Return target green card from your graveyard to your hand.
Printings View all
|Mystery Booster (MYS1)||Common|
|Modern Masters 2017 Edition (MM3)||Common|
|Magic 2013 (M13)||Uncommon|
|Eighth Edition (8ED)||Uncommon|
|Mercadian Masques (MMQ)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Revive occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
2 months ago
I like the choice to play Veteran Explorer. High risk, high reward wins me over. Every suggestion Spell_Slam made is great. If your playgroup adapted to Veteran Explorer's weaknesses, you'll likely be losing a lot more games but I think the deck can be further improved.
I wonder if you have too many mana dorks. Since your commander ramps so well, having 16 one drops and 1 four drop seems skewed towards a curve that is too low. You may want to cut some of your ramp in order to better utilize the graveyard. More cards in the graveyard would make the suggestions Revive and Wildwood Rebirth more valuable. It also establishes Threshold and Spell Mastery abilities.
Consider dredge. Golgari Brownscale could be help as a blocker, gain life and fill up the graveyard.
Spells that put cards in your graveyard, like Satyr Wayfinder can be better than spells that put cards on the bottom of your library. Commune with the Gods might be a better option than Seek the Wilds unless you really need that spell to grab a land.
Dragon Fangs would be very relevant in this deck.
Voracious Typhon can add mid-game and late-game value.
If your vanilla fatties are getting chump blocked, Shinen of Life's Roar could clear a path.
3 months ago
Hi! Got to this deck through the Compendium. I was attracted by your promise of a competitive list.
VE seems like a very risky creature to have as your commander. It seems very dangerous, especially in a multiplayer game, to ramp the whole table at the same time. This is especially true if the opponent can kill him on their own turn and get the benefit of the ramp before you do. How has your experience been with this?
That aside, I do have a few suggestions for you.
Ulamog's Crusher is not in your list. Is he house-banned in your group? If not, he should really be in here.
Fierce Empath is whatever fatty you want him to be. Extra good with ways to bounce him or return him to your hand.
Revive and Wildwood Rebirth seem pretty free to have in your deck. Elven Cache is great too. 4 mana is not too much to pay conisdering how you ramp and how important VE is to your strategy. Recasting him for 5 mana seems worth it.
You're missing the classic Green Finisher of PDH: Sprout Swarm. With lots of mana and little creatures, this quickly gets out of hand and wins you the game. I can't recommend it enough.
Knight of the Stampede should really be Krosan Drover. The only synergy you lose out on is with Overgrown Armasaur, but otherwise it does the same thing, but better.
Yavimaya Elder is another classic way to get card advantage in Mono-Green.
Ashnod's Altar is a free sac outlet for your commander that will ramp you +4 on that turn at least. It also gives you something to do with little dorks that are hanging around the battlefield not doing much. Bonus points for the combo with Sprout Swarm.
Primal Growth is another great ramp card for you. It doesn't require the sacrifice if you don't want it, the lands come into play untapped, and it's still very explosive with VE. I think you could play this over Map the Wastes.
I slept for a long time on Elvish Skysweeper, but the card is actually amazing. Works well with your Commander, too. I would definitely play it over some of your other Flying hate.
In terms of cuts, You can definitely trim on the worse fatties, like Tyrranax, Cowl Prowler and Overgrown Armasaur, some of your middling ramp cards like Eyeless Watcher and Scion Summoner, and random cards like Snapping Gnarlid and Copperhorn Scout that only provide situational benefits.
Let me know if you need help finding more cards to cut. I think it's a good start and should make for a fast, explosive deck provided you don't get out-valued by decks that can take advantage of the free ramp.
6 months ago
GrizzlyAtom: Just wanted to say that I absolutely loved the list! Safe to say you hit the nail on the head on almost all of your choices. However, I do highly recommend you make a couple of changes for the general consistency of the deck.
Seeker of Skybreak : Same thing as before, though considerably weaker since you NEED the dork to be out, so this is a potential dead draw or another 2 drop 1 mana dork.
Krosan Restorer : I get the need to overload the deck with repetitive effects, but this can over saturate your deck with non impactful creatures.
Greenweaver Druid : This is just bad, even with the cost reduction.
Elvish Piper : With the lack of high cmc creatures, this is just a gimmicky card we wish can always run.
Elvish Harbinger : Though being a two thanks to Nylea, top of the deck tutors aren't too great.
Sword of the Paruns ; As you said, 7 mana is too much.
Elvish Guidance / Growing Rites of Itlimoc Flip: I get why you want to run this, but it ain't worth it to run both. I'd drop the Rites over the Guidance, since you can use Arbor Elf on a forest with guidance.
Leyline of Lifeforce : You have enough of this effect, even if this would be super awesome turn 0.
Once Upon a Time : Doesn't scale too well in EDH.
These won't be direct swaps to the cuts and more of a series of cards that you should highly consider as I don't want to cramp your style.
