|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Common|
|Duel Decks: Heroes vs. Monsters (DDL)||Common|
|Coldsnap Theme Deck (CTD)||Common|
|Masters Edition II (ME2)||Common|
|Ice Age (ICE)||Common|
Combos Browse all
Creature — Orc
, Sacrifice a Forest: Add three mana in any combination of and/or to your mana pool.
Orcish Lumberjack Discussion
6 days ago
Wow LurkerInTheBush, I hadn't realized you asked this question so long ago. I meant to reply sooner, but life got in the way. First, I'm glad you like the deck! Aside from the obvious change of the Cluestones to the Signets, I think card draw is the deck's weakest point by far. I prefer reusable effects, so cards like Darksteel Pendant and Seer's Lantern are good choices here for filtering away bad draws.
Ramping for mana other than green is a good choice too. Avacyn's Pilgrim will most likely replace Llanowar Elves for another way to get Woolly Thoctar out on turn 2. Tinder Wall and Orcish Lumberjack are also up for consideration here.
1 week ago
Hey man! I got some suggestions. Feel free to ignore any/all of them:
There's a reason Ponder and Preordain are banned in Modern, and it's because they're good. I highly suggest running both in any blue deck -- they may not look like much, but being able to dig to what you need and past what you don't for one mana is a deal I'll take any day. You're running a good number of fetch lands, so Brainstorm is one you may want to add in there as well.
I don't know what your meta is like, but in general people need to draw a bunch of cards to win the game. Narset, Parter of Veils brings back thoughts of when Leovold, Emissary of Trest was legal... I think almost any blue deck should run her, especially since if you run Windfall (I think you should), she can win you the game. Or your Wheel of Fortune .
I don't know how this deck plays, but I suspect you'll have at least one or two creatures out at a time. If you do, Azra Oddsmaker can be a good source of card-advantage; Edric, Spymaster of Trest is similar, though better if you have dorks (see (5)). Painful Truths is another favorite of mine, as are Treasure Cruise , Dark Confidant , Dig Through Time and Thirst for Knowledge . Faithless Looting can also be pretty good.
A lot of decks run a lot of artifact ramp. Dack Fayden is a great way to capitalize on that, and if you run Notion Thief (which also pairs with your Windfall ), targeting your opponent with Dack's +1 can produce a four card swing.
Dorks. You're in green, so you have access to the best ramp in the game, aside from Sol Ring (which I think you should run). I highly suggest including any/all of the following in addition to your Deathrite Shaman : Birds of Paradise , Elves of Deep Shadow , Orcish Lumberjack , Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Bloom Tender , Arbor Elf ... Though they may not be 'dork'-ramp, I've also been impressed with Utopia Sprawl and Wild Growth , not least because these double the mana from Arbor Elf . If you end up running Edric, Spymaster of Trest , the dorks will draw you cards when you're not using them for mana.
If you're looking for the best way to generate infinite mana with your general, I think Isochron Scepter with Dramatic Reversal is the best way. You'd need to run either artifact ramp or dorks (I highly advise the latter), but it's a pretty busted combo and I think you should put some ramp in anyway. This lets you draw your deck with Thrasios, Triton Hero and then win through Torment of Hailfire or the like.
Reflecting Pool is an often-chromatic land you may wish to consider, and Exotic Orchard is frequently at least a tri-land. I may be missing something, but running Strip Mine and Wasteland to pair with your Crucible of Worlds and Ramunap Excavator seems... good.
You're running two artifacts (three, if you run the aforementioned Sol Ring ): You should give strong consideration to things like Collector Ouphe (if you don't like the Isochron Scepter loop) or even a janky Energy Flux . These'll make sure opponents don't do nasty things with their own Isochron Scepter while hardly touching you. Also, things like Ancient Grudge or By Force are powerful magic cards.
Spell Snare is a counterspell you may want to consider, as it counters a wide range of frequently played cards in EDH like Demonic Tutor , Cyclonic Rift (overloaded or not), Winter Orb , all the talismans/signets, Counterspell , Mana Drain , Arcane Denial , Sylvan Library , Chains of Mephistopheles , Abeyance , Baleful Strix , Nature's Lore ... Also, if you're in an Ad Nauseam -heavy meta (I sure as hell am), consider things like Dispel to keep those decks in check.
