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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
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 adds an additional .
RoarMaster on Jodah, the Enchantress (Shrine Tribal)
3 months ago
I must admit that when Jodah came out I immediately considered switching out Sissay for him as my Shrines deck commander(Im not the biggest fan of Go-Shi). Haven't gotten around to trying it out yet, but I can definitely see the potential. My only worry about doing so might make the deck simply win accidently through the legendary creatures who are in it. Jodah makes 'em buff mighty quick, and I didnt want them to overshadow the Shrines. Im not sure if that matters to you, but if it does, I might consider running a lower number of legendary permanents other than shrines in the deck in order to both retain a high chance of cascading into a Shrine, and to stop beefy creatures from becoming your default wincon.
I would suggest a little more ramp/fixing in the deck. Cultivate And Kodama's Reach are easy on the budget and make for pretty reliable T4 Jodahs. I'd take out Kestia and Arasta/Alela. Most of your enchantment creatures are your tech, which you generally dont want to risk often by attacking with them, so Kestia may not get much in the way of triggers. Arasta is super situational and will usually just be a feel bad moment when you cascade into her. Alela is making you a couple lil magic bugs a turn which is sorta meh, and the deathtouch on her is arguable as relevant as her token making ability.
If you are going to go balls-to-the-walls enchantments though, Id suggest getting rid of almost all of your artifact ramp and replacing it with enchantment equivalents. Wild Growth, Overgrowth, Fertile Ground, Market Festival, and Dawn's Reflection. That way your Estrid might be sort of useful, otherwise she could probably get cut. Her totem armor is nice, but it is the only thing she is really bringing to the table right now.
If you do go with the green source ramp, you will probably have to tweak your landbase a more to the green side. "Mono-Green Five-Colour" is a trope for a reason ;)
As an aside, you could drop a few of the card draw enchantresses with the double mana pips and In Bolas's Clutches and you could run Jegantha as a companion, which would almost guarantee you to get your colours for Jodah. Just a thought. Not sure if you want to remove the draw for it, but Jodah provides a lot of card advantage as is and you may not need it all.
If you dont care about winning through non-shrine means, cards like Steel of the Godhead, Nylea's Colossus, Ancestral Mask, and maybe True Conviction would be good adds.
As I am a purist I would also remove the instant and sorcery removal and replace it with enchantment alternatives, but I understand the loss of instant speed removal can hurt a deck a lot, haha :P
DreadKhan on Life-sucking Witch
7 months ago
If you don't want to go heavy on lands, you can run stuff like Llanowar Elves, Elvish Mystic and Fyndhorn Elves. There is also Wild Growth and Overgrowth, which can be really strong. Usually people run creature ramp or land ramp in Golgari decks, and don't go very heavy on artifacts (and may well run stuff like Bane of Progress that make artifacts feel bad). You can use Dockside Chef too, or Viscera Seer to generate advantage while using creatures that you can also sacrifice in a pinch.
DreadKhan on [EDH] Tatyova 25$ budget
8 months ago
Have you thought about tossing Harrow in? It's usually better Roiling Regrowth, as long as nobody counters your ramp spells. Stone-Seeder Hierophant has to tap to ramp you, but if you can hit multiple landfall per turn it can be a lot of mana.
This is pretty out there, but Simic Growth Chamber and Guildless Commons are interesting cards, they offer access to an extra land drop as a floor, but technically you can bounce the land itself and replay it if you've got ways to do it, like Skyshroud Ranger for example (there are others, not all low budget, but several are), it can let you hit potentially infinite land drops using a card like Retreat to Coralhelm, which is pretty powerful in Tatyova. Retreat also interacts positively with Tatyova and Dreamscape Artist, which is pretty budget and is a source of tons of landfall over time even without Retreat. Oboro Breezecaller is a nifty way to keep hitting land drops, even if you're not really gaining ground you still draw cards. She can ramp you nicely if you have lands that tap for more than 1 mana, which can be via the Growth Chamber, Commons, or via an aura like Wild Growth or Overgrowth or Fertile Ground, and they are some of the more efficient ramp as long as people don't run enchantment hate/wipes, you can enchant an untapped land often and gain that ramp the same turn, which is usually better/safer than a ramp rock. I also like Soratami Mirror-Mage and Meloku the Clouded Mirror, all three can readily go infinite with Retreat to Coralhelm and a creature that taps to put a land into play, and all 3 make it very easy to hit your potential land drops. Not really sure why, but while everyone agrees Thrasios is amazing, very few people seem to care about Parcelbeast, but it's a good card in Tatyova. If you have Retreat out obviously you can untap when you hit a land, and if you have extra landfall available, you can use a separate landfall to untap the Parcelbeast so you can keep trying for another land, but it's not like 1 mana and tapping your Parcelbeast is a big ask. Also, if you can manage to put a Parcelbeast (or any other Mutate creature, including something like Sea-Dasher Octopus could be decent, there are some huge bodies) onto a Scute Swarm, you'll clone the mutated creature, which can be a 7/7 potentially. Most Mutate creatures seem to just give you a buff when they mutate, but some offer useful abilities that you'd like cloned. This will weird people out, but it's a nice play in budget I suspect.
