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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Search your library for up to two basic Forest cards, reveal those cards, and put one onto the battlefield tapped and the rest into your hand. Then shuffle your library.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.
3 months ago
9 months ago
Also since you added better ramp I'd cut Nissa's Pilgrimage (kind of slow and you'll never trigger spell mastery), and Overrun feels like win more. You shouldn't need to pump your team because at this point you can probably just beat face with enough oozes to win the game anyways.
1 year ago
Hey TwentDoggo, glad you like the deck. Normally I wouldn't have trouble finding ways to upgrade my decks, but this one in particular is kind of inherently flawed in that there simply isn't much support for its plan. That said, there are some things you could do to make the deck more functional in general.
Probably the easiest upgrade you could make is include the Arbor Elf + Utopia Sprawl ramp package. These two make it possible to have four mana on turn two (turn 1 Arbor Elf, turn 2 Utopia Sprawl on an untapped Forest) which makes higher cmc ramp spells such as Hunting Wilds , Explosive Vegetation , and Nissa's Renewal more viable. It also makes the deck's combo turn come around much sooner since being able to make four mana off of one land gives you more untapped lands to attack with after casting Sylvan Awakening .
If you do this, you'll need to rework the deck a bit--this ramp plan is better with a lower land count, so Arboreal Grazer and Rites of Flourishing would be cut out, and since you have more mana early on you'll want to add some higher impact ramp spells (the aforementioned Hunting Wilds etc). You would also be able to play Rude Awakening , a card that I excluded from the original draft of the deck because 8 mana is a lot.
So these are the changes I'd make:
- -4 Arboreal Grazer , -4 Llanowar Elves , -2 Rites of Flourishing ; +4 Arbor Elf , +4 Utopia Sprawl , +2 Wolfwillow Haven
- -3 lands, -2 Nissa's Pilgrimage , -2 Harmonize ; +4 Hunting Wilds , +2 Rude Awakening , +1 Search for Tomorrow
- -4 Rampant Growth ; +4 Sakura-Tribe Elder
I'm not sure what you're budget is, but that's really the best you can do if you want to stick to the man land plan. I suppose you could also upgrade the mana base, but you can get by with all basics since you've got a lot of color fixing ramp spells.
1 year ago
Aside from the power 9 and the original dual lands, Gaea's Cradle is probably the most high-demand card on the reserve list. Years ago, I almost bought one at $80 for a token deck but backed out because it didn't seem worth it and now it's just absurdly expensive. Even non-reserve list cards are really expensive at the moment. Wizards has done a very poor job of keeping supply in line with demand. I bought my playset of Nykthos, Shrine to Nyx for $11 during Theros, but now it would cost $120.
Bellyaching aside, let's talk about gods. Nylea, God of the Hunt is best used as a mana sink for when you have excess in the late game. The only creatures you currently have that make really good use of her trample ability are Scute Mob and Heroes' Bane , and End-Raze Forerunners might make it redundant if that's a card you want to top out at. If you do include Omnath, Locus of Mana , old Nylea would be a great partner for him. As for Nylea, Keen-Eyed , I'd usually prefer the cheaper Duskwatch Recruiter Flip unless sending stuff to the yard or keeping it on top is of vital importance. Even though Rhonas the Indomitable looks just like the first Nylea, many small differences compound into making him a much stronger card. He costs 1 less, his activated ability costs 1 less, his combat requirement is easier to meet, and he has that excellent deathtouch/indestructible pairing. The card is honestly pretty bananas and would fit very well in your deck if you can afford it. God-Eternal Rhonas is more niche. He also serves a very similar role to Forerunners as a means of finishing the game. I'd normally choose the 5-cost option over the 7-cost one, but the creatures you can currently develop before dropping Rhonas on 5 have relatively low power. Turning a bunch of 1/2s into 2/2s just isn't that impactful, so I'd add new Rhonas only if he had bigger creatures to buff. Finally, Bow of Nylea is a very nice and surprisingly flexible tool for a deathtouch deck. If you could get ~3 copies, you could drop some of the existing DT creatures like Wasteland Viper and Deadly Recluse , add in more Fynn, the Fangbearer , and shift to a very aggressive line of play. Otherwise, I think a singleton copy would be totally fine.
In my suggestions for ramp options, I was basically just using Cultivate as a stand-in for all the 3 CMC 2 land search spells like it. Nissa's Pilgrimage is objectively better in a forest-only deck, although the odds of you having Spell Mastery in the early game with only 5 instants/sorceries in the deck (3 of which are situational) is essentially zero. I also listed Harrow specifically since I've had the most success with it out of all the Cultivate effects save for Harvest Season in token-heavy decks. Being able to immediately convert the untapped lands into a Rampant Growth or any 2-drop creature makes for incredible tempo, and the instant speed is great for bluffing. Seeing a counterspell after the land sac is brutal though so I do understand the hesitation. If that's your biggest worry, I'd also keep an eye out for Allosaurus Shepherd (high budget), Veil of Summer (mid budget), and Autumn's Veil (low budget) as options for the sideboard.
1 year ago
Hello fellow Titania player. From my experience I'd highly recommend a few cards:
- Lands: Command Beacon , Mouth of Ronom , Dark Depths + Thespian's Stage
- Others: Realms Uncharted , Nissa's Pilgrimage is better than Kodama's Reach, Greater Good , definitely Tireless Tracker , and Squirrel Wrangler is super powerful with Gaea's Cradle .
Your list looks really strong, stronger than mine (I keep the power lvl a bit lower due to the general lvl my playgroup is at), but I think a few of my suggestions can push yours even further. If your interested, here is my own list: The Entmoot. We have similar themes! :) +1
1 year ago
1 year ago
That card example above should be Elven Rite .
Mcat1999 The problem with Energy, as I remember, wasn't that it had no drawbacks (first strike doesn't have drawbacks, either), but it creates a new resource that couldn't be negatively interacted with. You spent mana, you got energy, you spent mana and energy to get more energy, and your opponent couldn't do anything about it. Lessons are just more sorceries (and instants?) that can be countered or discarded.
Catching up to your new post, because I spent a long time writing this one, that Learn tax with cost-rediction effects would be a good failsafe, and you still have the fake-cycling option if you can't/don't want to pay. I'd like to know if that was ever considered during development.
1 year ago
- sorry wrong link... Evolving Wilds . Also, since your commander scales with lands on the field AND in the graveyard, it opens a lot of different options. Cycle lands like Ash Barrens Tranquil Thicket Slippery Karst and Desert of the Indomitable are all cards that can either be mana or a source of card draw later on. Terramorphic Expanse Prismatic Vista and Fabled Passage are all good ways to further the land in grave count AND synergize really well with your play from the graveyard effects like Ramunap Excavator , letting you get a land from your deck every turn.
And again, since your commander cares about lands in graveyards, Crop Rotation can fetch any needed utility lands/fetching lands. And Springbloom Druid is a Harrow with legs! Roiling Regrowth is a newer card that fetches you lands. And Nissa's Pilgrimage is an all star with the potential to give you 3 lands for 3 mana!
Hope that gives you some ideas!