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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 |
Historic Brawl | 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.
DreadKhan on Katilda WIDE boi
2 weeks ago
Harmonious Archon would probably play incredibly well in here since it sets base power and toughness, and the counters your Commander puts out mean that even a single use of the ability means all your creature outclass all of your opponents. If you wanted to make a lot of enemies you could try Humility, but that's also fairly expensive! If you did want to try it out (maybe as a proxy for awhile to see if other people hate it) the idea would be to develop a wide board and put a counter on each, then play Humility and stomp everyone with Overrun effects (Green has a bunch that are budget). If you have the Archon out it'd be hilarious to use Nacatl War-Pride to clear someone's board (it also means everything else of yours gets in vs that player since their creatures get tokens to block).
Since you already use +1 counters, you might like Metastatic Evangel, Proliferate is a really strong ability if it's at all relevant to your strategy, and this is a repeatable source. If you Proliferate a counter that doesn't stack (like a Trample counter), you can move it with Nesting Grounds. If you have any other Proliferate cards kicking around, maybe Evolution Sage or Contagion Engine, these would be great in here too I suspect.
If you find people are clobbering you with artifact and enchantments I'd use Aura Shards, assuming your opponents aren't going to flip the table, I also like Soltari Visionary as a repeatable removal and evasive creature. Transmogrifying Wand is good without Proliferate sources, but if you add both the card is pretty strong creature hate.
YMMV naturally but I suspect your deck would run more smoothly if you could sneak a few more lands into the list; if you really want to keep your creature count high you could try throwing in a few man-lands like Mishra's Factory and Treetop Village. If you want I could dig around for a few more, I'd want 33 or 34 lands for a deck like this, especially since you don't run a lot of land ramp (stuff like Rampant Growth). You might also look into Modal Dual-Face Cards, Strength of the Harvest Flip is the GW option, but Bala Ged Recovery Flip is amazing, and many good players swear by Ondu Inversion Flip, this type of card shines brightly when you'd probably want the type of effect the card side produces but are running the MDFC as a redundant copy of the effect; you don't run Ondu Inversion as your only wipe generally, you run it as your 3rd or 4th one, and if you don't need a wipe it's a land. I wouldn't cut lands to add MDFCs at your present land count, but if you were at say 33 true lands and snuck in 2 or 3 MDFCs you'd probably much happier with how this list plays out.
If you want more help with anything in particular I or someone else could probably give some ideas! Hope you have fun with your list, I love building a deck out of what I've got kicking around, you usually end up with so much character and flavor.
EchoSpice on Food token
3 months ago
Cool deck, you've got a LOT of lands, and a pretty low mana curve. I'd recommend removing a couple of lands, and adding more ramp, or removal, or card draw. Rampant Growth is a great ramp spell, Path to Exile or Generous Gift are great removal options, and because you're gaining a lot of life with food tokens, Greed Is a great option for card draw.
Have fun!
DreadKhan on Friendship is Magic
5 months ago
I'm also of the opinion that a few more lands would probably solid, 31 doesn't feel like very many, a few more would probably help with consistency (which may or may not be an issue for you).
It might not matter as much if you play vs other casual decks (you'll be less likely to be punished for running artifacts), but in Selesnya I feel like you don't want mana rocks, Green has access to some really good ramp effects, and they're often fairly affordable. For example, I think I'd switch out Arcane Signet for Rampant Growth, Commander Sphere for Kodama's Reach, Cluestone could go for Harrow (if people counter ramp spells I'd go with Roiling Regrowth instead), and Sol Ring could go for something like Wild Growth/Utopia Sprawl/Crop Rotation. If you go this route I would consider switching a few Plains for Forests, even if your deck ends up having a lot of White effects, Green ramp can find Plains for you.