A bit random, but Tatyova decks should usually be running the card Gush, you might not even mind bouncing the lands, the card draw is a nice perk, with the cost being the main upside of the card. It interacts nicely with Mystic Sanctuary and the aforementioned land-into-play dorks and Retreat to Coralhelm to draw as much as you want, and have other landfall benefits. Even if all you do is draw 2 cards and hit 2 more land drops you would have missed, that's a huge payoff for literally no mana IMHO.
I like having Primal Command in budget Green decks, it's a lot of mana but it can do a lot of stuff technically. If you throw in anything that can recur it, you can keep reshuffling your graveyard back in, which can be useful. Curse of the Swine is a nice juicy removal spell for Simic, it not only exiles, it can hit tons of targets, allowing you to compete with recursive decks more readily.
Cool deck, hope some of this is interesting/helpful!
king-saproling on Intet's grand entry
10 months ago
Component Pouch, Worn Powerstone, Palladium Myr, Somberwald Sage, Overgrowth, Coalition Relic, Pentad Prism, Generator Servant, Eye of Ramos, Heart of Ramos, and Horn of Ramos would all ensure that Intent comes out on turn 4 assuming you've drawn your 4th land by then. Your land count is too low to reliably achieve this though. Would need to be at least 39 lands.
Personally I would cut thought vessel, farseek, rampant growth, wood elves, yavimaya dryad, and utopia sprawl in favor of some of the aforementioned cards.
Also these might interest you: Lightning Greaves, Bloodsworn Steward, Blood Mist, Berserkers' Onslaught, Brass Knuckles, Fireshrieker, Embercleave, Lizard Blades
bushido_man96 on Go-Shintai of Life's Staxx
11 months ago
It doesn't look like you have much ramp. Since you are going the enchantress rout, I'd recommend land enchantment ramp like Wild Growth, Utopia Sprawl, Fertile Ground, Overgrowth, Wolfwillow Haven, or any of the other myriad choices of similar ramp cards.
Spirit of the Labyrinth seems like it hurts your enchantress theme. Sensei's Divining Top is a generally good card, but it really doesn't need to go in every deck, and you could probably do without it here to add some ramp. I would think with the amount of draw you have in the deck, setting up the top three of your library probably isn't that necessary. Gilded Drake is another generally good card, but I don't see it as a fit here, unless you're able to reliably blink it and I'm missing that. Although not an enchantment, Seedborn Muse would pair well with Stasis. Vernal Equinox can be fun to let you play a chunk of your deck at instant speed, but it allows everyone to do so.
multimedia on Big Frog Energy
1 year ago
Hey, Croaking Counterpart is a good way to get Frogs because it can copy an opponent's creature including a Commander. Any card recursion is a specialty in green: Eternal Witness, Regrowth, Bala Ged Recovery Flip, etc. This kind of recursion with Counterpart seems like a good way to get Frogs who can give you some value.
Changelings are Frogs. Bloodline Pretender looks like a Frog, cares about +1/+1 counters and grows whenever Keimi is created. Changeling Outcast is a one drop Frog who's unblockable. Moritte of the Frost can copy a creature you control making it a Frog + adding counters.
For the +1/+1 counters strategy consider more repeatable sources of counters: Oath of the Ancient Wood, Hadana's Climb Flip, Forgotten Ancient? Winged Temple of Orazca can be a win condition effect with Tatsunari.
Because playing enchantresses and other effects that care about enchantments for ramp most mana rocks and land ramp would be better as land auras: Wild Growth, Utopia Sprawl, Fertile Ground, Overgrowth, Weirding Wood, Wolfwillow Haven. Some mana rock exceptions are Sol and Arcane Signet.
