Creatures you control get +3/+3 and gain trample until end of turn.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- 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?
Latest Decks as Commander
9 hours ago
Your commanders strength lies in combat and your colors in fast aggressive and overwhelming force, in short I would play it similar to Edric, Spymaster of Trest but with less politics and more face smashing. Use green to ramp up mana fast, fueling future big plays with red to aid in haste and repeated same turn attacks. Your commander should net you enough cards to pursue both.
With haste in mind I would look more into more mass haste effects like Fires of Yavimaya and Fervor to keep the assault coming, there is no reason a creature just cast should not net you a replacement card in the same turn. I also recommend overrun effects like well, Overrun, Xenagos, God of Revels and similar to flatten your foes and any defenses they may have to prevent chump blocks and keep the cards flowing.
With your strong ability to card draw I recommend more lands probably around 36 minimum and spells to get those lands into play rapidly, you should ideally be able to cast two to three spells on each of your turns. Some other good ramp ideas are Nature's Will, Druids' Repository and Sword of Feast and Famine or similar, combine with Aggravated Assault if your feeling brutal.
I like tokens but I don't think your commander is consistent enough with tokens to really be a rewarding strategy compared to Rhys the Redeemed or some similar token commander. Cards like Wolfbriar Elemental still have a place due to generating an instant in tribe army without the need for support cards like Parallel Lives and Huntmaster of the Fells Flip is just fine since hes in tribe and is a pretty good werewolf even without tokens.
1 week ago
Craterhoof Behemoth Is one I could definitely put in but who would you take out? As for Overrun, not sure I could find a place for it and I have Ezuri, Renegade Leader which does the same job Thanks for the input
1 week ago
1 month ago
I'd replace Bristling Hydra with something else since you don't seem to have any other energy counter synergies.
Fog will always be a great for saving your ass in a pinch.
I'd focus a bit more on land ramp like Cultivate , Sakura-Tribe Elder and Kodama's Reach since relying on mana dorks in a deck full of expensive CMC creatures might make it more difficult for you to recover in the event of a board wipe. Vastwood Surge is actually really good too in the late-game since you can kick it to buff all your creatures.
1 month ago
Hey, I see you're building a pretty cool Ghave deck. I've never had one, but I've seen them in action, and he seems pretty fun. I understand wanting to go budget though, so I'll try to recommend a few cheap options for you.
First of all, I'd recommend pumping the land number up a few, maybe closer to 35 lands. As for your lands, though I know you want cheap options (So no shocklands or such things), so I have a few ideas: Sandsteppe Citadel is only 50 cents, and taps for all 3 colors of your deck. Temple of the False God is bad early game, but once you have a few other lands, it will tap for 2 colorless, and is a cheap card, too. Command Tower is another cheap pickup at 25 cents, and taps for any color you need. Evolving Wilds and Terramorphic Expanse both are cheap and can find lands you need.
Next, a few other cheap cards that could help you out. Moldervine Reclamation works well with your commander, and is less than $1. Shamanic Revelation can draw you a ton of cards if you have a ton of creatures, and is also less than $1. Putrefy , Krosan Grip , and/or Mortify are decent removal spells. Abzan Charm and Golgari Charm are pretty useful in a variety of situations, and Overrun can be a good way to kill an opponent with combat. Finally, two favorite cards of mine you could consider that aren't expensive are Song of Freyalise and Commander's Sphere , where they both add mana for you, the first of the two can make your army deadly after a few turns, while the second can be sacrificed to draw a card in a pinch.
I hope these suggestions help, and remember: This is your deck. Build it the way you want it to be!
4 months ago
Hey, sorry it took me so long to get back to you. I've had some very long weeks. In case you still need it, here are my thoughts:
After looking at the deck you need to beat, I have to admit, I don't have too many ideas on how specifically beat it. A fast deck with enormous mana production might actually be the best you can do. I'd suggest going elves. Try including about a playset of two lords of your choice, some cheap card draw and lots of mana dorks like Llanowar Elves . This way, finishing with a Overrun style effect should be doable. I hope this helps.
4 months ago
Besides, like your list because it is not common to have a rat deck without neither Rat Colony nor Relentless Rats . The only thing here is that your main creatures are pretty expensive (5-6 mana) and you only have one ramp card type (elves). I would experiment with other ramp cards like Golgari Signet , Utopia Sprawl , Primal Growth to put them into play faster. Not really sure if it will work, but worth to experiment ;)
4 months ago
Mossfire Valley is a decent budget land and Highland Forest is tutorable. I also like Blighted Woodland , Warped Landscape and Guildless Commons this deck. Don't think you need Reliquary Tower here though.
The proliferate cards like Retreat to Kazandu, Bloom Hulk, Vorinclex, Stumpsquall Hydra, Pridemalkin and Managorger Hydra don't fit so well to Phylath in my opinion. Going wide instead of big will get you better results. All you want in this deck is card draw, interaction, a lot of land ramp and some mass-pump spells. When cutting these cards, I'd also take out Inspiring Call, Soul's Fire, Thud and Fling. Plummet doesn't strike me as good enough. Kazuul's Fury can maybe work because it doubles down as a land. Gruul Locket, Wayfarer's Bauble, Commander's Sphere and maybe even Gruul Signet and Thought Vessel can be cut for more land ramp. I would even disregard single target protection like Swiftfoot Boots. Your commander dying is sometimes even advantageous, because then you can cast it again to get another bunch of tokens, similar to how Prossh, Skyraider of Kher can play.
Here some nonland cards that I'd definitely add either way:
Beanstalk Giant , Predatory Rampage , Nature's Claim , Impact Tremors , Momentous Fall , Overrun , End-Raze Forerunners , Rampaging Baloths , Abrade , Valakut Exploration , Heraldic Banner , Farhaven Elf
I personally like Creeperhulk and Gigantomancer , because they increase creatures' base stats, so Pylath's +1/+1 counters up the target's power even more. Very easy to get a handful of 10/10 plants this way. Vitalizing Wind can also win you the game, but costs a lot of mana upfront. Wort, the Raidmother can come in handy too. If you can afford it, Greater Good does very well in this deck as card advantage engine.