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Legality
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 |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Return of the Wildspeaker
Instant
Choose one —
- Draw cards equal to the greatest power among non-Human creatures you control.
- Non-Human creatures you control get +3/+3 until end of turn.
KBK7101 on
Multani, Maro-Sorcerer - Growth Spiral (v2.0)
21 hours ago
Deckbuilderletsgo Sadly, none of those cards work with Multani. All of those cards target a creature. Multani has Shroud, so he's not eligible to be targeted. That's why cards like Return of the Wildspeaker are so good in this deck, they don't specifically target something.
Beebles THAT CARD IS BEYOND FANTASTIC but my disdain for crossover cards won't let me put in in the deck. :(
DreadKhan on
thantis and the boys
2 days ago
I don't think Thantis should leave home without Rite of the Raging Storm, this way everyone has stuff to swing as your opponents, but nobody has extra vs you, but it also should work with Garruk's Uprising. Akroan Horse is another so-so source of bodies that get better with supporting buffs. I am always surprised at how much work War Cadence can do in a meta with lots of attacking, it can even play like a Stax effect if the board is pretty big, because you can turn any swing into an unblockable one at instant speed. Mask of Griselbrand is a pretty impressive equipment in practice, Flying is great evasion, Lifelink is a great ability on a large creature and that much card draw can change a game's outcome very easily.
If you're looking seriously at cards like Assassinate, I feel I should point out that it's a Sorcery and has targeting limitations. If you want to run sorcery speed removal then I strongly recommend Make an Example and Phyrexian Purge, both of those are quite a bit better. I think you could also look at Beast Within and Road / Ruin, both are very useful spells, offering versatility of effect.
Have you drawn Nikya in many games yet? I feel like with only 31 creatures in the 99 that you'll not want to cast him very often, it'll interfere with your other spells.
I'm not sure that Dragon Whelp is a very reliable Commander card, it's not that much less mana than a Shivan Dragon, and it's a much worse card. I would note that most people who play Shivan Dragon in Commander are playing it as a pet card, there are other better cards you could play. I think you could just play something like Avatar of Fury even, it's janky but it's very easy for it to cost 2 mana later game, or maybe Cavalier of Flame if you want something pricier.
Since Thantis can get pretty big, I suspect anything like Return of the Wildspeaker or Rishkar's Expertise would be pretty solid in here.
I'm not sure how much of a target Thantis ends up being, but Angel's Trumpet is a nice back up option that does something similar.
DreadKhan on
Pariah's Stompy Gruul Deck
5 days 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
B.F.D.
1 week ago
Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)
I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:
1st. Ramp
Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.
- I would swap out Dragonlord's Servant, Goblin Anarchomancer, Bronze Walrus, Dragonspeaker Shaman, Open the Gates, Mind Stone, Lapis Orb of Dragonkind, Commander's Sphere, Gilded Lotus for Fellwar Stone, Farseek, Nature's Lore, Three Visits, Cultivate, Kodama's Reach, Chromatic Lantern, Coalition Relic, Herald's Horn.
2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)
- Storage lands like Crucible of the Spirit Dragon are only worth it with proliferate shenanigans. Exotic Orchard serves you better.
- Forgotten Cave and Tranquil Thicket can be Sheltered Thicket and Ketria Triome instead. (Synergy with the landfetchers above.)
- Highland Lake, Swiftwater Cliffs, Temple of Epiphany, Timber Gorge and Woodland Stream could be these utility lands instead: Mosswort Bridge, Myriad Landscape, Blighted Woodland, Kessig Wolf Run, Littjara Mirrorlake.
- Bala Ged Recovery  Flip, Valakut Awakening  Flip and Glasspool Mimic  Flip are three spells that can be played as a land. I would take out Dragonmaster Outcast, Delina, Wild Mage and Demanding Dragon for them.
- Evolving Wilds and Terramorphic Expanse could be swapped out for Unclaimed Territory and Secluded Courtyard.