Good luck with your deck.
HeyItsYoshe on Galea: Age of Voltron
1 year ago
(Yeah hey I'm Reece's friend and I had nothing else happening so I thought I'd take a peek at the deck. First of all, it's a pretty sweet deck, I love this commander and how you decided to build it. Everything I'm saying here are just suggestions to help you enjoy your deck more. Do with it what you will.)
- Due to the final activated ability on The World Tree, it actually has a color identity of all 5 colors, so it can't be run in this 3-color deck. If you want a great resource for finding better lands, I'd recommend looking on managathering.com
- Enlightened Tutor is pretty expensive money-wise, but of you're proxying or playing online it is a fantastic tutor that also sets the card to the top of your library to let Galea cast it with her ability
- This deck is pretty heavy on board wipes in my opinion, but if you like them, keep them. It might be worth running more ways to give your commander indestructible or totem armor such as Hammer of Nazahn or Eel Umbra so that she's not caught in the crossfire. These can also replace instants doing a similar thing for just 1 turn, such as Heroic Intervention
- Have a backup plan for if your opponents decide to kill Galea, Kindler of Hope every time she comes out before she can get protected. You may want to run more creatures to have other targets for your buffs. Many good options in the Maybeboard
- You have plenty of defensive interaction to protect yourself (maybe even too much), but not nearly as much offensive interaction to stop others. Cards like Beast Within or Generous Gift are incredible tools to deal with any problem. Or, consider more cards that have multiple modes such as Selesnya Charm or Primal Command so that you can choose when to help yourself or slow down opponents as needed
- Generally speaking you'll probably want more card draw. Spidersilk Net feels great when you cast it off the top of your library for free, but if your hand gets filled with cards like that you'll feel like you can't do anything. Sram, Senior Edificer is the perfect kind of card draw engine this deck wants to see, more things like him will help immensely.
- Since your deck isn't racing as fast as possible to get Galea out, ramp like Avacyn's Pilgrim and Llanowar Elves become a bit more of a liability. If you want more reliable ramp, consider switching them for more effects that put lands from your library into play. These effects have the added benefit of shuffling your deck afterwards, so once Galea is out you can use them to get a new card on top.
- Be very careful with "protection from color" effects in this deck. Giving a creature "protection from white" will cause any white auras attached to it to fall of and be sent to the graveyard, as they can no longer target the creature.
- Assault Suit is very funny. Use at your own risk...
- If you like Trophy Mage, you'll love Tribute Mage and Trinket Mage. Similarly:
- Nature's Lore and Three Visits or Farseek
- Renegade Map and Wayfarer's Bauble or Expedition Map
- Rune of Sustenance and Rune of Might or Rune of Flight
- Wild Growth and Overgrowth
- Gods Willing and Sejiri Shelter Flip
- Indomitable Archangel and Padeem, Consul of Innovation
- All That Glitters and Nettlecyst
Hope this helps! ~Yoshe
multimedia on Dino Deck
1 year ago
You're welcome, nice changes. Now think more about the curve of your deck and build a core of cards that you always want to draw in a game. Here's an example:
- 4x ramp source (Huntmaster)
- 4x draw source (Commune)
- 4x removal (Lightning Bolt or Lightning Strike)
- 4x Dino (Quartzwood)
- 4x Dino (Shifting)
- 4x Gruul dual land
- 4x Gruul dual land
- 12 basic lands (Forests and Mountains)
Once you have the core then add other support cards that are 3 ofs, 2 ofs or 1 ofs.
What noncreature card out of ten 2 ofs do you think is best to play as a 4 of?
- 2x Gruul Signet
- 2x Commune with Dinosaurs
- 2x Dinosaur Stampede
- 2x Evolution Charm
- 2x Fury Charm
- 2x Return to Nature
- 2x Glorious Sunrise
- 2x Overgrowth
- 2x Wilderness Reclamation
- 2x Tempt with Discovery
Consider choosing one of these or more to cut or cut 1x of two different ones to add 2x more of one of these? Fury Charm pump + trample is worse than Dinosaur Stampede and the other modes of Fury are not really worth a card. Tempt with Discovery is worse ramp than Gruul Signet or Overgrowth because Tempt is not reliable ramp and it costs four mana. Return to Nature is not really a main deck card because opponent may not be playing artifacts, enchantments or any graveyard interaction. Return is a good example of a sideboard card that you can swap in games 2 or 3 if it will help you since you know what your opponent is playing.