) and get tons of landfall triggers per turn.
Some others are ones that add any color- like these are probably by far the best. Here's some that come to my mind. Ancient Ziggurat, City of Brass, Mana Confluence. Cascading Cataracts/Crystal Quarry are also definitely worth it for the big ol Sliver.
You don't seem to have too much ramp in the deck besides the 3 green guys and a bit of Artifact ramp. Not sure how much you need more, but some I'd recommend are Fellwar Stone, Ornithopter of Paradise, Three Visits/Nature's Lore if you add the shock lands (like Stomping Ground, etc., then you can use these to find any color), Noble Hierarch, Ignoble Hierarch, Bloom Tender (adds one of each when big sliver is out!!), Birds of Paradise, definitely Arcane Signet, Sylvan Caryatid, etc. The dorks aren't slivers, but they are really really crucial in adding any color. It is a bit much of green though, which is probably not something you want to do, so maybe pick and choose wisely- especially if you replace the green ones I mentioned before (maybe not all of them). Let me know if you'd like some more of these kinds of ramp suggestions.
Anyways, I've got some stuff to do so I'll leave it at that for now- I'm not gonna read through this so sorry for any grammar errors too. Hope some of this is helpful, and insightful. Feel free to check out some of my decks (main one is Double Trouble EDH ⫸PRIMER⫷), and let me know if you have any questions or want some help. Best of luck with your deck, and have a wonderful evening.
edit: most of the slivers and all look good there's a couple things I'd swap no biggies, small things like maybe consider Kindred Discovery or Toski if you like Bident of Thassa) but that looks all good!
4 months ago
If you're looking to capitalize on the landfall theme more, I recommend more land ramp to get the triggers. I'd ditch the Simic Signet for another spell like Nature's Lore or Kodama's Reach/Cultivate. I'd ditch Jungle Basin and Coral Atoll for some other fetch lands like Bant Panorama and Naya Panorama. Gush is a fantastic draw spell in a deck like this. Psychosis Crawler is a great payoff for drawing a bunch of cards.
6 months ago
Hey, good work in process on a budget.
There's a few cards here that are not as good as others. Werewolf Horrors who can't transform from Tovolar are quite subpar. Vildin-Pack Outcast Flip, Smoldering Werewolf Flip, Shrill Howler Flip, Conduit of Storms Flip, Ulvenwald Captive Flip, Kessig Prowler Flip
Three, four and five drop Human Werewolves who don't have any abilities or just have a single ability like reach or trample, but don't any other abilities on the backside of the card just aren't good enough. Tireless Hauler Flip, Convicted Killer Flip
Arlinn, Voice of the Pack for a six drop doesn't do much without other cards which is not what you want with a six drop. Tovolar's Huntmaster Flip in comparison is so much better than Arlinn at six mana.
Some budget cards to consider adding:
- Reckless Stormseeker Flip: Werewolf who gives haste and pump.
- Village Messenger Flip: another one drop Human Werewolf.
- Breakneck Rider Flip: Werewolf who transforms to give trample and pump.
- Nightpack Ambusher: Wolf who can be a repeatable source of Wolves and is an anthem for Werewolves and Wolves.
- Relentless Assault: extra attack spell to draw more cards with Tovolar.
- Wolfcaller's Howl: good card in multiplayer Commander since there's many players, it can be quick board wipe recovery.
- Dryad's Revival: recur any card and has flashback to cast it again, get Assault two more times.
- Arcane Signet: staple budget two drop mana rock for more ramp.
- Farseek: two drop land ramp that can get Stomping Ground or Cinder Glade.
Good luck with your deck.
6 months ago
Hey, you're welcome, nice changes.
Vigor prevents enrage from happening since it prevents damage dealt to Vron. It's a replacement effect which replaces the damage that is dealt with +1/+1 counters since damage isn't dealt enrage doesn't trigger. Rite of Passage works how you want with Vron because it doesn't prevent damage, but also puts a +1/+1 counter when damage is dealt.
Goblin Bombardment could replace many different cards simply because it's a win condition with Vron that's only two mana. Bombardment is also another card to infinite combo with Polyraptor and it can prevent ending the game in a draw with Marauding Raptor + Polyraptor. Anara, Wolvid Familiar could replace Cacophodon. Is Cacophodon part of a combo that I'm not seeing? Crop Rotation could replace Steel Wall.
Rishkar's Expertise and Return of the Wildspeaker are in the precon and they can draw a lot of cards because Vron starts at 5 power. Return being an instant can be cast not on your turn to fill your hand of cards to choose from to cast on your next turn. These spells are excellent with Klauth, Unrivaled Ancient and Old Gnawbone who can make a ton of mana to cast all the cards you draw.
Expertise and Return are actually better spells here than Kindred Summons because with Vron no matter what you're drawing at least 5 cards. Summons requires that you control many Dragons to get the same amount of value. One advantage of Summons is instant speed to potentially reveal both Gnawbone + Charger, cheating them onto the battlefield, but without a way to arrange these Dragons to the top of your library that will be rare.
Sword of Hours is in the precon and it does a lot with Vron since it's a source of repeatable die roll and a way to make Vron bigger with +1/+1 counters. Some budget lands to consider adding in place of some basic lands: Naya Panorama, Jund Panorama, Bonders' Enclave, Rogue's Passage.
Some changes to consider:
- Goblin Bombardment --> Vigor
- Anara, Wolvid Familiar --> Cacophodon
- Crop Rotation --> Phyrexian Walker
- Sword of Hours --> Steel Wall
- Return of the Wildspeaker or Rishkar's Expertise --> Lathliss, Dragon Queen
- Naya Panorama --> 1x Mountain
- Jund Panorama --> 1x Mountain
- Bonders' Enclave --> Temple of the Dragon Queen
- Rogue's Passage --> 1x Forest