Creatures you control get +3/+3 and gain trample until end of turn.
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|Commander / EDH||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
1 month 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.
1 month 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 ;)
1 month 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.
1 month ago
And this may be more than you were looking for, but here's actually how I deck build. I start with ONE card that I want to use. In the case of the deeper cut, it was Novablast Wurm . Then I figure out what it needs to do - in this case, destroy everyone else's creatures - but not mine! So how do I make mine survive? Make them indestructible. There are other options for this ( Shield of the Oversoul is my favorite), but Dauntless Escort seemed an inexpensive and good option for keeping my whole field alive. But it only works for one turn, so what do I need? Recursion. Preferably repeatable. Enter Sigil of the New Dawn . What if I don't have Dauntless Escort? Then I want to be able to get benefit out of all my creatures dying. There are obviously other ways I could do this, but sacrifice abilities seemed a good option. I could have added black to beef up the sacrifice aspect, but as a general rule, I stick with 2 colors unless there is a compelling reason to do otherwise. Plus, sacrifice has synergy with recursion. At that point, it was just a matter of a Gatherer search to find green and white creatures with sacrifice and recursion abilities that would not break the bank. And fill in to make sure I include artifact/enchantment removal, card draw, etc. Last, I put in 2 Zirda, the Dawnwaker because I wanted to make it cheaper to recur as much of my board as possible at once, and it also discounts other activated sacrifice abilities. I wished I could use it as the companion for the deck, but there was one card at that point that didn't have an activated ability - the Wurm! And getting rid of it would nerf the whole deck, so it just has to ride it out in the deck. There's probably room for tweaking in there (more Sigil? Artifact removal? Anti-flying?), but I feel like it's a good start that can be adjusted after playtesting. I do feel like this deck would draw a lot of hate, so not something I'd play. I prefer a to innocently build a boardstate until I Overrun my opponents. Did I mention I play a lot of Selesnya? ;)
1 month ago
Edric, Spymaster of Trest is the man! He is built with a ton of unblockable/flying 1 drops, which draw a ton of cards each turn, drawing more creatures, which draws more cards, etc...
Load it up with counterspells and a few extra turns/ Overrun cards and you've got yourself a super-budget card advantage engine that produces a strong snowballing effect on the battlefield. It's my pet deck and I think it'll be right up your alley!
2 months ago
YES! I built an Edric, Spymaster of Trest deck with only commons and uncommon creatures that were small and hard to block. Cards like Faerie Seer , Slither Blade , and Invisible Stalker make some great card draw, and your wincons can be things like Overrun and Triumph of the Hordes . Throw in some non-rare counterspells like Counterspell and Arcane Denial and you're off to the races.
2 months ago
I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.
I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.
Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.
2 months ago
This a pretty interesting deck! I like it!
The only thing I can see is that it kinda lacks any solid win conditions outside of Eldrazi go stompy. You could easily slot in Thassa's Oracle Greater Good and/or Altar of Dementia for the win con that doesn't care if your opponents exist.