Rishkar's Expertise

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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
Freeform 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
Vanguard Legal
Vintage Legal

Rishkar's Expertise

Sorcery

Draw cards equal to the greatest power among creatures you control.

You may cast a card with mana value 5 or less from your hand without paying its mana cost.

clayperce on Torgal, The Best Boy

2 weeks ago

theNeroTurtle -
FYI, once we comment on a deck we're essentially "subscribed" to it and we'll get notifications anytime someone posts to it. There's really no need to tag folks unless the message is kinda just for them ... like this one :-)

//

SPEASKEAZY -
I can hardly believe I'm typing this, but the biggest change I'd suggest to your deck is actually to raise your mana curve just a bit. One-drops are great in an opening hand, but it's often a bummer to draw them in the mid-late game. And every two-drop in the deck competes directly with Torgal ... so they have to either be better than your Commander or they have to be good enough that we want to cast 2x of them on Turn 3 instead of just casting a four-drop. And I think a little more power for the mid-late game would be great.

Some possible changes (details in this "first draft" decklist, over on Moxfield):
- Doggos: From 17 Wolf and Dog Creatures to 15 "Doggo" effects (incl 7 Creatures)
- Humans: From 22 Human Creatures to 17 "Human" effects (incl 15 Creatures)
- Card Advantage: From 10 to 15
- Recursion: From 0 to 3 (for bringing key pieces back ... especially after board wipes)
- Targeted Disruption: From 4 to 8
- Mass Disruption: From 1 to 2 (though this is kind of meta-dependent ... 1 may be plenty)
- Protection: Left it at 4, but swapped in Heroic Intervention, to give at least a little protection against board wipes ...

I wanted to specifically mention some 6-drops that IMO would work really nicely: Hollowhenge Overlord, Surrak and Goreclaw, and Rishkar's Expertise.

I also wanted to mention: Lightning Greaves and Sword of Truth and Justice are GREAT cards; they just don't really seem to fit in with the rest of the deck. I could totally see leaving them in though ... or even adding more equipment to the deck.

Hope something in there ^^ is helpful; very sorry for the spam if it's not!

Cheers!

DatShepTho on GO GO DINOSAUR!

1 month ago

This deck is quite the mix, the cards in here that are good are REALLY GOOD like Sylvan Library, Arid Mesa, True Conviction and Etali, Primal Conqueror  Flip

But the cards that aren't are complete rubbish, like Manalith, Mirri's Guile and Gigantosaurusfoil (The green mana pips are hard to get reliably in three color and 10/10 with no evasion is rarely helpful in this deck)

And then there are some cards that are fine, but really don't belong in this deck, like Rancor and Almost Perfect

I would also recommend using tags to separate card functions, like your lands, ramp, dino, damage multipliers, card draw, and removal. This will make it easier to see what your deck is lacking. Use the # character in your card editor to tag cards ("# Ramp" for example)

You only have 30 lands, so I would try to get this to 36/38 rather than more ramp spells. The best budget ones you're missing are Sungrass Prairie, Mossfire Valley, Sunscorched Divide, Clifftop Retreat, Rootbound Crag, Sunpetal Grove, Rockfall Vale, Overgrown Farmland, Fortified Village, Game Trail, Fire-Lit Thicket and Furycalm Snarl. There are plenty more I may have missed too.

I think you should try adding a few ways to accrue card advantage, like Rishkar's Expertise, Season of Gathering, Secret Rendezvous, Inspired Tinkering, and Escape to the Wilds. These will help you find more cards once you're running out.

Majestic Genesis is also a cheeky card you might like...

skibulk on Blanka, Ferocious Fiend

3 months ago

Some things to consider:

Profet93 on Derek the Dino, and Jesus [Primer]

5 months ago

indieinside

Typically, Yavimaya, Cradle of Growth would benefit you more than your opponents. Just depends on your land drops, meta and color fixing. Do note though, that sometimes those lands fall in "trap". If it helps you so much, then you have a color fixing problem. If it doesn't help you much, then why add it in for opponents? Personally, I don't ever build outside of 2 colors so I prefer to fix my colors even at the potential of helping my meta.

