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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
2 months ago
In Simic there are options like Koma, Cosmos Serpent which can just overwhelm tables by itself, especially if you can protect it. Not the cheapest card though, some cheaper options are Overwhelming Stampede, which can help close games by making your creatures a lot bigger, even if you don't have a huge number of them, as long as you have a creature with decent power out you'll be good. There is also Blossoming Bogbeast, this wants ways to gain life, but Green has some out there, Primal Command is a great budget card IMHO, solves problems and has pretty impressive synergy with the Bogbeast. You might like using Spawning Kraken, any time an appropriate creature gets in you get another big token. Finally, not sure if you have enough Islandwalk, but Stormtide Leviathan is a big unblockable attacker that makes you fairly hard to attack. Resolving any of those cards tends to end games pretty quickly in my experience, and most reward you for simply having a big board, a thing you always want to be doing.
I also like some of Blue's fairly nasty interaction, one alternative to making your guys big is to make someone else's guys way smaller, Mass Diminish is frankly an absurd amount of value in more Casual pods, such as lower budget games. Note it has Flashback and the effect lasts an entire turn cycle, meaning it can also eliminate an archenemy that's gotten ahead. Since you're running higher MV stuff, you might try out Curse of the Swine, this can make your opponent's defenses quite paltry, and it also can deal with problem creatures (like the aforementioned Koma) since it's an Exile effect. Another way to chip away at your opponent (and empower yourself) is to use something like Mass Diminish, I don't know how long your games go, but if you expect to end up with +10 mana available, this card starts looking interesting. I'd skip it if people run a lot of counterspells though, it's a 'go big or go home' kinda card but by all means hold up your own Negate.
Green has some interaction of it's own, if people run flyers in your meta and you're losing to them there are many ways in Green to wipe them, I like Squallmonger and Silklash Spider, but there are a ton more including Hurricane. If you don't have many flyers, this does nothing to you. Green also has Ezuri's Predation if people like to make lots of tokens that are usually smaller than 4/4 (if you run anthem effects that affect the beasts the card is much better obviously).
Just a general point, in Simic it's nice to avoid artifact ramp because you have so many amazing options to ramp with, artifacts tend to die more easily than lands, so effects that get extra lands into play are better than Command Sphere, especially in a 2 colour deck I'd argue. Myriad Landscape and Blighted Woodland are both fairly interesting ramp cards, you can always leave them as lands until you need them. Another feature of land ramp is that you can run cards like Rampaging Baloths and Scute Swarm, either gets a lot better if you're getting more landfall trigger, artifacts rarely have synergy with Simic game plans.
2 months ago
Board wide damage effects seem pretty good with your Commander, Pestilence, Pyrohemia, Chain Reaction and Blasphemous Act all jump out as good enough cards. Mandate of Abaddon is probably well beyond good if Kresh is at all beefy, he'll suddenly be even bigger on an empty board if all goes well. As long as your Commander has at least 4 toughness Ezuri's Predation would be hilarious, even if a bunch of 4/4s bite the bullet your Commander just gets bigger.
Rite of the Raging Storm seems almost unholy with your Commander, I normally love this card but here you are going to be farming 5 power creatures over and over, and they're never attacking you.
If your Commander is fairly big then Return of the Wildspeaker, Rishkar's Expertise, Soul's Majesty, Momentous Fall (also good if your Commander is going to die, as is Greater Good), Grothama, All-Devouring, and Mask of Griselbrand can all draw you a decent number of cards. Overwhelming Stampede and Fungal Sprouting both seem very good with your Commander.
Thunderfoot Baloth, Siege Behemoth, Kamahl, Heart of Krosa, Blossoming Bogbeast, and Goreclaw, Terror of Qal Sisma are decent sources of Trample that are stapled to a body, and they're all fairly budget. Keep an eye out incase Pathbreaker Ibex goes down in price, that's a very good effect with your Commander. Just a heads up, but if you run lots of sources of Trample for your Commander, then anything that provides Deathtouch looks a ton better, with Deathtouch you just deal 1 damage per creature and Trample over the rest. Bow of Nylea, Saryth, the Viper's Fang, and Ohran Frostfang are all very good sources afaik, there are others kicking around if you look!