When I try to build Casual decks, I still try to put removal in, but I try not to run stuff like Swords to Plowshares, and instead try to use less pushed options like Intrepid Hero, Avenger en-Dal, and Spurnmage Advocate. Each has it's own drawbacks, but the fact that you can't 'catch' (they aren't a 1 mana Instant) someone with these makes them fun in my experience. Spurnmage is a really powerful political card that can be helpful vs graveyard decks, and Avenger can technically gain you life if you have a big creature and just want the life, but it's also a deterrent. If you want a non-creature source of creature removal their is also Transmogrifying Wand, this is one of the best 'lower power' removal effects ever printed, it's good enough to make a big impact once resolved, but you need it to stick around to get full value over time. IMHO there's nothing wrong with running relatively little removal in a casual environment, but you'll probably win a few more games if you have some ways to slow down opponents that happened to draw well, so if that matters you might throw a few things in.
Not sure if you want actual jank, but Noble Purpose is an old favorite of mine that gains you tons of life if you're in combat, but most importantly it fully stacks with Lifelink.
rckclimber777 on Build a Deck with Me …
5 months ago
First a quick introduction. I've been playing magic off and on for years. When this site first started out, I was super active and then I stopped playing. I recently got back into it and plunged deep into the Commander format. I love building decks around interesting concepts and often trying to break cards.
My slightly ambitious goal is to create a series of threads that show my thought process as I build a commander deck. I figure it will serve two purposes: First, it will aid newer players who have some precon decks and perhaps are looking to upgrade them or they see a commander and want to build it, but aren't sure how. The second is purely self-motivated in that more experienced players can fine tune my own logic and make suggestions for my own improvement.
So with that, the first commander deck I'm going to build here is Ghired, Mirror of the Wilds. This is a card that begs to be broken and creates for interesting and powerful decks. There are also several different lines you can choose to go with. You can make it go infinite if you like degeneracy or don't like the people in your playgroup, or you can decide to go the way of building lots of tokens quickly and then turning them sideways and swinging. (Spoiler alert we are going infinite)
So first things first, we need to think about what the commander actually does and what it is going to need to do that effectively. First, it allows all nontoken creatures to tap and create tokens that I control that entered the battlefield this turn. So a couple things to point out: First is that it is tokens not creature tokens specifically, so treasures, clues, food, etc. are fair game. Secondly, it doesn't have to be my turn that the tokens came in, you can activate the ability at instant speed if you create a token on your opponent's turn. Now Ghired also is only 3 mana in Naya colors with Haste which means he's going to come down early in the game, so we'll want some other creatures out there when he comes down to start building up tokens right away.
With his abilities in mind, there are a couple things that we want to think about: Cards that create tokens, cards that double tokens, cards that untap things, and cards that do interesting things when they're tapped, example Wylie Duke, Atiin Hero, who comes down early as well, and when she is tapped I gain life and draw a card. We will obviously need to consider interaction, ramp, and card draw, but those are secondary in my thoughts. Every deck needs those, but what items you add often depends on what your deck is trying to do. In this case, we want to make tokens, tap creatures, make more tokens.
Token Generators
So a couple really good token generators here to start would be things that keep making them rather than one offs. In my playtesting Oltec Matterweaver is hard to beat. It comes in early (turn 2 if you can get a sol ring). When you cast a creature spell you can copy a target artifact or bring out a 1/1 gnome. Turn 1 you play a plains and a sol ring. Turn 2 you bring this out, turn 3 you bring out Ghired, creating a copy of sol ring, tap your Oltec Matterweaver and create another sol ring. You now have 3 sol rings on the field on turn 3... You are now the archenemy, congrats? EDIT: So as it was pointed out in the comments Oltec only creates copies of TOKEN artifacts. We could use Molten Duplication to create a copy of an artifact, but still Oltec still does great at producing consistent tokens.
