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Legality
Format | Legality |
1v1 Commander | 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 |
Rules Q&A
- Does Hushwing Gryff effect cards that are not yet in play (on the battlefield)?
- Exiling cards from graves in response to them casting it
- Is this infinite loop possible? (Reveillark + Saffi + Fiend Hunter + Sacrifice + ETB creature)
- Copy interactions concerning: *cast* and *entering the battlefield*
- Yarok triggers
Reclamation Sage
Creature — Elf Shaman
When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment.
Kinz on
Chishiro
2 days ago
Creature removal: Beast Within, Decimate, Kenrith's Command, Mawloc, Domri's Ambush, Ground Assault, Clan Defiance, Pit Fight, Ram Through, Inscription of Abundance, Ulvenwald Tracker, Lignify, Prizefight, Cosmic Hunger, Tail Swipe, Bite Down, Rabid Bite, Master's Rebuke, Devouring Tendrils, Warbriar Blessing, Epic Confrontation, Tandem Takedown, Chaos Warp, Vow of Lightning, Meteor Swarm, Volcanic Salvo, Arni Slays the Troll
Artifact/Enchantment removal: Migloz, Maze Crusher, Hull Breach, Kogla and Yidaro, Klauth's Will, Artifact Mutation, Cindervines, Vithian Renegades, Reclamation Sage, Tranquil Frillback, Kogla, the Titan Ape, Manglehorn, Masked Vandal, Titan of Industry, Woodfall Primus, Wickerbough Elder, Vandalblast, Abrade, Fall of the Hammer
Board wipes x3: Chain Reaction, Starstorm, Blasphemous Act, Anger of the Gods, Brotherhood's End, Chandra's Ignition, Klauth's Will, Monstrous Onslaught, Mizzium Mortars
Ramp: Goblin Anarchomancer, Incubation Druid, Springbloom Druid, Sanctum Weaver, Gyre Sage, Fertilid, Kami of Whispered Hopes, Biophagus, Wolfwillow Haven, Klothys, God of Destiny, Gift of Paradise, Font of Fertility, Dawntreader Elk, Omen of the Hunt, New Horizons, Blighted Burgeoning
We'll check these out next time.
DreadKhan on
Pariah's Stompy Gruul Deck
1 week ago
I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).
Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.
Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.
Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.
Hope some of this is helpful, Gruul stompy decks are a lot of fun!
Helnas on
Omnath locus of mana (opinions needed)
1 week ago
i see no synergy in your deck. you got some ramp artifact, ramp sorceries, ramp creatures, ramp enchantments, but nothing really synergizes. if you put all ramp into 1 of those, your deck gets alot better.
id say go for creatures, so you can end with a nice overrun effect. So grab all the 1 mana elfs that produce mana, your missing Boreal Druid, Joraga Treespeaker. Then get Priest of Titania, taps for all elfs.
For removal, run creatures aswell, id get Foundation Breaker, Druid of Purification, Bane of Progress, Haywire Mite, Reclamation Sage, Voracious Hydra, Acidic Slime, Duplicant, Kogla, the Titan Ape, Meteor Golem, Terastodon, Woodfall Primus, Ulvenwald Tracker
For draw, run creatures aswell (your starting to see a synergie?) Beast Whisperer, Voice of Many, Toski, Bearer of Secrets, Augur of Autumn
for ramp you have the mana dorks, Sakura-Tribe Elder, Fertilid, Wood Elves Elvish Pioneer, Primeval Herald, Skyshroud Ranger, Selvala, Heart of the Wilds
For bombs, id run creatures that already have trample, Defiler of Vigor, Neverwinter Hydra, Ochre Jelly, Kalonian Hydra, Aberrant, Craterhoof Behemoth and a tutor: Fierce Empath
some other cards i would consider Champion of Lambholt (makes your creatures unblockable, Saryth, the Viper's Fang hexproof untapped, deathtouch when attacking (insanely powerfull with big trample creature).