4 months ago
i really enjoyed the enforce that u had describing the deck and the mechanics.
i'm playing Lathiel for a long long time and i'm updating him a lot since then.
all the cards that u described i alredy test it, some of then still in the deck but mostly i had cut from the deck in order to be fastier and be more "Go for the troat" (my playgroup dont play easy haha).
firstly i wanna say the awesome cards that i wouldn't dare to touch that u metion before: Aetherflux Reservoir Authority of the Consuls Mangara, the Diplomat True Conviction Worldly Tutor Teferi's Protection Ozolith, the Shattered Spire Branching Evolution Light of Promise Well of Lost Dreams Scholar of New Horizons Tribute to the World Tree Esper Sentinel
it took me a long time to get this deck better and i still getting some frustations but if you like to consider, here some tips of cards to be implemented in order to have a better experience with it: ( mostly of this cards i proxed it because i dont wanna spend a lot of money and because i dont have a headache changing they every 2 months when wizards bring some new things )
starting with the nasty combos :
God Mode ( infinity mana + infinity draw :D ) : Argothian Elder or Priest of Titania + Quirion Ranger+ Ashaya, Soul of the Wild + Beast Whisperer with Eternal Witness in the deck u can even cast your grave again
ramp : Marwyn, the Nurturer : counters will get him a good ramp Mirari's Wake : awesome ramp Land Tax: can save you in early game Burgeoning : get ahead Priest of Titania : every elf in the battlefield Exploration : get ahead again Arbor Elf : very good with Selesnya Sanctuary or some mana that u need Mana Reflection: awesome ramp Circle of Dreams Druid : gaeas crandle in creature Nykthos, Shrine to Nyx : why not ? proxy <3 Crop Rotation: get those good lands in battlefield Carpet of Flowers: very good against 2 or more people Smothering Tithe : just perfect
draw : Generous Patron: our green budget risky study, perfect in lathiel Guardian Project : good in general The Great Henge : we have big creatures so probably will cost onle 2 green mana Toski, Bearer of Secrets : unstapable, can't be countered and draw Archivist of Oghma: meh... sometimes good sometimes not, but its 2 mana
tutors: Finale of Devastation : go for the troat Enlightened Tutor: very good tutor in our deck Eladamri's Call : get those pieces that u need Fauna Shaman : get those pieces that u need Defense of the Heart: this is funny, but moste of times works haha Yisan, the Wanderer Bard : good in general Natural Order : to the battlefield! Primal Command : say goodbye to ur grave zombie players
utility: Akroma's Will: defense or end game Alhammarret's Archive : it's 5 mana, but double life gain and double draw Eternal Witness : u have awesome cretures that people wanna destroy so... also good piece of combo God Mode Elesh Norn, Mother of Machines : Hushbringer + Hardened Scales, but better Serra Ascendant: sooooo goood in this deck ... first piece to be tutored by yisan, the wanderer bard Angel of Destiny: go for the troat Ashaya, Soul of the Wild: combo, but also a big creature Overwhelming Stampede : go for the troat Walking Ballista: good in general andd combo Cleric Class: combo but also grave Spike Feeder : Snowball effect, one of the best synergy of lathiel, 'each turn' change counters for life/
5 months ago
5 months ago
Since you're running 37 lands, Temple of the False God might be a good inclusion.
5 months ago
Hello! I saw your deck help tag and wanted to give some insight.
I don't run Miirym as commander, but I do have her in the 99 in Smashing Faces with the Ur-Dragon, and she always pushes me to victory whenever she's allowed to stick on the battlefield.