Regarding crop rotation, Cradle and Three Tree city are your best targets. The questions are 1) How much blue is in the meta? 2) How often does this actually help you? 3) What positions does it help you in - If you have a lot of creatures, then cradle or tree city are amazing to get with crop rotation. If not, then it's not that impactful. Give your deck some test runs with it in, and Yavimaya Hollow. that way, you have at least 3 good targets (I don't count the other yavimaya as a good target or even ancient tomb). Turn 1 crop into ancient tomb is nice, but nothing crazy and not worth the card disadvantage in my opinion, especially if blue is in the meta. You do have cavern of souls so I take that into consideration. Also, imagine trying to crop rotation into a cavern of souls only for rotation to get countered.

I would maybe add some more ramp at the 2-4 cmc slot, 3 being the sweet spot IMO in place of mana vault + grim monolith, at least as a test given you aren't trying to go super fast, just have consistent ramp (that isn't blown up from the eventual artifact destruction common in EDH while land destruction is less common)

Switching gears - Chagelings/Dinos

Chameleon Colossus - Mana sink

Changeling Berserker - ETB abuse

Realmwalker - Card advantage

Taurean Mauler - Big boy, great against storm

None of these are needed, but worth noting should you be interested.

Lastly for alternative suggestions, I would consider Heroic Intervention and Rishkar's Expertise. You already have cards that function similarly so you could swap them or add them in addition for testing. Not needed of course, but if I spend so much mana on my dinos, I wanna get something good out of them.

Let me know what you think.

Profet93 on NevisCF's Mono-Green Mana Ramp

5 months ago

NevisCF

You have a bit too many lands. I hate missing land drops but in a mono green ramp deck, you are more than okay with cutting some lands. I usually go for 37 myself depending on the deck. I would suggest to go to 38 and then add more if you consistently are getting mana screwed. Removing those 4 lands will provide you with crucial additional slots. In those slots, I recommend you add in more draw since draw will enable you to establish more land drops which should mitigate any potential concern.

Ancient Tomb/Castle Garenbrig - Ramp

Gaea's Cradle - Super ramp (not within budget but worth proxying)

Deserted Temple - Untap nykthos, cradle or use as a political tool. Not needed but worth mentioning.

Mirrorpool - A pet card of mine thats fun, not necessary but enjoyable. Would require some additional non basics which I can recommend. Given you are playing mono green ramp, you have a lot of room for non-basics. Nothing too crazy given all ur green 1 drops but definitely more.

Turntimber, Serpentine Wood  Flip - Land if you need it, creature if you dont

Beast Within and Song of the Dryads - Removal. I know you are mono green ramp but if an opponent is stopping you from advancing, you need an answer. The latter is extremely powerful on Black or Red commanders that have a difficulty with enchantment removal.

Momentous Fall - Used in response to removal, beware of the blue player.

Greater Good - SUPER powerful card you should definitely add. Acts similar to the above and also fills ur GY for creeping renaissance.

Sylvan Library - Draw/Filter

Tooth and Nail - Wincon

Rishkar's Expertise - Draw + tempo that can "bypass" targeted removal.

Harmonize - Simple draw, not ideal but worth mentioning

Regal Force - Tooth and Nail --> Avenger + Regal = Mass Draw. Regal can be powerful if you are set up right as well.

Bane of Progress - Meta dependent. Affects 10% of ur deck, worth considering.

Eternal Witness - Recursion.

Skullclamp - Makes ur 1/1s into draw, punishes removal.

SufferFromEDHD on Ayumi, the Last Voltron

7 months ago

Was distracted by the Ferocious trigger. Rishkar's Expertise, Hunter's Prowess or Soul's Majesty... I'm thinking Rishkar.

Thrun is truly mythic. The only reason Miri makes an appearance here is because Forestwalk. Two excellent cards that have been power creeped out of the scene.

Sylvan Safekeeper and Xantid Swarm are my go-to Green Sun's Zenith targets. It doesn't fit here because I have no land/graveyard synergy to recycle and reuse.

Legolas's Quick Reflexes could this be anymore pushed? The split second alone is worth it. The untap is very green. Hexproof is what it's all about. Reach is a freebie. The tap fight effect reminds me of the niche Laccolith from Nemesis. I own 0 Other Universe products. I am clearly missing out on power but

DemonDragonJ on Life Springs Eternal

7 months ago

Profet93, Chromatic Lantern is one of my favorite cards, so I like having it in my decks, for sentimental value.

The Ozolith is nice, but this deck does not quite have a sufficient focus on counters to justify it being included in this deck.

I very dearly wanted to put Heroic Intervention in this deck, but I could not quite find room, for it, unfortunately; Rishkar's Expertise is awesome, and definitely would be a great card, for this deck, again, if I can find room, for it.

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