Some other standouts are Emmara, Soul of the Accord who when tapped creates a 1/1 soldier with lifelink. So tapping will actually create two tokens. Also if you need a token for Sunstrike Legionnaire to go infinite you can tap her down (she's only 2 mana) create your 1/1 soldier, untap sunstrike, with Ghired on the field, tap Sunstrike to create infinite lifelink 1/1 soldiers. (actually happened in playtesting)
Generous Plunderer deserves a mention as you really need consistent tokens every turn and this does that. It gives you treasure tokens which is great and is likely to stick around since your opponents like the possibility of getting a treasure token as well. Dockside Extortionist can take the deck to new levels of degeneracy depending on when you play it/number of times you copy it with things like kiki jiki and jaxis.
Selvala, Eager Trailblazer is also great as you get 1/1 creatures every time you cast a creature spell. Her ramp also goes surprisingly well in the deck. I highly recommend it.
Thousand Moons Smithy Flip is another beast of a card. It comes down turn 4, Ghired is already out along with any other low cost creatures. Let's say you have a Birds of Paradise and Ghired when this comes down and maybe a mana rock. You create a 5/5 Gnome (2 creatures, 2 artifacts, and the gnome itself). Now you tap the bird and Ghired and create two more Gnomes. You now have 3 7/7s, on turn 4...
Honorable mentions here are things like Smothering Tithe who will create treasures each opponent's turn, tap a creature and create another. Rain of Riches, create some treasures, copy them, cast something, and get cascade.
Also, populate is a thing, I like Growing Ranks and Nesting Dovehawk for that.
Doublers
Ok, so doublers is a pretty easy topic, there are quite a few out there, they are expensive and honestly for this deck you don't need much. I chose a couple that I particularly like for this and by like I mean I own them and didn't have to go out and spend $50-60. Examples are Ojer Taq, Deepest Foundation Flip, Mondrak, Glory Dominus, Primal Vigor (careful as this one applies to everyone not just you).
I ended up starting out with 3 of these and then cut it down to just the two creatures mondrak and ojer taq. Both are still great and can quickly overwhelm the opponent. I found myself holding onto the enchantments in preference to playing token creators and creatures.
Untapping Abilities
Untapping abilites can make it even worse as time goes on. If you have a Seedborn Muse you untap each upkeep so they draw a card, Smothering Tithe creates a treasure, during their end step you tap your creatures creating more treasures. Untap on the next opponent's untap step, rinse and repeat.
This is also where infinite combos begin to happen. Sunstrike Legionnaire untaps everytime a creature enters the battlefield. Make a creature token, tap sunstrike legionnaire, create another creature token, sunstrike legionnaire untaps, rinse and repeat, gg. Midnight Guard works too for one more mana. Other options include making copies of your own creatures that untap creatures when they enter the battlefield like Hyrax Tower Scout, Zealous Conscripts, Sparring Mummy. Mix that with notable salty cards like Kiki-Jiki, Mirror Breaker, Molten Duplication, Splinter Twin, Jaxis, the Troublemaker and you're off to infinite again. (Jaxis uses his ability targeting sparring mummy, sparring mummy comes in untaps him, now Jaxis just taps to make a copy of the sparring mummy token (from Ghired) which has haste, it comes in untaps Jaxis, rinse and repeat, swing with a legion of sparring mummies)
Don't got too heavy on these or you won't have enough tokens to copy.
Cards that do cool things when tapped aren't super plentiful, but the two I've mentioned already are great for this deck. (Wylie and Emmara).
Interaction, ramp, card draw
Now for the ramp, interaction, and card draw. Ramp is fairly straightforward, since we have the Oltec Matterweaver, I opted to put in some signets, but left some other stones out. Normally when I'm in green I go heavy on green ramp. I opted for cheap ramp spells like Rampant Growth, Farseek, Three Visits and Birds of Paradise (could maybe use more mana dorks since having a body later will help in producing larger tokens).
Interaction is super important in this one. Board wipes are coming, targeted removal is coming, so need to prepare, but we also need to be flexible in taking out our opponents. So to save us from board wipes, we have Heroic Intervention, the ubiquitous and hopefully soon to be reprinted (one can dream) Teferi's Protection, Boros Charm, and Smuggler's Surprise (which is heroic intervention in disguise).
