Choose one —
- Untap all lands you control.
- Until end of turn, lands you control become 2/2 creatures that are still lands.
Entwine (Choose both if you pay the entwine cost.)
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|Commander / EDH||Legal|
Rude Awakening occurrence in decks from the last year
Latest Decks as Commander
Rude Awakening Discussion
1 week ago
2 months ago
Can you list out combos?
What's the point of emerald charm, cradle + enchantment removal?
Shamanic Revelation > Collective
Seasons Past IMO > Praetor's counsel - 2 mana can make a big difference in a competitive deck.
Although not competitive, something to consider is Rude Awakening - Ramp with cradle, draw with shamanic revelation/collective (not regal force unfortunately), ritual given enough lands/dorks, alternative aggro wincon, etc... Lots of good stuff with the right set up.
Cut half forests for snow forests to trigger field of the dead
Castle Garenbrig - Upgrade
Maze of Ith - Combo with Argothian Elder to make infinite mana during the combat phase
You seem to have a good amount of slots dedicated to anti-blue. Is that necessary when it takes away from your gameplan? I feel if you cut seedtime, dosand or gaea's herald (note, I think there is a better version of herald that came out relatively recently), you can add more cards to help ensure consistency through redundancy. How much blue is in our meta?
3 months ago
More Commander Legends
I would say that this is an easy replacement for Spire Garden. If only they had brought this out before Zendikar Rising so it could have potentially been an expedition. The mix of green/black is a lot more prevalent in this deck, with red being incidental. Only issue I see is that this would reduce the overall red splash in this deck down to about 5 sources, 2 of them tapped (Gruul Turf & Valakut, the Molten Pinnacle), 3 of them fetchable. That said, all red costs in this deck are just single pips so it shouldn't hurt too much so long as the fetchable land count doesn't drop further.
There is a constant battle between these kinds of effects: Arch of Orazca, Castle Locthwain and now War Room. Which is better? Honestly they all end up costing a lot. Arch has that high mana cost, Castle has the downside of being very painful when you're digging for the right thing with a full hand and War Room would cost you 3 every time you used it and taps for colourless. So the question is which one is best? Depends, every time I look over this I come to the same conclusion: generally it isn't really worth it. The deck has a limited resource in its life total that needs to be put towards Glacial Chasm among other things, so Castle and War Room just feel rather taxing, and Arch and War Room are colourless, so they hurt colour fixing. All in all I would consider maybe giving this a pass because having to tap 4 lands and pay 3 life to draw a card just isn't worth it.
Interesting, but this card just draws too much attention. It would take you many turns to burn down an opponent even doing 7 damage a turn, giving them plenty of time to find an answer. Using this on a creature of planeswalker isn't particularly exciting either due to the timing, you can't really using any tricks to maximise the effect.
With Glacial Chasm you can very much abuse this card's effect. It deals damage, Glacial Chasm prevents damage. The choice is made as the card resolves so if your opponents try any shenanigans you can change your choice to something safer. You have every opportunity to utilise this to its full effect. Mind games are also fun so you might try to lowball it at say 5-10 life to see if anyone is betting that you'll choose some ridiculously high number to guarantee you'll get to wheel.
Giving your opponents choice isn't the best. Skip.
No real interaction with landfall but this is a very powerful card for black. I would recommend this just based upon power level alone to annoy opponents, but do so at your own peril, because you will draw a lot of hate from it.
Now this is an interesting choice here. Bringing back cards from the graveyard is what this deck likes to do, sometimes more than once a turn, so you can get a lot of potential value from this card. However the issue becomes that it is on a creature body. It's interesting, not amazing.
Forgot this one when I was doing green. Interesting effect, but the issue remains that you usually won't be attacking to win, and at 8 mana, he is not cheap to cast at all. I would only recommend this in a Rude Awakening style deck.
3 months ago
5 months ago
I think this deck could be extremely potent if you made a few changes - (entirely my opinion)
Play more lands (Yes it sounds ridiculous, but I honestly think 60 lands would be optimal, I'll explain why, ESPECIALLY ones that have built-in draw such as Sea Gate Wreckage)
Play wheels (i.e. cards like Wheel of Fate, preferably ones that make people draw to 7)
Profit because you will be able to make your opponents draw/discard their entire decks. You will be drawing 7 cards each time you wheel, drawing mostly lands. Then, you will need to put down any permanent to drop all of your lands from hand to field (assuming both commanders are out). This will regain the mana you just lost, if not more, assuming the other cards you drew help net you more mana and/or cards or you have cards like Nyxbloom Ancient or Lotus Cobra out. (Or, alternatively, you can use the artifacts you're producing for more mana.) Assuming you draw another wheel, or a way to recur them as mentioned above, you can continually repeat this until everyone else loses because you keep using Mirror of Fate and Restock so you don't lose. (I also recommend Rude Awakening.)