3rd. Better counterspells
- Evasive Action and Mana Leak could be Negate and Swan Song instead.
4th. Better removal
- Consider Beast Within, Chaos Warp and Resculpt over Hull Breach, Dragon's Fire and Lightning Bolt.
5th. Better boardwipes
- Klauth's Will is a more versatile Magmaquake. Ryusei, the Falling Star can be cloned for extra doom for your opponents. Curse of the Swine does not touch your board.
- I would take out Magmaquake, Preordain and Opt for the cards above.
6th. More card draw
- Garruk's Uprising is a better Colossal Majesty.
- Garruk, Primal Hunter and Return of the Wildspeaker are also all-stars here. I would take Korlessa, Scale Singer and Mirror Box out for them.
7th. Better win conditions
- About this, please check miirym , need recommendations build and the comment I made on that page. You have plenty of options in this regard.
ArtistaFeo on
Chishiro Precon 1
1 month ago
these are my pics from edh rec. you can't fit them all but they should be considered.
Armorcraft Judge Aspect of Mongoose Benevolent Hydra Biophagus Bloated Contaminator Boseiju, Who Endures Branching Evolution Cankerbloom Defiler of Vigor Doubling Season Duskshell Crawler Evolution Sage Farseek Fertile Ground Fight Rigging Gaea's Gift Garruk's Uprising Gruul Signet Hardened Scales Hull Breach Jiang Yanggu, Wildcrafter Kalonian Hydra Kami of Whispered Hopes Karn's Bastion Kazuul's Fury  Flip Kodama of the West Tree Managorger Hydra Mosswort Bridge Nature's Claim Nature's Lore Ozolith, the Shattered Spire Renata, Called to the Hunt Return of the Wildspeaker Return to Nature Roaring Earth Scavenging Ooze Shadow in the Warp Shivan Devastator Slippery Bogbonder Snakeskin Veil Sword of Feast and Famine Sword of the Animist The Great Henge The Ozolith Three Visits Thundering Raiju Tribute to the World Tree Uncivil Unrest Unnatural Restoration Utopia Sprawl Vandalblast Vorinclex, Monstrous Raider
KibaAlpha on
Dance Beneath the Moon
1 month ago
Given your CMDR isn't human and will likely grow large Return of the Wildspeaker comes to mind. With your life gain I'm a little surprised to not see Sylvan Library or Aetherflux Reservoir.
Other card draw suggestions, Wedding Ring, Dawn of Hope and Archivist of Oghma.
I would consider replacing Zendikar Resurgent with Doubling Cube.
eliakimras on
Jund Dragons
1 month ago
Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.
Now some small upgrades you can make:
-
Assassin's Trophy and Tear Asunder are more versatile than Artifact Mutation and Putrefy.
-
If graveyard decks are rampant on your playgroup, Baleful Mastery works better than Terminate.
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If you run fetchable lands (Ziatora's Proving Ground, Blood Crypt, Stomping Ground, Overgrown Tomb, Canyon Slough, Woodland Chasm, Sulfurous Mire, Highland Forest, Haunted Mire, Geothermal Bog, Wooded Ridgeline), consider running Three Visits, Farseek, Into the North and Skyshroud Claim instead of Sakura-Tribe Elder, Rampant Growth, Explosive Vegetation and Thran Dynamo.
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Since you run Crux of Fate, it might be better not depend on non-dragon creature ramp: Courser of Kruphix, Shaman of Forgotten Ways and Solemn Simulacrum could instead be Scaled Nurturer, Fellwar Stone and Coalition Relic.
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Garruk, Primal Hunter and Return of the Wildspeaker draw way more cards than Read the Bones and Dragonmaster Outcast (this last one is too slow to get going).
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You probably want to run Ash Barrens, Blighted Woodland and Myriad Landscape for more fixing and ramp. Exotic Orchard and Secluded Courtyard wouldn't hurt, either.
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