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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 |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | 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 your library.
zacktheprogamer on
Anikthea, Hand of Erebos is Graverobbing
1 week ago
I got the Signet's, Talismans, Veil of Summer, Silence. I was already gonna remove Rampant Growth for Pull from Eternity but I couldn't get the card atm, so besides Rampant Growth what else should
Azoth2099 on
Anikthea, Hand of Erebos is Graverobbing
2 weeks ago
OK here we go lol
Creature cuts: Archon of Sun's Grace, Composer of Spring, Courser of Kruphix, Doomwake Giant, Dryad of the Ilysian Grove, Nessian Wanderer, Nyx Weaver
Artifact cuts: Mesmeric Orb, Whip of Erebos
Enchantment cuts: Battle for Bretagard, Boon of the Spirit Realm, Cast Out, Exploration, Familiar Ground
Sorcery cuts: Extinguish All Hope, Kodama's Reach, Rampant Growth, Skyshroud Claim
Instant cuts: None! Add things like Veil of Summer & Silence, though
I'd recommend that you replace all of those lands ramp spells that cost more than 2 with more mana rocks instead! Your guild signets (Selesnya Signet, Orzhov Signet & Golgari Signet) & talismans (Talisman of Hierarchy, Talisman of Resilience & Talisman of Unity) are all better options since this isn't a Landfall deck.
wallisface on
Mutate, Mutate, Mutate, Mutate
2 weeks ago
Some thoughts:
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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.
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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.
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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.
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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.
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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.
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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.
Crow_Umbra on
Smeagol will guide you | **Primer v1.2**
4 weeks ago
Hi there, thank you for reaching out. I hope my suggestions will be helpful, but here are some things I noticed when I took a look at your deck:
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I know that your commander can steal opponents' lands, but I think you are kind of low on your own land count. Personally, I would suggest bumping up to 35-36, especially since your average cmc is closer to 3.
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I think you can cut Voracious Fell Beast all together, or replace it with something like Fleshbag Marauder, Plaguecrafter, or Merciless Executioner for a cheaper version of a similar effect.
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Gnawing Vermin can likely be replaced by a ramp spell like Three Visits, Nature's Lore, Farseek, or Rampant Growth. Its effect isn't super impactful, even as a sacrifice target.
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You can probably swap out Fall of Gil-galad and Oath of the Grey Host for a couple more effects that let you sacrifice your own creatures like Ashnod's Altar, Plumb the Forbidden, Yahenni, Undying Partisan, Yawgmoth, Thran Physician, or Phyrexian Altar, depending on your budget.
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I would recommend swapping out Rampaging Brontodon with Tireless Provisioner, Scute Swarm, or Tireless Tracker. All are lower on the mana curve, and still work with the landfall stuff you want to do.
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Depending on your budget, you can likely swap Butcher of Malakir out for Bastion of Remembrance, Poison-Tip Archer, Grave Pact, or Dictate of Erebos. The enchantments are a bit more resistant to removal and board wipes than creatures, and all options are lower on your mana curve to come down sooner.
If you haven't already, I would recommend checking out EDHREC's page on Smeagol, Helpful Guide, here are the pages for a Sacrifice themed deck and a more Landfall focused deck. These pages can give you an idea of which effects overlap between the two strats, and what might be within your budget.
I hope these suggestions were helpful.
enrico81 on
HERE I AM! ROCK YOU LIKE A H-URIL-CAN ♫ ♪
1 month ago
Hi Meklow, yes you are right. In the list I've not update the basic lands with the snow versions. Of copurse, if you put Into the North you have to replace basic with snow basic to use it like Rampant Growth. I will update the list. Thx!
8cardalchemy on Help me Build a Basic …
1 month ago
Hi All,
I want to build an Ikra Shidiqi, the Usurper // Tymna the Weaver life gain commander deck. It will be used for semi-casual play at a LGS, so good players with decent decks but not a lot of bonkers combos going off by turn 5.