non creatures i would run: Lifecrafter's Bestiary, Skullclamp, Return of the Wildspeaker, Inspiring Call, Harmonize, Rishkar's Expertise maybe a few things like Fade from History, Beast Within, Nature's Claim, Collector Ouphe is also really strong since you will be running creatures
Sure, the mana doubling can be fun, but is it really needed? your commander is gonna be 1-2 punching people, doubling your mana is gonna waste a turn, and you cant do alot with the mana other then empty your hand, and then you get boardwiped and your sent back to your childhood. Id cut them, and just get more consistency out of your deck
eliakimras on
Menacing Aura
4 weeks ago
Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.
Part 1: Ramp
In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.
Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.
Part 2: Card draw
Just as important as ramp is card draw: Galea won't always be available to you.
In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.
Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.
Part 3: Removal
Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.
The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.
In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).
Out: Reclamation Sage, Swords to Plowshares.
Part 4: Boardwipes
In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.
Out: Time Wipe (not one-sided), Plains.
Part 5: Protection and Evasion
In Voltron, tempo is crucial.
- In: Negate and Delay are inconditional and cheap counters mana-wise.
- Out: Calculated Dismissal and Frilled Mystic aren't.
Now to the Auras:
- In: Spirit Mantle, Unquestioned Authority and Mask of Law and Grace are protection and evasion at the same time (protection also means it can't be blocked).
- Out: Favor of the Overbeing, Observant Alseid and Leafcrown Dryad.
Following the same logic as with removal, I'm using auras over instants to protect the Voltron.
- In: Shield of the Oversoul, Alpha Authority, Canopy Cover.
- Out: Benevolent Blessing, Shielding Plax, Karametra's Blessing. (I believe proactive protection goes miles farther than a reactive one.)
Part 6: Tutors
Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.
In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros Flip (bonus that all those tutors also change your library's top card).
Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).
Part 7: Win Conditions
In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.
Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.
Part 8: Lands
In:
- You might consider more lands that fix your colors and manipulate the top of your library at will: Terramorphic Expanse, Temple of Plenty, Temple of Enlightenment, Temple of Mystery, Cabaretti Courtyard, Brokers Hideout, Obscura Storefront, Naya Panorama, Esper Panorama.
- Rogue's Passage is great evasion on a land.
Out:
- Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
- Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
- Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
- Azorius Chancery, because you don't run the other two bouncelands.
- Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
- Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
- Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.
If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!
Crow-Umbra on
You cant touch this
2 months ago
I'd say play-test your current list as-is to get a feel for it before making any changes. Solo-testing can at least give you a feel if you're seeing cards with the frequency you might want, or if you need to go back and tinker some more.
I think if you do make any changes, you could look to see which of your non-creature spells could get replaced with a creature that has a similar effect. As an example, maybe one of your sorcery speed removal pieces can get swapped out for a Reclamation Sage or Manglehorn.
I know it's kinda tedious, but it could be worth it to tag and categorize your cards in the editing feature. It can give you a better idea of how much Ramp, Removal, and Draw you have in your deck in comparison to things like Trample granting effects, for example. This kind of visualization helps me when I'm making edits.
raincoat on
Her Royal Fluffness
3 months ago
Thoughts on Conclave Naturalists?
If Goreclaw is out, it's the same CMC and effect as a Reclamation Sage except it has a better statline. Might be worth throwing in there if you feel you want some more interaction on the board, but it might be a bit of a sore spot if Goreclaw keeps getting removed.
Licecolony on
Muldrotha: The Graveyard is Your Oyster
3 months ago
Love it! I see you're trying to protect your stuff a lot. You might consider cards like Fade from History and Rampage of the Clans instead. Your strength is being able to bring stuff back from the graveyard while your opponents cannot :) I also recommend Bojuka Bog in every black deck and Bala Ged Recovery Flip as well as Reclamation Sage in every green deck. But heck this is sweet.
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