If your meta is blue-heavy (most are), consider some second-order countermagic. Things like Veil of Summer and Vexing Shusher can both make sure your spells resolve. Similarly, Carpet of Flowers is a good way to get free mana from blue opponents, and Pyroblast tends to be good as well.
Personally, I've found Mystic Remora to be better than Rhystic Study , if only because it is one mana. People are way less likely to pay four mana than one, and in less experienced metas people tend to let you pull off an Ancestral Recall or two in two-ish turn cycles. In more experienced metas, Mystic Remora slows the game down as your opponents wait for it to go away and you just make sure you hit your land-drops.
Multi-for-ones are pretty important in a format with three opponents. Fire Covenant has been a favorite piece of removal in my meta since it'll clear out opponents' creatures while leaving yours untouched. Hull Breach and Decimate are also good, although it is important to bare in mind that Decimate requires a bunch of different targets in order to be castable. Windgrace's Judgment and even Casualties of War are also good.
If you want to go deep into magic history, there's another way to make infinite mana in your colors in addition to (6): Worldgorger Dragon . Entomb , Buried Alive or Faithless Looting to the graveyard this mo-fo, then cast Animate Dead , Necromancy or Dance of the Dead targeting him, and BOOM you win. (In case you aren't familiar with the combo, Animate Dead returns Worldgorger Dragon to the battlefield, and then Worldgorger Dragon triggers to exile Animate Dead . Animate Dead leaving then makes you sacrifice Worldgorger Dragon , bringing back Animate Dead and then Worldgorger Dragon ... rinse and repeat. Tapping your lands for mana in between each exile trigger yields infinite mana. WARNINGS: 1. You need a second creature in a graveyard to end the loop, or the game is a draw; 2. If someone Nature's Claim s your Animate Dead while the Worldgorger Dragon is entering the battlefield, you lose everything and you're boned. So make sure either your opponents are out of mana/counterspells or you've got your own protective backup.)
I think that's all I got. Good luck!
1 month ago
SliverKing420X Dude if you think (supposed Orcish Lumberjack was legal) it wouldn't see play you are tripping. That card in a remade Wrenn Ponza list means that Arbor Elf / Utopia Sprawl combo won't be the only way to hit decent walkers turn 2.
Trying to say you know a ton about how RG modern lists are ramping then pretending there is a chance Orcish Lumberjack wouldn't revolutionize these lists is just really dumb when you don't even know the legality of the card.
1 month ago
Nevermind; I did not realize Orcish Lumberjack was not Modern legal. I assumed the new frame meant he was. I did not realize he was reprinted from non-Modern legal sets.
My bad :p
1 month ago
Flying is obviously an easy one to pin down, but gravity manipulation is a bit more tricky. I'd like to put this creature in Azorius, though flavorfully I am not sure if this fits as I do not know of the novels you linked us to. Since I also don't know any characters names, I won't be doing a Legendary Creature either.
Creature - Knight
, : Tap target creature. It remains tapped for as long as you control Gallant Skybreaker.
That's a very powerful lock ability as, unless immediate removal is available, you can progressively secure a winning boardstate with a single card. While it's a huge mana sink, it's also a potent creature. The drawback is it's Exalted mechanic. You see, it will be getting +1/+1 for attacking, turning it into a 5/4. That can win the game easily on a 4 turn clock. However, it puts it in danger of removal via combat. Therefore, you need to pick your battles wisely, quite literally.
Challenge: I'd like to see a Jund Shaman who adds mana in a unique and interesting way. No tapping for mana, no attacking for mana, no sacrificing for mana as these have all been done before. There are plenty of other ideas to try out; Just look at Orcish Lumberjack , for example :p
1 month ago
Hey, nice version of Wildborn, pretty underrated casual Commander.
Cards within the budget to consider adding:
- Karplusan Forest : another Gruul dual land.
- Ghost Quarter : recurable land destruction.
- Cryptic Caves : recurable draw from a land.
- Blast Zone : recurable nonland permanent removal.
- Orcish Lumberjack : ramp and land sac.