Getting rid of threats is crucial, so Path to Exile, Swords to Plowshares are useful, but not as useful as Beast Within, Generous Gift, and Stroke of Midnight. These obviously target more than just creatures, but also produce tokens. There are situations where a well-timed beast within on your own treasure token to create a 3/3 beast that you can copy a bunch of times is the right play. That make it not just removal, but also a token generator.
Finally, we come to card draw. Since we are producing tokens (hopefully most turns) we can include things like Bennie Bracks, Zoologist and Idol of Oblivion. I also like Welcoming Vampire for this deck. It is creature heavy so Guardian Project is great, so is Beast Whisperer and Garruk's Uprising. Esper Sentinel is always good. We already have Wylie from earlier. Getting card draw is vital to the survival of any deck and particularly this one as we need to be producing tokens regularly and you need cards to produce them. I chose to run about 11 card draw engines in the deck to ensure I'm drawing regularly.
Lands... I mean... make sure you have dual lands in the deck and triomes if you can. One noteworthy utility land is Grove of the Guardian which can have a nice payoff when you create an 8/8 with a few creatures out along with Ghired.
I'll post the deck that I built from this thought process on my page in case you want to see the final product. And if you made it this far thanks for joining me on this, I hope it was helpful. Feel free to comment on how you would do it differently or cards that should have been mentioned. Also feel free to mention commanders you want to see built. I have a couple in mind to start but want to see suggestions as well.
Here is the final decklist: Ghired the infinite outlaw
Profet93 on Petrified by the Gorgussy [Primer]
5 months ago
Crow_Umbra, I apologize in advance for the wall of text below. Your deck is very interesting and got me thinking. If you don't want to respond to each point below, I can't blame you. In the end, I hope these suggestions help or at least get the gears turning. Looking forward to your response.
Skullclamp - Draw
Sakura-Tribe Elder/Rampant Growth > Farseek - Rampant growth gives you the option to get either a basic forest or basic swamp tapped. Farseek is only a swamp tapped. Rampant growth is a strict upgrade given you have no swamps aside from a basic swamp would benefit from the distinction.
Viridian Longbow - Idk if this is too cheeky but given all your deathtouch, this might be worth considering.
Academy Manufactor - This card seems perfect for the deck. You make a lot of treasures, you get more artifacts. You also occasionally make food tokens. If you added tireless tracker (not saying you should per say) then it triggers on clues. All around seems solid. Is this a reason I'm missing for why this isn't included?
Mastermind Plum > Preacher of the Schism - Seems kind of cool, got some synergy. Your description mentioned this is potentially on the cutting block. Given you already have enough deathtouch, would draw not outweigh the redundancy?
Infectious Bite > Bite Down - Given that this is removal 95% of the time according to your description, would the potential for a poison counter to fuel fin outweigh the possibility of killing a PW that isn't there 19/20 times?
Bootleggers' Stash - At the risk of being too on the nose/winmore, could this help? Same question with Parallel Lives.
I read your description regarding the token meta. Below are some anti token suggestions. Some of them are straight up hate, other of them are flexible, depends on what you're going for (in order of most token hate to flexibility)....
Virulent Plague - Straight up hate
Bile Blight - Removal with token emphasis
Maelstrom Pulse - Flexible removal spell (works well against clones too!)
Pernicious Deed - X = 0, bye bye tokens. Or use it normally to wipe when things get out of hand. I see its in your maybeboard, I believe this card warrants a spot the most out of any suggestion above or below.
Liquimetal Torque - What do you primarily use its second ability for? I get that you can make something an artifact to trigger some life loss. Given this deck is low to the ground, would you not be potentially better served with a Jet Medallion or Emerald Medallion? I suppose it depends on how much you value the lifeloss from artifacts + politic to make something artifact for other removal over the additional ramp the medallions can provide.