Emergence Zone : Adds the ability to set up OR win on someone elses' turn for a land swap.
Oakhame Adversary : Draw to get your combo pieces and an elf for your count. More often or not a 2 drop in most cEDH metas and a 1 drop in some cases for you.
Runic Armasaur : More draw, draw from fetches and creature based combos.
Seedborn Muse : I know what you're thinking, "I barely have instants". Your commander is an indestructible digger, every turn you'd get to refill your hand.
The Stax pieces: Go for them, you have the outlet in the command zone and you break parity with mana dorks and a cost reducer at the helm. Tangle Wire , Trinisphere . Root Maze , Manglehorn , Collector Ouphe , Null Rod , Winter Orb , Thorn of Amethyst , Sphere of Resistance and maybe Defense Grid are worth it. Hall of Gemstone :Not good because it can lock out interaction that could be needed to stop another player.
Great Oak Guardian : Recognize that your wins are generated by untaps, and an instant speed board untapper is a recipe for success. It can also save your field from damage wipes and goes infinite with Temur Sabertooth . Also makes Tooth and Nail better.
Carpet of Flowers : Ridiculous ramp, 100% must.
Beast Within : Catch-all removal in monogreen. Definitely a staple.
I hope this helps, I love the deck, will be keeping up with it. Final recommendation would be to use a similar categorization that I used in Yeva for your list as it helps you visualize your deck based off function and see where it is lacking.
6 months ago
Very nice well-put together list you've got there! +1. Maybe play Revive over Eternal Witness ? The only conceivable benefits for paying that extra mana would be from Temur Sabertooth (recur, recur, recur), the ability to get back lands/artifacts, and spending that mana essentially like a mana dork with Gaea's Cradle . You know the list better than I do and I don"t know if It gets a spot. Just something to think about...
7 months ago
Cards that I would cut:
Regeneration , Executioner's Hood , Natural End , Bladed Pinions , Revive , Nature's Spiral , Staff of the Wild Magus , Crashing Footfalls awesome if you can cheat the suspend on it, not worth it otherwise, Prodigious Growth , Feasting Troll King and Trail of Crumbs you lack enough of a food theme to run these well enough to include, Moldgraf Monstrosity the random return makes this lackluster, Jaddi Lifestrider , Soul of Zendikar the activation is kind of expensive, Tuinvale Treefolk doesn't do enough to warrant inclusion, Canopy Cover and Web auras not the best here, I'd cut one of Planewide Celebration or Once and Future , and finally, Sandsteppe Mastodon
No Sol Ring ? This a ban in local meta?
If you happen to own them, some cards that you may want to think about: Tendershoot Dryad , Beast Within , Inspiring Call and Garruk, Primal Hunter . Yes, that means more cutting but they should be worth it in this deck.
9 months ago
Eternal Witness , Finale of Devastation , Creeping Renaissance , Deadwood Treefolk , Genesis , Greenwarden of Murasa , Hatchery Spider , Moldgraf Monstrosity , Nature's Spiral , Noxious Revival , Paleoloth , Praetor's Counsel , Regrowth , Reincarnation , Revive , Seasons Past , Skullwinder , Verdant Confluence , and Wildwood Rebirth are all reasonable options and I am sure I am missing a few since I was going through this quickly at 2 am.
With mono g I would say get 3 or 4 of these and focus on keeping a full grip of cards even if it means cutting a few of your worst wurms to make it so you get to your good wurms faster. A Duskwatch Recruiter Flip is more helpful to you than something like Duskdale Wurm . Good draw and tutors make a deck much stronger than one just jam packed with big dudes.
There are also a few indestructible creatures that can be used if there are far too many board wipes to recover. Spearbreaker Behemoth , Impervious Greatwurm and Nylea, God of the Hunt are pretty fitting cards for wurms imo.
6 player games can be fun, but you are right, some decks don't really function well with that many. I always prefer 4 player games.
11 months ago
I suggest you cut Arbor Elf and Birds of Paradise, and instead just ramp with enchantments: Utopia Sprawl, Fertile Ground , Weirding Wood . My reasoning is two-fold: 1) "Bolt the Bird" - your turn 1 dorks are removal targets, and can end up becoming a mana-drag instead of ramp. Additionally, those dorks are slotted as creatures, which means you're going to end up blocking with them. And while that defensive strategy seems rational, what it ends up being as often as not is that you get unreliable ramp, and tapped would-be blockers. 2) I don't think you need as much mana as you think. One of the cool things about Hydras, in my humble opinion, is that even though they're often thought of as giant, scary threats, many of them have fairly low CMCs with "x" in their casting cost. Additionally, they often have pretty powerful and unique abilities that make them valuable creatures even at a low initial cost. If it was really that important to make them huge, you'd just go for an infinite mana-ramp combo and drop them all as 500/500's. But we only need to deal 20 damage (in most games) to get a win. It's better to swing for 18 with 3 6/6's than one big 18/18 - harder to block, less susceptible to removal, etc. So play those lower CMC Hydras right away for reasonable CMC's and build up your boardstate with less concern for scary size. That is, I don't think you need as much mana as you're making. As a side-note, Arbor Elf encourages you to double or triple enchant a single Land. That makes that Land a target for removal. I suggest you resist that urge, and enchant separate Lands. The idea is that you don't give opponents any obvious and advantageous targets.
