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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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Risen Reef
Creature — Elemental
Whenever Risen Reef or another Elemental enters the battlefield under your control, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand.
legendofa on Card creation challenge
1 month ago
Unkillable feels like a digital/Arena ability. (That's not a bad thing.)
Gavadey, Chaos Charger
Legendary Creature - Elemental Warrior
Flying, haste
Unkillable
When Gavadey, Chaos Charger enters, draft a card from Gavadey's spellbook.
5/5
(Spellbook: Disperse, Fire / Ice, Flame Discharge, Fog, Frost Breath, Giant Growth, Hydrosurge, Lightning Bolt, Pit Fight, Pyroclasm, Windstorm, Creeping Trailblazer, Lightning Stormkin, Risen Reef, Song of Creation)
Create a Giant in a color pair that doesn't have a Giant.
Theasus7 on Horde of Notions
10 months ago
Looking good! I think you might enjoy having a little more card draw in the deck. Just to make sure that you are drawing all the cool elements and ramp you need to play. Mulldrifter is a great start.
Vanquisher's Banner, Omnath, Locus of the Roil, Risen Reef, Distant Melody, Soul of the Harvest
zapyourtumor on Esper-Reanimator
1 year ago
I'd say neither Growth nor Oath is playable in this deck after Yorion ban. If you want to run Risen Reef you definitely need to lean towards a higher density of elemental creatures and away from the full control versions, which probably means 3-4 Fury.
multimedia on Muldrotha: Budget Elemental Tribe!
1 year ago
Hey, it sucks when opponents gang up on you, Disk and Deed unfortunately have that negative effect. At least you got to see Urza eliminated before you lost :)
If playing Disk and Deed then think of everything else in your deck as expendable, doesn't matter if all your stuff dies because all opponents will too. Muldrotha gives you this flexibility and by adding totem armor effects then Muldrotha can be saved from Disk or Deed if she's enchanted before they pop.
You're slowly removing Elementals making your deck Elementals in flavor, but not much else for the tribe or game play. Risen Reef is the only reason here be Elemental tribal and while it's a good card, it's not good enough to stick to Elementals.
- Cavalier of Night, Cavalier of Gales, Cavalier of Thorns
- Risen Reef
- Mulldrifter, Foundation Breaker, Shriekmaw
These Elementals are good because for what they do there's not other better budget cards that are not an Elemental that could replace them. Playing an Elemental because it's an Elemental instead of a better budget card is not worth it when you don't have much Elemental tribal synergy. Some examples:
- Wayfarer's Bauble --> Embodiment of Spring
- Nyx Weaver --> Splinterfright
- Aether Channeler --> AEthersnipe
- Altar of Dementia --> Lord of Extinction
- Viscera Seer --> Forgotten Ancient
- Woe Strider --> Night Incarnate
Sac outlets are how you can abuse Muldrotha ability with creatures, casting the same creature from your graveyard over many turns. Sac outlets can do more for Muldrotha strategy then some Elementals.
If you're against Eldrazi Titans then consider an exile creature effect because indestructible doesn't stop it and the Titan is gone for good, doesn't ever enter the graveyard after it's removed.
These are three options, Tear is best because kicked it can exile any nonland permanent. Resculpt and Shift are only two mana to exile a creature. The drawback of your opponent getting a creature afterwards is minimal because you'll be removing something much better. Pair any of these instants with Eternal Witness for a repeatable effect with Muldrotha. Either one of these could replace Return to Nature?
Another budget way to deal with an Eldrazi Titan is to it steal from your opponent and then wreck that player with annihilator. Steal a player's Commander and keep control it until Sower is removed. Stealing Sheoldred can be nasty since reanimation is quite good with Muldrotha. Sower is better because with any sac outlet that can sac a creature you can sac your opponent's creature you stole, it dies goes back to that player's graveyard or Command Zone and then you can sac Sower to repeat with Muldrotha. Sower could replace Forgotten Ancient?
Fauna adds a creature toolbox repeatable effect that can also fuel graveyard strategies for Muldrotha. The toolbox can be helpful because you have several creatures who are much better than the others. Fuana is also good with Wonder and Brawn as creatures to discard who want to be in your graveyard. Fauna could replace Icon of Ancestry?
Really consider cutting some basic Forests for more budget dual lands that have interaction with Forests or lots of basic lands? The allied Check lands have been reprinted in latest set Dominaria Remastered, now is the best time to get them since each are down to less than $4.
multimedia on Muldrotha: Budget Elemental Tribe!
