Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.)
Whenever enchanted land is tapped for mana, its controller gains an additional .
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 month ago
So I think the first major thing is that you rely on a large amount of mana for a lot of your big effects, as well as specific colors of mana.
For general ramp, I would recommend looking at Kodama's Reach, Cultivate, Overgrowth, Harrow, Fertile Ground, Utopia Sprawl, Search for Tomorrow as possible ramp cards that get more mana and do a bit of color fixing.
I also think a good include would be Staff of Nin for allowing you to get some extra card draw and enrage pings for when you are trying to get your state rolling.
2 months ago
Most of my hydra experience is in simic, but I'll leave some general thoughts anyway. First, I think Elvish Archdruid isn't impactful enough with only 6 elves in the deck. I'd rather have redundancy for Arbor Elf with something like Voyaging Satyr . In addition to being able to untap forests enchanted with Overgrowth , Utopia Sprawl , and the like, it can also untap the beastly green devotion staple of Nykthos, Shrine to Nyx . Otherwise, Gyre Sage is an option that pairs very well with Doubling Season and Kalonian Hydra if acquired. Another bomb that works well with Season is Hydra Broodmaster since it cares about both counters and tokens. Some other possible inclusions are Ram Through instead of Pit Fight for trample synergy, Unbound Flourishing for x-cost synergy, and As Luck Would Have It because it looks like you're rolling a lot of dice.
2 months ago
free-kolja some replies to your bullet-points. I've also made a list for comparison.
I agree that Arboreal Grazer is a bad late game draw, but to be fair, this is a combo deck and so being in the late game to begin with is a bad place to be - the game should have already been over. I get that you want card quality, but speed is often important when you're against the clock. You already have a lot of cards that would be "bad" to draw second copies of, for example - but they're in the deck because speed and consistency is valuable (i.e. I can't imagine drawing a second copy of Star of Extinction , Basilisk Collar , or Brash Taunter is ever a good sign).
It's very interesting that your group doesn't run sideboards, because that will mean that there are going to be lots of various matchups that any deck just doesn't stand a chance against (I imagine anyone playing a dredge build would just be very oppressive). Saying that, i'm still struggling to work out what card Return to Nature actually helps you against... the only card I can think of is Platinum Emperion ? Your deck is in a very safe spot in a sideboardless world, where it just has to do its thing, and its up to other decks to stop you, or out-race you. I just don't get what Return to Nature is helping you against?
So the one big bonus of Blasphemous Act , is that even if there's only one creature in play, it's still going to cost the same as Star of Extinction . SO, at its absolute worst, you can still get by with it. I do concede, that it obviously doesn't hit walkers, or get the instant kill.
Dealing with non-creature decks better is going to be really hard in a format without sideboards, especially being a combo deck that has to be aiming to win before its beaten down. I have some thoughts, though you're probably not going to like them. It involves changing the deck quite a bit. Below I have a list i've just spun up, which utilizes Karn, the Great Creator . That card will let you fetch up Stuffy Doll to do your combo whenever you need to, but also fetch up whatever hate cards you need at the time (i'm thinking Wurmcoil Engine , Walking Ballista , Ratchet Bomb , Ensnaring Bridge , etc.). Now, obviously i'm not suggesting you change your list to whatever nonsense i've brewed up below, but hopefully it gives you some thoughts for consideration.
- 4x Abundant Harvest
- 2x Harmonize
- 3x Star of Extinction
- 2x Blasphemous Act
- 4x Overgrowth
- 4x Utopia Sprawl
- 4x Arbor Elf
- 2x Brash Taunter
- 2x Courser of Kruphix
- 3x Hornet Nest
- 3x Voyaging Satyr
- 4x Karn, the Great Creator
- 2x Garruk Wildspeaker
- 4x Cragcrown Pathway Flip
- 11x Forest
- 2x Mountain
- 4x Rootbound Crag
The above, as an example, gives you a relatively low bad-draw count. Karn, the Great Creator means you don't have to run Basilisk Collar mainboard, but can still get this card if needed for Brash Taunter . He can also get your combo via Stuffy Doll , and lets you grab specific answers for your opponents decks, so you don't need mainboard Return to Nature . The ramp package changed slightly to allow for a much more explosive path to 4 mana (you can easily have 5 mana to play with turn 2), which allows you to run these higher cmc cards, but also keep the land count low.
2 months ago
ya so youve gotten alot of the good bant enchantments down but theres some that you missed that I think are really good. With Bant enchantments it gives you a way to modify your removal package to be a bit more synergistic. cards like Frogify , Mystic Subdual , Prison Realm , Darksteel Mutation , Kenrith's Transformation and even On Thin Ice if you run snow lands are great synergistic removal spells that can shut down commanders while also drawing you tons of cards or other effects.
Mirrormade is just another copy of your best enchantment
you've already got your card draw all on enchantments which is great but have you thought about ramp too? You can very easily go all in on enchantments this way with land auras. Cards like Fertile Ground , Wild Growth , Overgrowth , Utopia Sprawl , Omen of the Hunt all make your lands better.
finally Canopy Cover is really cool, and i'd drop eutropia, nessian wanderer, and thirst for meaning. You have better ways to get lands and draw cards
4 months ago
Hey, good start on a budget version of Tuvasa.
Some budget cards to consider adding:
- Fertile Ground : mana.
- Setessan Champion : enchantress.
- Vanishing : protection for Tuvasa and auras she has.
- Overgrowth : mana.
