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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Premodern | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
- So, some cards in the game say ''each creature'', and some say that it affects ''all creatures'', so is that the same thing?
- Can multiple Cultivator of Blades boost each other before boosting others?
- Under what circumstances do effects that modify the properties of permanents also apply to those which enter the battlefield later that turn?
- When does a player leave the game when dealt lethal damage?
Overrun
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn. (Those creature can deal excess combat damage to the player, planeswalker or battle they are attacking if lethal combat damage would be dealt to all blocking creatures.)
DreadKhan on Katilda WIDE boi
2 months ago
Harmonious Archon would probably play incredibly well in here since it sets base power and toughness, and the counters your Commander puts out mean that even a single use of the ability means all your creature outclass all of your opponents. If you wanted to make a lot of enemies you could try Humility, but that's also fairly expensive! If you did want to try it out (maybe as a proxy for awhile to see if other people hate it) the idea would be to develop a wide board and put a counter on each, then play Humility and stomp everyone with Overrun effects (Green has a bunch that are budget). If you have the Archon out it'd be hilarious to use Nacatl War-Pride to clear someone's board (it also means everything else of yours gets in vs that player since their creatures get tokens to block).
Since you already use +1 counters, you might like Metastatic Evangel, Proliferate is a really strong ability if it's at all relevant to your strategy, and this is a repeatable source. If you Proliferate a counter that doesn't stack (like a Trample counter), you can move it with Nesting Grounds. If you have any other Proliferate cards kicking around, maybe Evolution Sage or Contagion Engine, these would be great in here too I suspect.
If you find people are clobbering you with artifact and enchantments I'd use Aura Shards, assuming your opponents aren't going to flip the table, I also like Soltari Visionary as a repeatable removal and evasive creature. Transmogrifying Wand is good without Proliferate sources, but if you add both the card is pretty strong creature hate.
YMMV naturally but I suspect your deck would run more smoothly if you could sneak a few more lands into the list; if you really want to keep your creature count high you could try throwing in a few man-lands like Mishra's Factory and Treetop Village. If you want I could dig around for a few more, I'd want 33 or 34 lands for a deck like this, especially since you don't run a lot of land ramp (stuff like Rampant Growth). You might also look into Modal Dual-Face Cards, Strength of the Harvest Flip is the GW option, but Bala Ged Recovery Flip is amazing, and many good players swear by Ondu Inversion Flip, this type of card shines brightly when you'd probably want the type of effect the card side produces but are running the MDFC as a redundant copy of the effect; you don't run Ondu Inversion as your only wipe generally, you run it as your 3rd or 4th one, and if you don't need a wipe it's a land. I wouldn't cut lands to add MDFCs at your present land count, but if you were at say 33 true lands and snuck in 2 or 3 MDFCs you'd probably much happier with how this list plays out.
If you want more help with anything in particular I or someone else could probably give some ideas! Hope you have fun with your list, I love building a deck out of what I've got kicking around, you usually end up with so much character and flavor.
Ritz385 on I'm Nemata and I Kill For the Trees
6 months ago
The first card I thought of that you may want to include is Tendershoot Dryad, although it's pretty pricy. Since this is a deck that makes tokens and wants to kill opponents' creatures, I also think Grave Pact or Dictate of Erebos would be good includes, although extremely annoying for others to deal with. If you want any win-condition cards, something like Overrun, Beastmaster Ascension, or even the overplayed Craterhoof Behemoth could cut it.
Timsgotnickels on Mono G Elf
10 months ago
Hi, you've got a decent start here. If you wanted to get down to 60 cards, here's what I'd consider dropping:
4 Forest, Wild Growth and Verdant Haven. 20 lands should be plenty, especially with all of your Elf ramp cards.
Bountiful Harvest and Wurm's Tooth. Between Wellwisher and Essence Warden there's plenty of life gain.
2 Fog. The Druid's Deliverance fits your theme better.
Giant Growth, Titanic Growth and Trollhide. You could swap all of these out for an Overrun, Overwhelming Stampede or Ezuri, Renegade Leader if you have them.
2 Elvish Eulogist, Elvish Scout, Golgari Decoy and Skyshroud Archer. These creatures don't fully fit into what you're trying to do.
