Paradise Druid

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Paradise Druid

Creature — Elf Druid

Paradise Druid has hexproof as long as it's untapped. (This can't be the target of spells or abilities your opponents control.)

: Add one mana of any colour.

Soulus101 on Gonna Need A (Myrkul)

3 months ago

You are quite right, I overlooked it because for whatever reason my brain looks for Paradise Druid, and I didn't take the enchantment creatures into account.

G1ngr on Mutate, Mutate, Mutate, Mutate

5 months ago

Some minor counter-notes. Paradise Druid (less so than polly( and Pollywog Symbiote can easily combo with Migratory Greathorn and double major for fast(ish), 8 mana(over first 3/4 turns) for 6 or so lands, so you'd be up ~4 lands in most context. If I were to refine this deck I'd probably focus on that aspect, since this ideally would be a hard ramp deck into auspicious starixx and high cost other cards and ramp cards.

Auspicious starixx with double major is worth playing (play ur whole deck!)

also, while pretty complicated and kind of non-functional, Double Major with Vadrok, Apex of Thunder and a damaging spell, possibly Lightning Bolt or Lava Spike (probably lightning bold cuz cheap removal) can easily finish games or one shot depending on circumstance. The interaction here with the stack is pretty archaic, and the sources I drew from when building this were to say the least, unreliable (I was told you could infinite with Vadrok + Double major)

I do agree on moving focus away from my ramp sorc. tap lands, and tutors, since this deck could play early really well with some 1 cost instants and creatures. Also, draw is a problem for this deck as it is. If you don't pull a ramp combo or winning combo you basically just lose. I struggle to figure out how the heck draw and card management spells work, just as a being, so if you want to help more thank you.

wallisface on Mutate, Mutate, Mutate, Mutate

5 months ago

Some thoughts:

  • Your mana curve is waaay too high. Typically Modern decks can't justify running more than 4 cards costing 4-or-more mana - you've got a whopping 12 (or 10 accounting for mutate costs). Yes you have some limited ramp and cost reductions, but not nearly enough to justify this very steep curve. Generally speaking, you want the Average CMC of a deck to be at-or-below 2.3ish... at the moment you're sitting at 3.3.

  • The above problem is made worse by having nothing to do on turn 1 - meaning you're always starting a full turn behind your opponent, which is a really dangerous place to be. In particular, you should be at least aiming to replace your ramp cards (Paradise Druid Pollywog Symbiote, Field Trip) with 1-mana options, so that you can get to larger amounts of mana quickly.

  • 21 lands is too low. For comparison, Burn decks run 20, and only play spells costing 1-2 mana (and are happy being stuck on 1 land for a lot of the early game). Imo you want to go up at least to 23-24, possibly more depending what your end mana-curve looks like.

  • A lot of your noncreature spells just don't do anything. Solve the Equation is a lot of mana when it's not really getting you anything specifically useful/game-breaking. Field Trip is too much mana for a ramp card when Rampant Growth and Utopia Sprawl exist. Igneous Inspiration should be Lightning Bolt (importantly the learn mechanic is pretty bad because all the Lesson cards are terrible - so don't play those Learn cards for that reason). Double Major is cute but you have nothing worth copying, and to cast it and a spell requires too much mana.

  • You need a lot more interaction - at the moment your opponent is going to mostly be able to do what they want, which means you're losing every game where the opponent is faster than you - and you'll have to way to catch up if you ever fall behind. As mentioned before, Lightning Bolt would be useful here, but in general you just want more ways to mess with what the opponent is doing. Mutate in particular is very slow, so you need to waste a LOT of the opponents time to get it operational.

  • Your creatures currently look very vulnerable to the opponents killspells - in particular when you mutate a few cards on-top of one-another, the opponent is costing you multiple cards for their one killspell, which will in a lot of cases just lose you the game. You need ways to ensure your creatures stay safe from interaction - my first thoughts would be running creatures like Gladecover Scout and Slippery Bogle to make your creatures almost-entirely immune to enemy interaction.

TheOfficialCreator on Amass With Kenrith

1 year ago

Paradise Druid would be better than Utopia Tree, imo. Plus it keeps in theme with the War of the Spark.

Additionally, what do you think about Panharmonicon/Yarok, the Desecrated/Elesh Norn, Mother of Machines or, alternatively, Strionic Resonator, to double up on Amass triggers?

The Ozolith is also an INCREDIBLE utility in Amass decks, since it can easily replenish your Army if it dies. Budget options include Grakmaw, Skyclave Ravager and Reyhan, Last of the Abzan.

owenger on my mutating pony [SUPER BUDGET]

1 year ago

Why not instead of the Dive Down's just take a hexproof creature to mutate onto? Like Slippery Bogle or Gladecover Scout, Invisible Stalker, Barkhide Troll or Paradise Druid. This might leave you more cards for removal or card draw :)

multimedia on OMG they're EVERYWHERE! (Elfball)

2 years ago

Hey, well done so far at upgrading the precon on a budget.

Some suggestions to consider are how to improve the manabase and other ways to get black mana without Swamps. The amount of basic lands is backwards; there's more Swamps than Forests. Forests/green mana is much more important than Swamps/black mana because the majority of the Elves including one drops are green. By cutting some Swamps and adding more Forests or more Golgari dual lands you can make it more consistent in getting green mana to cast Elves. With less Swamps then Green Elves who can make black mana are helpful.

Woodland Chasm is budget and Overgrown Tomb is expensive are lands that Verdant Catacombs or Wood Elves can search for.

Good luck with your deck.

multimedia on The Ur-Dragon

2 years ago

Hey, you're welcome.

Draconic Rage Upgraded to Scion (Budget) is a budget example I made of taking the Draconic Rage precon and adapting it to play five colors with Scion of the Ur-Dragon as Commander instead. Scion is not Ur-Dragon, but he's also a five color Dragon who cares about Dragons and he's not $40.00. The budget manabase in my version is built around a package of land ramp spells: Farseek , Nature's Lore , Three Visits , Into the North , Wood Elves and Skyshroud Claim that can search for a Tango land or Snow dual land to help with color fixing.

To further help with color fixing on a budget I've also included several 2 CMC mana sources that can make any color of mana: Arcane Signet , Paradise Druid , Ornithopter of Paradise and Fertile Ground . Because of the low budget I've dedicated quite a lot of deck spots to ramp, but I feel I need to do this for the deck to function with five colors. Low CMC ramp is what I want to be consistently casting in the early game to have mana for Dragons or Scion activations for the mid and late game.

CasualCucumber on EDH Budget Ramp Bases

2 years ago

Instead of having these cards under every colour combination, you should divide them into what colours are in their casting cost/colour identity for example Elvish Mystic should just be under green. It it so much easier for the viewer and it will be less overwhelming to look at.

Paradise Druid , Rattleclaw Mystic , Wood Elves , Rampant Growth .

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