Oran-Rief, the Vastwood

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Oran-Rief, the Vastwood

Land

This enters the battlefield tapped.

: Add .

: Put a +1/+1 counter on each green creature that entered the battlefield this turn.

Drestlin on G/W +1/+1 counters

1 month ago

I'm honestly not sure. Probably more? but not by a big deal. Need to try more, lately have been playing mostly pauper, so one or two games don't help too much. I do feel mana starved often tho, but i haven't tried the last version without Oran-Rief, the Vastwood

lhetrick13 on G/W +1/+1 counters

1 month ago

Drestlin - Sounds solid to me. It does not seem like many of the decks you are playing and running heavy reanimation or graveyard janks so losing out on Lion Sash and similar cards like Scavenging Ooze will likely only improve your chances of beating your specific opponents.

Do you like the Outlast ability? I am not a huge fan as it requires a tap of the creature to activate the ability and generally speaking, your and my deck are built to be on the offensive unless we are rebuilding. I would prefer the Training, Bolster, and Mentor abilities over Outlast personally.

I think Oran-Rief, the Vastwood has potential but playing lands that come in tapped 100% of the time will slow you down. Dropping that in exchange for something else that at least has the potential to enter not tapped is an improvement in my book. Hence why those lands are so expensive :(

I noticed you dropped to 19 lands. That seems kinda low even at your ~1.80 average CMC. On a similar but different note, I did some probabilities on how many lands I would have in opening hands and th chances of getting additional lands as I was tired of getting mana screwed...I will throw up the % for 19 lands and include the % of 21 lands in ().

  • 0 Lands: 6% (4%)
  • 1 Land: 22% (18%)
  • 2 Lands: 33% (31%)
  • 3 Lands: 25% (28%)
  • 4 Lands: 11% (14%)
  • 5 Lands: 2% (4%)
  • 6 Lands: 0% (1%)
  • 7 Lands: 0% (0%)

Subtle changes but you can see how the whole PDF shifts more to consistently having 3 lands in your opening hand for 21 compared to 19. I also did the chances of drawing 0-3 lands given how many lands were in the opening hand. In general, those odds really do not change much but the odds of not drawing a land are the greatest so that is why I want to start with at least 3 in hand. Sorry...kinda rambling!

Drestlin on G/W +1/+1 counters

1 month ago

lhetrick13 fairly big changes - sideboarded cemetery hate Lion Sash, added Arcus Acolyte in, removed Oran-Rief, the Vastwood (too slow i think...).

let's see how this goes!

lagotripha on $30 Modern Mono Green

1 month ago

If you want judge/denizen to be more reliable, you can grab some Oran-Rief, the Vastwood or lean into spells running Hall of Oracles/Inspiring Call. There are some great budget counters cards in the 1 mana slot - Experiment One, Generous Visitor, Willow Geist etc. Mutant's Prey offers light removal and Servant of the Scale/Swarm Shambler some survivability.

Other sources of cardraw exist - Brainstone is notable, as is Harmonize.

Drestlin on G/W +1/+1 counters exile

2 months ago

Chasmolinker the Panglacial Wurm seems great, since you don't even have to draw it, you'd need one or two at the most. i'll probably keep it in mind if i ever try to build this weird ramp counter deck we are discussing about now ahah

lhetrick13 what you found is what i suspected - unfortunately, cards should come next week so i won't be trying much apart from maybe very small changes - i don't want to print more proxies :D

i'll let you know as soon as i try out the new version.

or maybe i'll get around to print the few cards and will be able to try it tomorrow.

FYI, this is what i put together for next try:

Creatures - 4 Conclave Mentor - 3 Duskshell Crawler - 2 Hopeful Initiate - 2 Iron Apprentice - 2 Lion Sash - 2 Oran-Rief Ooze - 2 Savior of Ollenbock - 2 Scavenging Ooze - 4 Servant of the Scale - 3 Willow Geist

Lands - 4 Forest - 1 Karn's Bastion - 2 Llanowar Reborn - 3 Oran-Rief, the Vastwood - 3 Plains - 4 Razorverge Thicket - 2 Sunpetal Grove

//Enchants/Sorc/Instants - 2 Dromoka's Command - 3 Enter the Unknown - 4 Hardened Scales - 3 Swallow Whole - 3 Tezzeret's Gambit

//Sideboard - 2 Gaea's Blessing - 2 Gleeful Sabotage - 3 Mistcutter Hydra - 2 Predator Ooze - 4 Savage Summoning - 2 Wildwood Scourge

lmk if you have any comment on this one

123456789101112131415161718 on Elf ball

2 months ago

Love the deck +1!

Some advice;

First, tyvar kell is technically golgari, so it's illegal unless your playgroup is chill with it.

Secondly, I think you should try and move away from the some of your Planeswalkers, into more elves. Nissa, Who Shakes the World and Nissa, Voice of Zendikar have very little synergy with your deck, and should be replaced with elves like Dwynen's Elite and Lys Alana Huntmaster.

Some of your creatures also seem to be less powerful then you would otherwise want, such as Llanowar Mentor, Joraga Treespeaker, andKaysa. I would add Selvala, Heart of the Wilds, Wolverine Riders, and Canopy Tactician in their place.

Elf decks generally tend to run less than 30 lands, as there's more than enough ramp to compensate. I'd recommend taking out Oran-Rief, the Vastwood, Myriad Landscape, and 2 forests, and adding cards like Crop Rotation, Skyshroud Claim, Herald's Horn, and Lightning Greaves.

In my elf deck, I don't particularly like ramp cards that make lands hit the battlefield tapped, as I find them too slow. I don't know how fast you want your deck, but I'd recommend taking out at least Explosive Vegetation, and adding something like Harrow.

My ezuri deck is Ezuri's Exuberant Elfball Extravaganza, if you need any ideas for other elves to slot in.

nbarry223 on Glittering Company

5 months ago

Yeah, the main utility suggestion is Oran-Rief, the Vastwood since it allows more usability out of Kitchen Finks, Spike Feeder, and even Devoted Druid as a way to store mana.

Mistveil Plains is only a suggestion for the mill matchup as a way to free up the Endurance slot potentially. It's more of an option to keep in the back of your mind than anything, like if you ever want to squeeze in another creature or something.

And finally, I strongly suggest trying out at least Wooded Bastion in your current list. Unless your other land is your singleton Swamp or Urborg, Tomb of Yawgmoth you can utilize it. It also lets you play Anafenza, Kin-Tree Spirit with a Forest as your first land, or Spike Feeder with Plains as an example. I don't suggest running any more than 2 filter lands, and honestly 1 is probably ideal with the lower land count. If you find yourself liking it, try out the Reflecting Pool next (filter land is more valuable). You'd be surprised at how useful it is becoming an untapped Indatha Triome in a lot of cases, or at least a free dual.

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