Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
seshiro_of_the_orochi on
Raffaaaaq My Opponents I Guess
6 days ago
Hey, so I find some time now.
In general, the list looks totally playable. Your mana curve is ok, maybe a little heavy on the 4, considering your commander is a 4-drop itself. I can see you took big parts from the Karlov Manor precon. What you added are many pillowfort cards like Propaganda, which is a good idea considering this is basically a voltron list.
Here's a general overview of what I think you could improve on:
-
The deck is really light on both lands and ramp. Having your land count at around 36 would be good to consistently draw enough lands. I counted eight pieces of ramp, and some of them are 4+ mana. Maybe try to get closer to ten pieces, and add in more cheap ones. Exalted wants you to have many cheap creatures, so adding in some mana dorks would work in your favour by synergizing with Sublime Archangel and similar cards. Cultivate and Kodama's Reach never get old, but Rampant Growth, Farseek and the recent Shared Roots would be great here. Btw, to give your clue strategy more versatility, you could add in Inspiring Statuary.
-
You are also light on removal, both targeted one and boardwipes. Swords to Plowshares, Path to Exile, Stroke of Midnight, Generous Gift and Beast Within are great spells with tons of reprints, so just get some of them. They are great additions. Regarding wipes, Divine Reckoning and Single Combat are very powerful for a holtron strategy, but even something as simple as Day of Judgment would be a great fit.
-
Now to the voltron pieces: The ones you have work fine, but you have few ways to get Rafiq through to deal damage. Aqueous Form and Rancor are easy additions. What's more, you really want to protect Rafiq, so add in some hexproof. Swiftfoot Boots is great here. There are lots of auras like Timely Ward that shield your voltron from death, and even some instant protection would do a fine job for you: Snakeskin Veil, Ranger's Guile and similar cards would be great for that.
Finally, here's a card I like a lot: Angelic Exaltation.
I guess my comment became longer than I planned. If you have questions or don't agree, let me hear it.
MadlyTexas on
The Amazing Spider-man
1 month ago
Some potential upgrades that aren't cripplingly expensive:
Ramp:
Commander's Sphere,
Rampant Growth,
Farseek,
Nature's Lore,
Three Visits,
Kodama's Reach,
Thirsting Roots,
Bushwhack,
Mind Stone,
Herald's Horn
,
Selesnya Signet,
Simic Signet,
Azorius Signet,
Talisman of Unity,
Talisman of Curiosity,
Talisman of Progress,
Patchwork Banner
Card Advantage: Harmonize, Elemental Bond, Revitalize, Healing Hands, Crystal Skull, Isu Spyglass
Removal: Swords to Plowshares, Beast Within, Return to Nature, Naturalize, Fumigate, Generous Gift
indieinside on
Beast Deck
3 months ago
I am making these suggestions unaware of the budget.
Urza's Incubator – picking beasts.
Ramp suggestions
Deck Consistency
Strong Mana Dorks
Orcish Lumberjack – super strong.
indieinside on
3 months ago
https://edhrec.com/combos/mono-green/4179-5610
You already have Hydra Omnivore. That card combined with Triumph of the Hordes is an instant win condition. Here is a LINK that explains how it works.
Hydra that I think are pretty good.
I am personally surprised that you aren’t playing way more ramp. Things like Garruk's Uprising. Green is made for ramp. Utilize it.
Power cards:
Anyway, I feel that is a bit too much. I hope this helps.
indieinside on
100% Dinosaur Tribal
3 months ago
I shoved in nearly everything you suggested. I added in 2 basics of every color, Ancient Tomb, Kodama's Reach, Yavimaya, Cradle of Growth, Rampant Growth, Topiary Stomper, and Cultivate. That was a 12 card change because of you. Way too much, lol.
As for cuts, I took out 4 lands that entered tapped and 2 utility lands that weren’t mana center. Including my favorite one, Arena. I also cut 3 or 4 dinosaurs like you suggested, which was hard to do. The rest of the cards that got cut were higher CMC cards that were redundancies of other more efficient cards already in the deck. Stuff that did the same things but were at sorcery speed instead of instant speed. Things like that.
In regard to Duelist's Heritage and double trike, sadly you are mistaken. The official MTG ruling regarding double strike is that adding another instance of double strike through equipment or any other effects will not grant it any additional damage steps. No matter how much double strike you add, it is just a redundancy of the word with no gains. As for cuts though, I think the only areas that didn’t get cuts were the Mana Rocks and Tutors while adding to the Ramp and Lands.
I just can’t go with Roaming Throne. It’s not a dinosaur.
Thanks so much for the help.
indieinside on
100% Dinosaur Tribal
3 months ago
Hey Mortlocke, spam all you want!!!
To me Jeska's Will would be considered a late game card because I would already have it cast for free if my Commander is in play. Otherwise casting it to possibly only merit about two additional mana isn’t that big of a boost.
Kodama's Reach – no basic lands available. Maybe I should add some.
Rampant Growth – no basic lands available. Maybe I should add some.
Topiary Stomper – no basic lands available. Maybe I should add some.
Fellwar Stone – it is "okay", but weaker than people tend to realize.
I agree, I should probably cut a few dinosaurs to add in some basic lands. Even cutting down utility lands to and in basic lands and tutors.
I just can’t commit to Roaming Throne because he isn’t “actually” a dinosaur. It wouldn’t be 100% if I did that. Sure, you can choose a creature type. But he isn’t that creature type. He is a Golem. I am willing to lose strength to keep theme.
I love Arena, but you’re right. A basic would be much more helpful early game.
This is super helpful. Any other suggestions?
Mortlocke on
100% Dinosaur Tribal
3 months ago
As a fellow Dinosaur enthusiast, I am happy to take a look at your deck and toss in my two cents. From a glance at your deck and drawing a few first hands I've noted that your early game is rife with very high cmc spells and permanents with few opportunities to ramp and even fewer spells to keep the tempo going. You have an 8 cmc commander but not nearly enough ramp to get it out consistently. Please consider including:
As for what to cut to make room, is the difficult part. I'd look at the more redundant spells that make little difference once your board is established - shed the high cmc "win more" spells.
Also 35 lands is too few - bump them up to at least 37 maybe 38. You're a bit too greedy on Dinos, and should cut a few.
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