Some areas you might want to change to improve your consistency:
1 - Ramp
- Farseek and Fellwar Stone are great for fixing for multiple colors of mana. You might take out Birds of Paradise (dies so easily), Sakura-Tribe Elder (fixes for only one color) and Sword of Once and Future (no synergy with dragons) for them.
- Skyshroud Claim is great for the same reasons above. Frontier Siege never impressed me in a multicolor deck, because I often need colors outside of .
- If you run the suggestions above, you probably need more fetchable dual lands: Ketria Triome, Breeding Pool, Steam Vents, Stomping Ground, Sheltered Thicket, Wooded Ridgeline.
- If you run Into the North, you can also use Highland Forest, Rimewood Falls, Volatile Fjord and some snow basics (Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain) to fetch.
2 - Draw/Haste
- It is tough to cast Tribute to the World Tree in a 3-color deck without Yavimaya, Cradle of Growth or Chromatic Lantern on the battlefield. Maybe you want Temur Ascendancy instead.
3 - Removal/Boardwipes
- Chain Reaction cleans your own dragons. Curse of the Swine should get rid of your opponents' most problematic creatures. If you face a lot of token decks, Surtland Frostpyre is a boardwipe on a land that leaves most of your dragons alive.
- Green Sun's Twilight could be Chaos Warp as a second Beast Within.
4 - Protection
- In my dragons deck, I often want protection and haste for more than one creature. Swiftfoot Boots got swapped out for Asceticism.
- Slip Out the Back could instead be Heroic Intervention (it has good synergy with Blasphemous Act).
- If you don't want to be attacked, Propaganda might deter more attackers than Fog.
- Can you cast Counterspell and Bane's Contingency reliably? Swan Song or Arcane Denial might be easier to cast considering your manabase.
5 - Card draw
- Rishkar's Expertise, Garruk, Primal Hunter and Return of the Wildspeaker are the cream of the crop of green card draw. You might want to remove Blur, Essence Flux and Ghostly Flicker for them. (Instead of running flicker effects to save your creatures, it might be better to just run more threats in case they are dealt with - and card draw helps with that.)
6 - Better threats
- Dragon Broodmother creates tokens at a much faster pace than Dragonmaster Outcast.
- Korlessa, Scale Singer never impressed me. Knollspine Dragon is way better at drawing cards.
- Overwhelming Stampede wins games harder than Thundermaw Hellkite.
- I would take out Flameblast Dragon for Utvara Hellkite.
7 - Some utility lands you might want to run
5 months ago
I'm upgrading a Kadena, Slinking Sorcerer precon all about that one Micky Mouse gif where he goes, "And this is a surprise tool for later!" I want to know all of the fun mechanics where I can hide away (Hey... Wait a minute) a card and use it as a tool for later.
I've also chosen to lean a bit more into saccing creatures for draw or chump blocking them and putting them back into my hand, for a second use of their morph if need be.
I'd also like to note that my wincon is playing control (with hidden cards basically acting as loaded guns under the table), until I get one of my wincons out to storm the table. I have Vraska, Golgari Queen, Vraska the Unseen, Biomass Mutation, and Overwhelming Stampede in here alreay. I simply adore all Vraskas and Stampede/Mutation can usually turn my army of 2/2s into something lethal. And I know these aren't super optimal but again it's a precon upgrade, so do keep that in mind.
Of course we have morph and manifest, as well as foretell and hideaway (but only in the form of Watcher for Tomorrow (which I thought of whilst writing this), but are there any others?
Any suggestions for spicy stealthy mechanics, stronger/more consistent wincons (that aren't infinite combos, since this is casual), or improvements to the deck in general would be greatly appreciated as well. I've made some edits already but don't worry about suggesting something I've already seen.
Link to the precon decklist.
6 months ago
Trying to make a card that plays like Overwhelming Stampede in white and green. I thing this is perfect. It cares about how many creatures you control rather than how big the power of your creatures are. Also using battlcry to cut down on texts.
Next challenge is to make a card in 2 colors that's a finisher spell to a specific strategy.