2 Moonglove Extract, Blessings of Nature, Cobbled Wings and Bower Passage. These just seem like filler.
Hopefully that helps. Good luck.
jarncards on Sleeping Elves Kill
1 year ago
Collected Company is one of the better cards in a deck like this.
If you run Green Sun's Zenith, I think you should run Dryad Arbor 100% of the time. Having the option to 1 mana ramp tutor as needed is the best in the game, even if it's fragile.
If you want to do the whole tap ten elves thing Benefactor's Draught, Vitalize, and Mobilize are useful. And as long as you're using mana dorks, they are good throughout the game. Birchlore Rangers is also a good mana dork for getting either color as needed if it matters. Like some of the others you have it can use creatures with summoning sickness.
Add Regal Force, you'll have the mana, and it draws infinity. Toski, Bearer of Secrets is also amazing at this.
Consider Patriarch's Bidding for when your ridiculous board state earns the response it will deserve. Also Gerrard's Hourglass Pendant
I cant build a green/black deck without Gaze of Granite and Pernicious Deed. They are great
Timberwatch Elf for the commander, or maybe Gempalm Strider might be better than Overrun. Trample isnt so important with so many creatures that will likely outnumber blockers, and the extra card from cycling and utility of another creature is worth considering. Ezuri, Renegade Leader is already in your deck and he's definitely the best option though. Beastmaster Ascension also works like a really inexpensive overun and turns on really easily.
Some of the green and black backgrounds area awesome Criminal Past, Cultist of the Absolute, Haunted One and Raised by Giants will stick around for the next cast even after your commander gets removed.
Consider Constant Mists or even instead of Fog, however I really don't think you need any of the fog effects. Honestly, you might actually need to worry about other people's fogs instead. Questing Beast is the only card that is capable of piercing though a Teferi's Protection or The One Ring in these colors. THrow in a Natural Order and you can get that, or a Craterhoof Behemoth when it matters most
Viridian Zealot, Reclamation Sage, Nullmage Shepherd, and Elvish Lyrist are useful for removal. You already have Glissa, but I dont think she's enough.
Elvish Champion might be your best lord. Pair it with Yavimaya, Cradle of Growth. Also definitely want to add Shizo, Death's Storehouse. Having lathril connect is important.
If you keep the tyvar planeswalkers, Harald Unites the Elves does a lot.
Kithkin Mourncaller might draw cards to use with your excessive mana. Leaf-Crowned Visionary, Skemfar Avenger, Miara, Thorn of the Glade do too, at a cost.
consider Crop Rotation. It can get nythkos, yavimaya.
Looking at your list you have almost nothing that turns on lathril in combat. look at Alpha Authority, Familiar Ground, Alpha Status, Gift of Doom, Rancor, Spider Umbra, Alpha Authority, Canopy Cover, Vorrac Battlehorns. Fallen Ideal is possibly my favorite with the die/sacrifce synergies you already have. Im not a fan of token doublers. I think youd be better off powering up lathril to make more tokens in the first place.
I would dump any ramp card that costs more than 3
LinkOpensChest_wav on A New Dawn for the Humankind 2.0
1 year ago
Kamahl, Fist of Krosa can be a solid finisher. He's like an Overrun on a stick, and he fits the tribe.
EVENcast on You Shall Die a Peasant’s Death!
1 year ago
Hi rwn1971, thanks for checking out the deck! For this build, I’m sticking to only common and uncommon cards, no rares or mythics. Since building that Volo deck I’ve found that I really like building decks with restrictions. In Volo’s case it was only one of each creature type, and here it’s only commons and uncommons. I’ve also just finished a deck where every non-land card is an enchantment, and it’s very fun and effective! Sadly that means no Garruk, but I’m thinking about including the card Overrun which is basically what his final ability does.
Epidilius on Looking for win conditions for …
1 year ago
Just add something like Archetype of Imagination, Craterhoof Behemoth, Overrun, etc
seshiro_of_the_orochi on Cards Like Grand Cenobite?
1 year ago
Moraug, Fury of Akoum and Goreclaw, Terror of Qal Sisma both pump a little. End-Raze Forerunners are a walking, oinking Overrun. Thunderfoot Baloth seems to be a perfect match here.