Choose four. You may choose the same mode more than once.
- Create a 2/2 Citizen creature token that's all colours.
- Return target permanent card from your graveyard to your hand.
- You gain 4 life.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Planewide Celebration Discussion
1 month ago
Hey Rilakai, +1 :)
Here's a Kethis deck I put together that turned out to be crazy fun: Superfrens Tokens/Reanimator. I wanted to play only planeswalkers that made tokens. Because Kethis, the Hidden Hand is basically Yawgmoth's Will / Underworld Breach , I found cards like Oath of Druids that could turbo self-mill, kind of like Hermit Druid . Primevals' Glorious Rebirth and Urza's Ruinous Blast became my go-to wincons. Planewide Celebration is probably another.
I've played vs. several Atraxa decks and they're usually very similar. Often she plays as archenemy and often relies on 10+ mana combo wins (like Teferi + Chainveil). What I liked about Kethis was that I didn't care if my planeswalkers died.
Imo, go beyond "planeswalkers" as a theme and narrow your focus to #tokens, #+1/+1 counters, etc. This lets you play around weaker planeswalkers, making your deck less threatening and more versatile and unique.
1 month ago
Hey Walrighti, +1!
Congrats on your first deck! You have a lot of fun cards in here and it looks great! I imagine you want to tune and make it even more efficient so here are some ideas...
Add 3 categories: #Combo, #Lifegain, and #Evasion; and then sort your maybeboard the same way you've done your mainboard to easily rank your choices within a category (By "combo" I mean all your "if-then" cards like Trudge Garden that are slower and don't work by themselves). Remove #Creatures (most of them are #Combo).
Avoid most cards above 4 cmc... Willowdusk is fast and fragile, so play into that... Also, prioritize cards that can do 2 or more things or that give value on ETB... If you have pet cards that don't really fit and that hurt to cut, put them in a "I'll build that theme later" list.
-1 Pelakka Wurm
-1 Ezzaroot Channeler ... cut the fatties.
-1 Decree of Pain ... too slow
-1 Bow of Nylea ... meh
-1 Sangromancer ... amazing card but doesn't trigger when you need it to.
-1 Venser's Journal ... also amazing, but too conditional for this build
-1 Ranger's Path ... all your ramp should be on turn 2
-1 Temple of the False God ... this card is almost never good
+1 Devoted Druid ... this card is a beast
+1 Talisman of Resilience ... #Ramp
+1 Llanowar Elves ... #Ramp... the elves enable Willowdusk combos on turn 3.
+1 Viridian Joiner ... #Ramp... #Combo
+1 Killing Wave
+1 Massacre Girl ... #Wipe
+1 Beast Within ... #Removal
+1 Golgari Charm ... #Evasion
~1 Rancor ... Trample and haste are important... #Evasion
~1 Destined ... the choices are really good.
+1 Soul Channeling ... #Combo with Willowbark and stick to the board...
~1 Phyrexian Processor ... fun?
~1 Lurking Evil ... maybe?
~1 Solidarity of Heroes ... #Combo
~1 Ooze Flux ... tokens at instant speed?
~1 Retribution of the Ancients ... removal?
+1 Thought Gorger ... (leaves)
+1 Return of the Wildspeaker ... #Draw
+1 Triskelion ... #Combo
+1 Nighthawk Scavenger ... #Fatty
...Always play at least 10 ramp spells under 3 cmc.
...Playtest and make sure Willowbark consistently makes a fatty (with evasion) before turn 6-7.
Happy building :)
6 months ago
Heyya Tanman, taking a look at the list and I have some broad critiques and some smaller ones. Let's start big.
You don't have enough +1/+1 counter cards to make it worth including payoffs for.
If you're playing infect, you're gonna need evasion, because no one in their right mind just lets an infect creature through, and honestly they're pretty small bois to begin with. Fleshing out the +1 counter package may help with this, big creatures are more troublesome to block and effects like Tuskguard Captain and Abzan Falconer can provide evasion beyond just being big and chunky.
You could do with a bit more ramp and a LOT more card draw.
Cards that are probably cuttable include:
Oko, the Trickster: I see this walker being cast for 6 mana, putting two +1 counters on one of your dudes, and immediately being focused to death by the rest of the table because its ult wins the game. You'd honestly be better off with Citadel Siege, it's harder to kill.
Arrest, Luminous Bonds, and Pacifism: in our meta, with so many creatures that either don't need to attack or can just be sacrificed, you're better off using kill spells like Mortify, Putrefy, or Swords to Plowshares (especially Swords bc exile beats recursion).
Grave Betrayal: such a sweet card, but much too slow.
Omen of the Dead and Omen of the Hunt: neither of these really do anything to further your gameplan. The fact that they're enchantments doesn't matter to this deck, and there are stronger recursion and ramp options.
Sunbond: There are 5 cards in this entire deck that gain you life. Goes great with your commander but there are a lot of things I'd rather spend my turn 4 on.
Courage in Crisis: Three whole mana for this effect? It's not a horrible card, but definitely inefficient.
Debt to the Deathless: This card would only be okay if damage was your primary win condition. As is? Not good.
Duneblast: The 7-mana slot may not be ideal for a wrath? Maybe this one is fine tho, idk.
Planewide Celebration: 7 mana to proliferate four times? No.
Storm Herd: Once again, this might be fine if damage was your wincon. You'd get a bunch of evasive attackers. As is? Probably not good.