- Budoka Gardener / Dokai, Weaver of Life
- Nature's Lore and/or Farseek : dual land ramp.
- Signal the Clans : instant creature tutor.
- Fierce Empath : 6 CMC or higher creature tutor.
- Horn of Greed : repeatable draw, more draw than most opponents.
- Cultivate and/or Kodama's Reach : ramp that can get basic Forest or Mountain.
- Chaos Warp : instant permanent removal.
The first of these suggestions are lands that give you value, repeatable value with Crucible. I see Grounds and Glade in the manabase which makes Lore a good two drop land ramp spell. Signal and Empath are additional tutors for your finishers creatures. Cultivate and/or Reach are not ideal, but they're pretty good with Wildborn because they basic land ramp and put a basic land into your hand which you can play because of Wildborn.
Cards to consider cutting:
- 2x Forest
- 2x Mountain
- Ground Assault
- Indomitable Creativity
- Seek the Horizon
- Vengeful Rebirth
- Traverse the Ulvenwald
- Slice in Twain
- Undergrowth Champion
1 month ago
I really don't like Akoum Firebird . It seems rather mana intensive to get it out of the graveyard for a 3/3 flyer. Multani is much better, and you're already running it. If you're looking for some more "land-matters" based punch, Scute Mob and Crash of Rhino Beetles are good ideas.
I run an Orcish Lumberjack in my build, and I just love it. Lots of ramp for the price of a forest I'll get back eventually, and it'll get you a Gitrog trigger, too.
Seeing that you're running Sylvan Awakening , you might give consideration to Jolrael, Empress of Beasts as well. It does a good job of making opponents a bit nervous about casting board wipes, or allow you to overwhelm an opponent to eliminate them. It's very flexible.
I love your inclusion of Ayula's Influence . Great synergy there.
1 month ago
Hey man! I got a few suggestions -- I hope you find them helpful:
The best aspect of playing green is its access to turn one dorks. I'm sure you've noticed your Birds of Paradise is a great play to lead with; you should consider the following: Llanowar Elves , Elvish Mystic , Fyndhorn Elves , Avacyn's Pilgrim and Orcish Lumberjack . Bloom Tender and Priest of Titania are good two-mana plays in this sort of package.
Another benefit to running dorks in green, aside from their mana, is that they're bodies. An Overrun effect can easily take the game, if you have a critical mass of creatures. Ironically, Overrun itself is pretty mediocre as far as Overrun effects go... I suggest running Triumph of the Hordes and Craterhoof Behemoth , since these are great ways to make an army of tiny duders into an army of deadly duders. Craterhoof Behemoth is especially good, since you can fetch it out with Natural Order , should you choose to run that.
So, I'm not quite sure how your deck is going to play. However, I suspect you'll have a lot of creatures during the mid-game. I think you should consider running Shamanic Revelation and/or Slate of Ancestry .
Veil of Summer is one of the more absurdly good cards printed recently. I highly suggest running it in any green deck -- it's a cantrip that protects your guys from counters and spot removal. There're some really odd niche-cases it's good in, too, like against Bitter Ordeal .
I don't think Path to Exile is very good. In general, ramping your opponents in a format with forty life and several enemies trying to do busted things is a dangerous move. I like your Swords to Plowshares a lot more.
Naya has access to some serious hate, in the form of bears and in the form of regular stax pieces. You should at least consider some of the following: Aven Mindcensor , Aura of Silence , Winter Orb (especially if you're running the dorks mentioned in (1)), Linvala, Keeper of Silence , Price of Glory , Root Maze , Armageddon (if you're like me and don't mind getting flipped off), Gaddock Teeg , Collector Ouphe , Stony Silence , Null Rod , Kataki, War's Wage and similar such nonsense. These are a really good way to slow down opponents long enough to get your army out and swinging.
Finally, depending on your meta, there're a few green enchantments you should strongly consider: Choke , Carpet of Flowers and Compost are all super powerful, given the right meta. Blue and black are the two most common colors in EDH, so you can be pretty certain you'll be facing one or both most of the time.
Right. That's all I got for now. Good luck!
Orcish Lumberjack occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%