|Commander / EDH||Legal|
Printings View all
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Commander Anthology (CM1)||Rare|
|Commander 2015 (C15)||Rare|
|Commander 2014 (C14)||Rare|
Combos Browse all
Oran-Rief, the Vastwood
Oran-Rief, the Vastwood enters the battlefield tapped.
: Add to your mana pool.
: Put a +1/+1 counter on each green creature that entered the battlefield this turn.
Oran-Rief, the Vastwood Discussion
4 weeks ago
I would consider the classic Heritage Druid + Nettle Sentinel Combo, but I'm not sure how broken that would be w/o Glimpse of Nature . It's pretty fast and is great because Heritage Druid's ability ignores summoning sickness.
Otherwise, this seems pretty solid. I would maybe suggest lowering the Oran-Rief, the Vastwood count since it comes in tapped and you probably want it to be a bit faster than that. Also, you may want to think about switching your Woodland Cemetery for Overgrown Tomb , and adding a couple of Pendelhaven (which I'm pretty sure is legal in modern).
It may also help to add in an Ezuri, Renegade Leader or two, just so that there is another win condition in the deck.
Otherwise, it looks pretty fun and I might try it out sometime.
1 month ago
Perhaps consider Faith's Shield over Gods Willing , as it applies to any permanent or even all if you're under 5 life. Vines of Vastwood is good, too. And, if you've got the $/desire, Heroic Intervention .
You're AVG CMC isn't super high, but I think it would be worth it to add 2x more Elvish Mystic and cut 2x Advent of the Wurm.
Since you've already stated you're playing casually, an additional 3x Temple of Plenty will be useful. Other lands worth considering: Oran-Rief, the Vastwood , Scavenger Grounds , Field of Ruin / Ghost Quarter .
I also suggest at least 1-3x Harmonize .
You're missing a lot of good removal spells that are available to Selesyna: Oblivion Ring , Journey to Nowhere , Cast Out , Path to Exile , Beast Within , Generous Gift , Return to Nature , Naturalize , Sundering Growth , Revoke Existence , Celestial Flare , Blessed Alliance - I suggest running 4x removal spells in the mainboard, and then a few options in the sideboard.
I suggest keeping a fairly standard structure: 22 lands, 24 creatures, 4 removal spells, 4 protection/counterspells, and 4 utility (draw card, synergy, evasion, lifegain, graveyard recursion or hate, etc) spells. This will give you 12 slots that will be pretty easy to swap sideboard stuff in and out, which will give you a lot more range.
I've found Immortal Servitude pretty useful.
1 month ago
I mean this in the kindest way: I think you're packing too many big guns without enough ramp and utility. I don't think 4 ramp spells, especially Legendary ones, are sufficient to crank out creatures fast enough, let alone protect them and disrupt opponents.
Oran-Rief, the Vastwood seems like a good fit here, as does Utopia Sprawl . And you really can't go wrong with Birds of Paradise , either, but Llanowar Elves or Elvish Mystic will work just was well. I'd encourage you to run at least 6x ramp spells. I'm speaking from my experience trying to build Elf Warrior Tribal, mono-green +1/+1 counters, mono-white +1/+1 counters, Selesnya +1/+1 counters, and Simic +1/+1 counters. In each case, speed and resiliency have been the major factors determining the deck's success or failure. The best of all of those, incidently, is mono-white +1/+1 counters, because it's the fastest, and because white offers so many useful spells at low CMCs. All that said, there are a ton of spells that are relevant here and I wish you the very best of luck in finding a winning assemblage.
So here's a list of spells of varying cost that might be helpful: Rishkar, Peema Renegade , Jiang Yanggu, Wildcrafter , Hunger of the Howlpack , Inspiring Call , Simic Ascendancy , Hydroid Krasis , Tezzeret's Gambit , Incubation Druid , Vinelasher Kudzu , Chasm Skulker , Servant of the Scale , Arcane Adaptation , Metallic Mimic , Tuskguard Captain , Vines of Vastwood , Heroic Intervention , Incubation / Incongruity , Beast Within , Pongify , Turn to Frog , Fog , Harmonize , Return to Nature , Field of Ruin , Scavenger Grounds , Muddle the Mixture , Negate , Cyclonic Rift , Vapor Snag
1 month ago
Cut this down to 60 total spells. You can move some of those cut cards into your sideboard.
Add at least 2 more lands, if not 4-6. The higher your AVG CMC, the more lands you'll need. Regarding lands, I know they're expensive - but the better the lands, the better the deck will run. If you're not already aware, All the lands in a sorted list is an amazing resource. A couple utility lands to consider: Ghost Quarter / Field of Ruin , Scavenger Grounds .
Swap out Druid of the Cowl for Elvish Mystic / Joraga Treespeaker . Fertile Ground / Utopia Sprawl would fit, too. Arbor Elf might be ok, but you'd have to mind your Forests. Like with land, the higher the AVG CMC, the more ramp you want. 12 ramp spells wouldn't be too many.
I'm not so sold on Goldenglow Moth, even though I am a fan. I think you'll get as much or more mileage out of good old fashioned Fog / Holy Day or even Order of the Stars . If it's lifegain you're after, Rest for the Weary . If you're trying to deal with flying creatures, then Deadly Recluse , or sideboard Plummet , or even Lingering Souls .
Lordeh on Heil Hydra
1 month ago
Firstly, love Hydra's.
Have a look at Solidarity of Heroes over thrive as it has much more punch.
Oran-Rief Hydra is another solid mono-green hydra.
Also maybe consider Oran-Rief, the Vastwood as another way of getting an additional +1/+1 counter.
Finally I really like Nissa, Who Shakes the World as a great type of mono green ramp.
1 month ago
Fate Transfer might be useful.
On the more expensive side of things... Hydroid Krasis .
1 month ago
You definitely make a good argument for white. Bolts can be paths, and knights could be a good back up plan.
I think I did try Gruul Turf when I put the initial list together. I think I was running into the problem that sometimes it made me a turn too slow so I tried to cut down on the tapped lands as it's already necessary to run 8. I think I will try a one of Oran-Rief, the Vastwood though to see if it helps the combo out. I think if I was running Knight I would certainly run Oran though.
You've given me a lot to consider. Thanks
1 month ago
Personally, I think white is better than black or red with Ayula's Influence. With white you get Knight of the Reliquary , Gift of Estates , Weathered Wayfarer , Path to Exile , and Hall of Heliod's Generosity .
I'd say Oran-Rief, the Vastwood is worth 1x. I also think dual lands like Gruul Turf are fun with Ayula's Influence - you get to put a land down and discard a land, so your mana-base can grow off a top-decked land. Such lands are also awesome with WW and GoE.
Also worth mentioning for consideration: Lotus Field .
Final suggestion: Greenseeker . Turn dead cards into 2/2 Bears.
Oran-Rief, the Vastwood occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
GU (Simic): 0.54%