Altogether though, great first deck, this would've kicked the crap out of my old Marath build back in the day.
10 months ago
I would remove Narset, Parter of Veils. Her static ability may come in handy, but her loyalty ability doesn't work with your deck since only 33% of the deck is noncreature, nonland. Instead, try running Guardian Project so you can get some more card draw.
I would remove Deconstruct and replace it with Beast Within. A free artifact removal spell sounds nice, but you lack serious removal spells. Beast Within offers flexibility and is fairly inexpensive. Unravel the Aether is another solid option that can remove indestructible artifacts/enchantments.
Next, take out Pelt Collector. It will take awhile for him to get big enough to become a serious threat, and even when he does it will be easy to kill him. Even a Fatal Push would kill him. Try replacing him with Evolving Wilds. This will raise your land count and also help with deck thinning.
You should consider removing Folio of Fancies. This really just helps all players and doesn't necessarily further your own agenda. Yes, it will give you card draw but it also helps give your opponents more opportunities to mess with your board. And with so much removal in the format, creature=based strategies can be fragile at times. Everyone is running board wipes. I'd substitute it with River's Rebuke. It's not a Cyclonic Rift, but can help still remove problem boards. Ensnare is a sweet option that you can play on someone's end step so you can swing in with beefed up elves.
Replace Planewide Celebration with Reap. The proliferation is nice, but you want at least some ways to get back key pieces from the graveyard. Reap can potentially be a whiff, but black is a popular color in Magic so it's possibly to get back a lot of cards with this cheap spells.
Finally, I would recommend removing Ezuri's Archers, Quest for Renewal, Personal Tutor and Hypnotic Sprite. The archers is an okay turn 1 play, but won't stack up to some flying threats. Quest for Renewal is an okay card, but in this deck it's kinda useless. You don't have instant speed ways to take advantage of the mana you are cashing in on other than Folio of Fancies. You run very few sorcery spells that really won't impact the game, so Personal Tutor is pretty underwhelming. Hypnotic Sprite is nice since it offers some flexibility as a counterspell, but the counter side is only good in the early game. If you're in the late game and someone plays a Damnation, you will want a Counterspell more than a Hypnotic Sprite. I would recommend replacing these with x3 Forests and Counterspell.
Hope this helps.
1 year ago
Since I have absolutely no idea how to best play this, I'll just say: I assume you've seen MTGGoldfish's Against the Odds with this combo? Might be a good place to look if you haven't!
He doesn't run the Setessan Champion obviously since it wasn't out yet, but I think the 4 Leafkin Druids is probably better than Altar of the Pantheon. And maybe other ramp cards like the new Migration Path will be good to help you get to Planewide Celebration mana?
1 year ago
You, sir. I admire your earnestness.
For getting more counters, I HIGHLY suggest Yawgmoth, Thran Physician. Golgari is an excellent color combination for getting a ton of cards in your hand and a ton of mana, so you could easily go from a couple of counters to 10 in a turn. Same logic for Planewide Celebration. 7 mana for 4 counters each isn't a bad deal. Lean into green ramp. You can definitely afford to fire off 1-for-1 2-mana green ramp spells, so long as you're drawing with Tymna.
You can amplify the effects of your infect and proliferate cards with Winding Constrictor and Corpsejack Menace. Hand of the Praetors and Phyrexian Swarmlord are infect lords, so they should probably see play. Hapatra, Vizier of Poisons means that all of your infect creatures explode into deathtouching snakes when they trade in combat.
Swamp Mosquito doesn't say infect, but it has non-keyworded Infect. Suq'Ata Assassin has non-keyworded Fear, but also gives poison counters with evasion. If you want to load up on the cheapest, most efficient bodies with infect, then it might be worth running Pit Scorpion, too.
The reason why I would go for a bigger spread of bodies is that it will ultimately be more efficient to load up on instant-speed mass pump spells, rather than having to draw and cast poorly-suited cards for Commander like Giant Growth. In priority order, I'd go Return of the Wildspeaker, Overrun, Pride of Conquerors, Make a Stand, Dark Triumph, Borrowed Grace, Zealous Persecution, Fortify, Sigil Blessing.
1 year ago
1 year ago
I mentioned it as a single card way to get the same effect. The previously mentioned way requires a 1 of enchantment and a 3 of planeswalker on board at the same time, where Nissa does a very similar job of getting to the required mana for Planewide Celebration with only the 1 card alone. I understand that the payoff for playing it on your opponent's endstep will lead to the instant win, but why not provide a more reliable way to get the citizen token and life gain while also giving a threat in itself, as well as the perfect target to just proliferate 4 times. I just think that you will be able to get the required conditions for Happily Ever After and pass the turn without losing through this route than you would trying to assemble a tough combo on the end step.
Think of it this way... You +1 Teferi with a Nissa on board, with a minimum 3 Forests and any other source of mana (dorks, Island, another Forest, whatever). End step you can do the exact same play pattern that you would if you were to use Wilderness Reclamation. But by using Nissa instead you have an alternate reason to use Planewide Celebration without needing the Happily Ever After, proactively apply pressure through a constantly growing board state, and still have a green permanent on board for what its worth.
Just explaining my reasoning why I think it may just be strictly better for what your purpose is, but at the end of the day its your deck. It looks like fun to play, I always enjoy these alternate win-condition style builds.