2 years ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.
- Eternal Witness: recursion.
- Sakura-Tribe Elder: ramp.
- Satyr Wayfinder: self-mill.
- Siren Stormtamer: protection.
- Dockside Chef: draw and sac outlet.
- Plaguecrafter: removal.
- Haywire Mite: removal.
plakjekaas on Omnath: Rage or Roil?
2 years ago
Omnath, Locus of Rage is the overt, "look at me being dangerous" commander.
Omnath, Locus of the Roil is a value engine that adds blue to your color identity. Mystic Sanctuary loops, tricksy stuff like Avenger of Zendikar with Mystic Reflection, loops with Walking Atlas and Retreat to Coralhelm, maybe Roil Elemental, blue really adds a lot to landfall decks that Gruul just can't provide. Or you could be Oneshotting people with Sylvan Awakening, turning 25 lands into elementals, playing your commander and sending the ETB trigger to someone's face.
Gruul and Temur Omnath just will not result in the same decks, the same way that the average OG Omnath, Locus of Mana deck won't look much like the Gruul Omnath deck. Just try and see if the blue additions fit your playstyle, and save a decklists for the Gruul build, in case it doesn't.
I will say that Omnath, Locus of Rage does belong in the 99 of Omnath, Locus of the Roil, because Risen Reef is one hell of an elemental.
rambunctiousOrator on Animar - Power Level 8.5/A
2 years ago
An 8 or a 9 is hard. I think a distinguishing feature of a 7 is that the deck will aggressively win if left unchecked. Aside from a few problems with your deck running out of gas and having to play one spell a turn, I'd say with some lucky draws you are winning by turn 5 or 6 regularly; i.e. a 7. When I think of an 8 or a 9, I think that this deck will guarantee a win unless someone designed their deck to beat yours. This pushes past normal levels of competitiveness into something more. Some decks can never be an 8 or 9 because the strategy isn't inherently unfair enough. You may be able to get to an 8, I doubt this strategy can ever be a 9.
That being said, we can squeeze more out of your current strategy. there are a lot of inefficient creatures, inefficient ramp, and room for other non-creature spells here.
Recommendations:
- Once Upon a Time
- The Great Henge
- Sylvan Library
- Mana Crypt
- Chrome Mox
- Mox Diamond
- Tireless Provisioner
- Tireless Tracker
- Risen Reef
- Glasspool Mimic Flip
- Fact or Fiction
- Agent of Treachery
- Sea Gate Restoration Flip
- Hullbreaker Horror
Those are just a few examples of cards, in general you want to smooth out your early game, and both tireless do that with either card draw or treasure. I feel like you could seriously improve your 6+ roster. Get rid of any 6+ cards that you feel like don't lead to winning the game the next turn. Let me know if you want to continue, have any questions, etc.
mach56gs on I haven't the faintest Notion...
2 years ago
You may have noticed I've liked elementals. Anyhow....
What's the catch?
Morophon, the Boundless + Fist of Suns = All Elements in Hand Free-Cast
Morophon(Moro) + Fist of Suns(Fos)+ Yarok, the Desecrated/Panharmonicon(Double ETB) + AEthersnipe (Bounce) = Bounce all permanents, OR infinitely play any elemental spell on hand/field = enabling unlimited ETB effects.
So:
Moro + Fos + Double ETB + Bounce + Risen Reef/Cloudkin Seer/Cavalier of Thorns = Draw/Mill all cards in deck for self mill. Note, not actually a wincon yet. Consider Jace, Wielder of Mysteries? Feels more win-more, though. Any of these milling processes will probably lead to the following loops:
Moro + Fos + Double ETB + Bounce + Foundation Breaker = I hate artifacts + enchantments, grr!
Moro + Fos + Double ETB + Bounce + Avenger of Zendikar/Scampering Scorcher = Infinite Plants or 1/1 hasty elementals
Moro + Fos + Double ETB + Bounce + Blasting Station/Omnath, Locus of the Roil/Warstorm Surge = Ping enemies to death
Moro + Fos + Double ETB + Muldrotha + Bounce = All Elements (and lands) in Hand + Graveyard Castable
General Gameplan:
Have a number of 4fun cascade cards to help cheat creatures + churn through the deck and get out expensive bodies. Horde of Notions acts as a great toolbox and helps set up some of these combos.
Thinking of: Yarok's Wavecrasher to provide another piece to enable the infinite loop.
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