- Verduran Enchantress enchantress.
- Wolfwillow Haven : mana.
- Stony Silence : opponent artifact disruption.
- Shielding Plax : hexproof for Tuvasa.
- Duelist's Heritage : double strike.
- Favor of the Overbeing : flying and vigilance.
- Stubborn Denial
- Open the Vaults : reanimate all enchantments.
- Seal of Primordium
- Kenrith's Transformation
- Archon of Sun's Grace
- Destiny Spinner
Some cards to consider cutting:
- Azorius Signet
- Lightning Greaves
- Selesnya Signet
- Simic Signet
- Swiftfoot Boots
- Chromatic Lantern
- Arcane Signet
- Reclamation Sage
- Llanowar Elves
- Danitha Capashen, Paragon
- Transcendent Envoy
- Herald of the Pantheon
- Starfield Mystic
- Kestia, the Cultivator
- Sun Titan
- Creeping Renaissance
Consider more enchantments, less mana rocks and creatures? Adding more land auras as well as more enchantresses could replace mana rocks, Sol Ring is the exception. With only Sol then Stony Silence could disrupt your opponents artifacts. More advice for cuts is to streamline the creature base. Use the other creature spots to add more enchantments.
Danitha Capashen, Paragon , Herald of the Pantheon , Starfield Mystic and Transcendent Envoy could be cut for more low CMC enchantments since you have more low CMC enchantments then higher CMC ones which makes these cost reducers subpar. To replace Greaves and Boots for protection for Tuvasa instead use some auras. Vanishing can be repeatable protection for Tuvasa and all auras on her from removal even board wipes. When Tuvasa phases out all the auras she has also phase out. When she phases in at your next untap step all the auras also come back still with her.
Good luck with your deck.
4 months ago
Howdy! Gishath is a fun choice for dinosaur tribal, can't go too wrong!
In terms of general advice for cuts, I'd try to evaluate the cards in terms of if it wins the game or furthers your gameplan for the deck. For example, in your current decklist, Slayer's Cleaver doesn't seem to gel with either your ramp or dino matters themes, and it strikes me as a dead draw.
Also, while cool, Morophon, the Boundless unfortunately has the color identity of all 5 colors, so you can't "legally" run it with your current commander.
All in all though, I'd recommend focusing on cards that you enjoy playing, even if it's not "optimal!"
So with that out of the way, here are some cards I'd recommend cutting hahaha XD Frilled Deathspitter Thrash of Raptors Territorial Hammerskull Ravenous Daggertooth Frenzied Raptor Bonded Horncrest Rallying Roar Huatli's Spurring Slayer's Cleaver Overgrowth (There are cheaper cmc options that will both ramp AND color fix for you), Strength of the Pack .
Those are all cards that strike me as cool, but maybe worth cutting.
As for suggestions, Ikoria brought about a LOT of cool dinosaurs! Quartzwood Crasher can put in some work! I'd play Titanoth Rex over Ancient Brontodon as you can still cycle it for less mana, both are just big dumb creatures! It would take some cuts, but I've seen some people run Kaheera, the Orphanguard as a companion for your commander, so that could help you make some cuts as well? And for flavor Zilortha, Strength Incarnate is a flavor win!
I'd also recommend Kinjalli's Sunwing . It's a "hate dinosaur" that has evasion and can stall opponents enough that you can summon your big boy dinosaur! Speaking of, Apex Altisaur and Zacama, Primal Calamity are the biggest.
The thing I'd probably recommend adding over anything is Pyrohemia . It's a board wipe in a pinch (something that is needed to get to late game) and allows for some cheeky interactions that can be frustrating to deal with. It turns Siegehorn Ceratops Snapping Sailback and Bellowing Aegisaur into creatures that keep getting bigger or pump your entire team all while clearing the board for bigger attacks. Not to mention it also is a handy source for one ping damage for enrage triggers.
Hope these suggestions help! Happy hunting!
4 months ago
You might considering running a suite of 1-drop dorks ( Birds of Paradise , Avacyn's Pilgrim , Llanowar Elves , Fyndhorn Elves , Elvish Mystic ) and 3-drop ramp ( Overgrowth , New Horizons , Weirding Wood , Wellspring , Wolfwillow Haven , Verdant Haven ). The more of these you have, the more likely that Sigarda can drop on turn 3.
4 months ago
I haven't seen as many Staff of Domination combos these days as I did years ago. I imagine that's because the need for a single creature that is tapping to get you 5 mana is on the steep side for a card like this. For instance, Freed from the Real would only need a single Utopia Sprawl on blue instead of 2 Overgrowth to go infinite with a land untapper. I'm also a big fan of Umbral Mantle for this role since it goes infinite with 4 mana produced or gives as much P/T as you want with 3 mana produced. These cards lack the flexibility of the Staff to draw cards, gain life, and tap opposing creatures, but in the right deck, you should probably be able to convert infinite mana into a win without those things anyway.
I will say that infinite combos are best used sparingly in casual settings unless everyone is already on board with the idea. Furthermore, getting infinite mana in ramp might not even be that helpful if you would otherwise be producing enough for your deck to function anyway. This deck already has Primal Surge which negates the need for more than 10 mana when resolved, and it has the combo of Omnath, Locus of Mana and Seedborn Muse which should produce disgusting quantities of the stuff. In other words, going infinite is probably excessive here. If you do go that direction, Karametra's Acolyte suddenly becomes much closer to Nykthos, Shrine to Nyx in power level while not breaking the bank.