Kura, the Boundless Sky - What does this provide? I see no anti token, treasure or land token aspect. Perhaps I'm missing somehting?
Saryth, the Viper's Fang - I understand the deathctouch and hexproof anthem. Given your meta is mostly aggro, how many wipes do people typically use? Given your deck already goes wide, wouldn't most people just wipe the board anyways? I definitely see the benefit for sure, just wondering how this card performs and if it could be swapped for something either more impactful such as a Demonic Tutor or something more on theme in your maybeboard?
Questing Beast - I get that it likely wouldn't be blocked by tokens, is that it's primary purpose? Given that you also mentioned there are not a lot of PW's in the meta, would you not be better served with a general removal spell such as Hero's Downfall?
Guardian Project - How often do people kill your creature in response to the trigger to deny you card draw? Not saying to remove it, just curious is all.
I noticed you run torment, exsanguinate and damnable pact. While the latter can be used for an alt wincon, is it not draw most of the time? Assuming this, you run 2 X finishers and if not 3. Do you really need the redundancy? I believe another spell like Rise of the Dark Realms (also in maybeboard) could warrant an inclusion, especially given your aggro meta. I can understand the reluctance given that you are already taking their creatures anyways. If that's an issue, then maybe a Finale of Devastation? Recur/Tutor for a creature and go for the win through smashing face.
austintayshus on
5 months ago
I used to have a fun brawl deck on Arena with Maja as the commander!
With her landfall/token trigger, you will definitely want more land ramp. I'd suggest cards like Rampant Growth and Cultivate and Kodama's Reach and Explore. Ramp is strong in commander, and especially with your commander on the battlefield.
You will also probably want some ways to protect your creatures once you assemble an army of tokens. For that i'd recommend Heroic Intervention and Unbreakable Formation.
You will also probably want a few ways to boost your creatures punching Power, like Intangible Virtue and Craterhoof Behemoth and Glorious Anthem and Gaea's Anthem.
jonjonhholt on Be Wary of Bouncing Blades and Baubles
6 months ago
This deck looks awesome! I think that Deadly Dispute and Tithing Blade Flip fit really naturally into boros synthesizer. Especially b/c your cheap red removal clears out the little guys so blade almost always hits a priority target. There may not be room for it but in any pauper list with a bunch of the dual artifact lands and red i love running Cleansing Wildfire as you can target your own indestructible lands for a Rampant Growth that also draws you a card.
Profet93 on Xenagos, Prehistoric Party God
7 months ago
Urza's Incubator > Impact tremors - Tremors is for going wide decks, Xenagos is a going tall deck. You need more ramp in the deck.
City on fire is nice but a bit winmore.
Skyshroud Claim > Explosive veg - Skyshroud allows you to get duals, untapped and explosive veg is unnecessary redundancy for migration path. Although personally, I think a Kodama's Reach is better since it helps get your commander faster by 1 turn because it's on curve. Lotus pedal would be good to swap for it given your avg cmc is 4+ and this is not a speedy deck that requires lotus pedal.
Nature's Lore > Elixir of immortal - You need more ramp, I see no reason for elixir in the deck. Meta?
Ruby Medallion/Emerald Medallion > Chromatic lantern - Lantern is best for 3+ color decks and while it is on curve, it is not needed for a 2 color deck which has green. If it's static ability really helps you, then you have a landbase issue. Medallions help ramp you and are low on curve. Personally, I like Rampant Growth and Three Visits more as lands are harder to destroy than artifacts in EDH.
Have (8) | reikitavi , metalmagic , orzhov_is_relatively_okay819 , gildan_bladeborn , Downside_Up , abritt , ajmcnulty , ItzJustChaos |
Want (11) | pabloriv , Jumping_Jordan , C0LDE , TechNoble , ACrispyTaco , beesaurs , Skullzer7 , Nekonyahmicon , AjaxSlumbering , Arkhaschan , freshie9000 |