5 months ago
6 months ago
Thank you for taking the time to comment on my deck. You are correct, this deck prioritizes big mana over interaction. I decided to capitalize on green's strengths for a strong mid-late game rather than focus on super early ramp and interaction. I've found these types of builds more to my liking, even if they aren't 100% optimized so to speak.
Nature's Claim - Very good card, in this build, I'm allowing my opponents to hurt each other while I ramp. Not the best as discussed, but what I prefer.
Scute Swarm - 100% going on, as we discussed prior :)
Allosaurus Shepherd - Blue isn't a huge issue in the meta, but I have Cavern and Boseju with work as land slots to deal with blue. Should blue become more prevalent, shepherd is coming in, hands down!
Worldly Tutor - I just recently added Finale and Green Suns which have been more than enough. Eye of Ugin is my main land target as I use it to continuously tutor for eldrazi despite the interaction in the meta. I might revisit it at a later point as several people have recommended it.
Scapeshift - I've had my eye on this card for a while for all the reasons mentioned, I want to add this in.
Castle Garenbrig - Similar to above, I've been hesitant about adding it due to drawing it without another forest given my low forest count, but I think you're right, the risk of it coming in tapped should be outweighed by the extra mana it can produce. It shall come in the deck soon :)
Idk why but cards like Dryad Arbor and Craterhoof never felt right to me in green (blasphemy, I know!). Dryad doesnt make mana the turn it comes down and is susceptible to removal/wipes which are prevalent in the meta. Moreover, while the interaction between Dryad and GSZ is cool, I would much rather use GSZ on Ramunap, Avenger, Ulvenwald, etc....
Temple of the False God - I wouldn't cut a forest for it, the only nonbasic worth cutting is scavenger grounds but I dont feel the potential extra mana is worth it for the risk it provides in the early game. While I have almost half my deck as lands, I still sometimes have trouble getting lands (crazy no?)
Petrified Field - I already run it, it's a great card for the reasons you listed!
Wasteland - I've tried not to go the LD route unless I really need to, as such, have avoided adding wasteland. I would rather have interaction for the GY decks in my meta, but this will be revisited at a later time.
Cut Snow-Covered Forest for Castle Garenbrig - "Upgrade"
Regarding life from the loam, I'm unsure. It has saved me in several instances, others it wasn't needed. Given I'm adding ancient greenwaren with 2 tutors (finale + GSZ), that should remove my need for life from the loam. I am probably cutting it per your suggestion, but am going to wait on commander legends to see if I can slot in a new card in place of it.
Also just fun to note since I have not updated the description yet, Rude Awakening + Deserted Temple + Cradle = Fun Times. I think it's one of my favorite cards in the deck (also biased as I played with it when I was 13), ritual and wincon all in 1.
6 months ago
Head Games - Politics, fun, and "mind games" all in one. Did I give my opponent his combo piece so you have to focus on him instead of me, or did I give him all lands? The world may never know....
Mirrorpool - Utility land which can copy g-wave, rishkar's expertise, a tutor, etc... way too much utility to ignore IMO. Coming in tapped sucks, but for the utility it provides, in midrange decks it finds a loving home
Nissa, Vital Force - Recursion, wincon and untapped cradle/nkythos. Note that its very close to it's ult already
Rude Awakening - Wincon or ritual. Even more fun with cradle! Add in deserted temple/thespians stage/vesuva to make it more fun
Mind Twist - Mess over 1 player, at random makes it more painful. Its easy counter bait against blue
Thought Distortion - A very powerful silver bullet for my meta. Blue really does destroy our hopes and dreams. Note, it is also a form of grave hate!
Worst Fears - Never underestimate how powerful taking someone's turn can be. Putting their commander in grave/exile, destroying their own board, etc.... so much potential. In black we ramp anyways.
Sword of the Animist - For mono red and white decks that want lands
Ignite the Future - Draw, flashback is great!