I have never been amazing a cooking up commander decks that actually function, especially on a budget. Can anyone help me put together a basic/affordable decklist that I can expand on with more expensive cards later (let's say sub $200, preferably closer to $100, price is a little flexible)?
So far, I have the following cards that I know will work here:
Deathrite Shaman Vito, Thorn of the Dusk Rose Swords to Plowshares Dina, Soul Steeper Voice of the Blessed Kambal, Consul of Allocation Willowdusk, Essence Seer Vampire Nighthawk Drana and Linvala Rodolf Duskbringer Rampant Growth Farseek
I also own both commanders, so that's $30 I don't need to worry about.
Any help is appreciated.
ZVCKK on
Guild Tribal Superfriends
2 months ago
Udpate 18-07-2023: Trying to lean into more two colour for the theme. also d=trying to lower curve, focus on protecting PWs to actually get ultimates off, as the deck struggles to close games. Idea before was almost that any of the good stuff I find can run away with the game (assemble the legion and narset), but I don't think winning that way will be as satisfying. I think it would be good if I can get a PW out, get them to ult, and if that fails, niv to refresh hand and then give it another go.
- Hostage Taker --> Baleful Strix - cheaper, good blocker, cantrip
- All Suns' Dawn --> Primevals' Glorious Rebirth - more expensive and less flexible but direct to battlefield
- Merciless Eviction --> Kardur, Doomscourge - cheaper, gain rakdos, lose removal, still protects walkers
- Silent Arbiter --> Dueling Grounds - cheaper and two colour, doesn't provide blocker
- Ranger's Path --> Expand the Sphere - can get any lands, should find some in top 6, can proliferate
- Basalt Monolith --> Black Market Tycoon - lose ral and brigthhearth synergy, cheaper, and two colour
- Swords to Plowshares --> Batwing Brume - was mainly in there as a simple staple, gain PW protection, two colour
- Assemble the Legion --> General Ferrous Rokiric - was two colour good stuff, now cheaper, and colour synergy
- Thalia's Lancers --> Jenson Carthalion, Druid Exile - lose tutor for combo, cheaper, two colour, colour synergy
- The Wanderer --> Gold-Forged Thopteryx - lose removal and protection, cheaper, two colour, a little protection
- Nevinyrral's Disk --> Pernicious Deed - more expensive, but can do in one turn, and two colour
- Narset, Enlightened Master -> Grateful Apparition - was good stuff, cheaper, PW synergy
- Boros Signet --> Staff of Compleation - more expensive, more flexible, PW synergy
- Rampant Growth --> Birds of Paradise - fragile but cheaper
- Skyshroud Claim --> Radha, Hearth of Keld - worse ramp, but gain gruul and two colour
- Azorius Signet --> Coiling Oracle - blocker, two colour, worse ramp
NV_1980 on
Averna, Suspending Ramp
2 months ago
After play-testing this deck seven times, I can tell you with confidence this deck is not going to work very well in its current form. It's too slow. In 6 out of 7 games, I could not cast anything meaningful until turns 6 or even 7. Sure, my land-drops were pretty much assured, but quite often I needed colored mana when a substantial portion of my lands could only provide colorless. Also, the deck has no ramp potential; at all. Currently it fully relies on the cascade mechanic for this, but that only works if you can cast cards.
My advice would be to throw in a lot more mana-dork (Birds of Paradise, Bloom Tender, etc.) and ramp (most notably Burgeoning and Exploration but also cards like Rampant Growth, Cultivate, Kodama's Reach, etc.) options and/or cheaper-to-cast cascade cards.
Have (10) | reikitavi , IcyLightning , metalmagic , orzhov_is_relatively_okay819 , gildan_bladeborn , Downside_Up , Synnless , Psycheretic , abritt , zurtle |
Want (15) | rtadams , pabloriv , Atm0s , Jumping_Jordan , C0LDE , Skullzer7 , trbray , MarshCasualty , Amaterasu312 , Barakana , TechNoble , OMGItsHappy , Anabasis , beesaurs , freshie9000 |