Cut Asceticism. 5 is way to much to pay for a little creature protection. Additionally, it can be removed at instant speed, which can leave you vulnerable when you least expect it. On average in 1v1 games, you're not going to see more than 2 removal attempts against your creatures. You don't need protection all the time, you need it at the right time. And finally, if you cast creatures for less mana and opponents are still removing them, it's likely you've got tempo on your side and they're on the defensive. So it will be fine to let them remove a smaller Hydra, and instead protect a bigger creature later on when they'll really rely on a removal spell. Therefore Heroic Intervention is just way, way better. It might even be good enough to drop Lightning Greaves, too.
Cut Solidarity of Heroes. All your creatures can get plenty big on their own. This spell is taking up a full slot of valuable real estate. I think the same is probably true for Doubling Season. It's just making a good card ridiculous. Like putting oversized tires with gaudy rims on a BMW.
Beast Within is a solid spell. You can run up to 4x in the mainboard. Then sideboard them out if Return to Nature (<-sideboard suggestion) will do the job.
I don't think either Garruk is the best option for draw, tutor, cheat, ramp, or pump. Yes, it's nice that you can get so many utilities in one place, but I think you can get what you need for less mana, and thus faster. Of all the abilities, Garruk Caller of Beasts first ability is the best, but without lots of creatures, it's probably better to tutor a creature for 2 mana once, instead of for 6 mana a few times.
I've suggested you make a lot of cuts. Here are some spells I suggest in their place:
There is no question in my mind that you should run 2x Gargos, Vicious Watcher . You should probably also run 2x Rosheen Meanderer . If you add this creatures, then Time of Need will allow you to run less of them, so you don't end up with dead cards from the Legendary Rule. These two creatures together are extremely powerful. With a full set of Time of Need, you can be sure to get at least 1 of them consistently.
Hungering Hydra . For starters, the name of this creature fits the name of this deck perfectly. I was honestly surprised it wasn't already included. But to make it better, for a low-minimum CMC, it has evasion AND a means to get bigger on its own. So this is a creature you could cast for 3 or 4 on T3.
Protean Hydra - another low-minimum CMC creature with its own pump ability. I haven't checked, but I believe Heroic Intervention (Indestructible) would mean that even if it was reduced to 0/0, it would stay on the battlefield until it regained even more +1/+1 counters on the End Step.
Hydroid Krasis . This one is probably a little more of a stretch here, but I think the case for it makes it hard not to seriously consider. The minimum casting cost is pretty low, AND it draws you cards, AND it gains you life. Draw+lifegain is game-winning utility with a scary body. The big downside is the blue mana cost. I'm not a big fan of 2-color decks, but I am a fan of splashes. To clarify this position: 2-color decks are a slippery slope into 3,4, and even 5 colors. If the synergy between spells is strong enough to warrant adding a color and fixing mana against inconsistencies, odds are there are other color synergies just as good. Splashes, on the other hand disrupt mana-bases much less, and in many cases don't require any changes at all. If you add additional enchantment ramp, I think you'll be able to add 1 blue mana for this one creature. I don't suggest adding any other blue spells, though, as tempting as that might seem.
I'll leave off on creatures with the suggestion that you try to include as many Hydras with "x" in their casting cost as possible.
Other spells that might be useful:
Oran-Rief, the Vastwood - a lot of Hydras get counters, so more is probably useful. I don't know that it's needed here, but tucking some pump into the mana-base makes more room in the deck for draw-card, protection, removal, etc. While I suggest cutting pump from the mainboard, if you're going to use any, a little pump in the mana-base seems like the best place to put it to me.
Harmonize - 3 card for 4 mana is one of the best draw deals in Modern. Usually people use Collected Company , but with big creatures and creatures with "x" in their mana costs, CoCo is worthless here. Harmonize vs Garruk, Caller of Beasts: Harmonize gets you 3 cards, while Garruk only gets you creatures. Sometimes you need a land, or protection, or removal. When you use G,CoB's first ability, you're ordering your deck, potentially putting a lot of the spells you need into the Graveyard. So Harmonize seems like a decent option here.
Fog - A low-CMC spell that can win a lot of games.
Something that gets your creatures back from the Graveyard might be useful. Revive would do. There are quite a few other options I'm sure you can find with a little searching.
Scavenger Grounds - 1x in the mainboard won't disrupt your mana-base, and you'll gain some valuable range.
Field of Ruin - Same reasons as Scavenger Grounds.
I hope some of this has been helpful!