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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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.)
2 weeks ago
I'm assuming you are centering the deck around Gilt-Leaf Archdruid
If you are going mono green:
Kodama of the East Tree + Kamahl, Heart of Krosa with plenty of card draw and landfall token generation Kodama will help you ramp out lands quite quickly and Kamahl will provide the wincon through combat damage assuming you animate your lands.
Yedora, Grave Gardener is a good choice for a morph landfall deck with a sac outlet like Altar of Dementia and utility morphs like Ainok Survivalist can be quite fun. Though this doesn't quite fit with the Archdruid. But on the alternative she goes infinite with Life and Limb/Living Lands. Life and limb also works well with Sporemound. If anything you can use Maskwood Nexus to make Gilt-Leaf Archdruid work which also makes some other landfalls get more powerful with Life and Limb in play.
Otherwise you can go elf/druid tribal and use commanders like Marwyn, the Nurturer.
1 month ago
Beast Whisperer, Greater Good, Rancor, Sylvan Library, Tooth and Nail, The Great Henge, Harmonize, Life's Legacy, Beast Within, Berserk, Heroic Intervention, Momentous Fall, Return of the Wildspeaker, Shaman of Forgotten Ways, Somberwald Sage, Bane of Progress, Natural Order, Growing Rites of Itlimoc Flip
2 months ago
While not all of these are necessary, some of these will help.
Yeva, Nature's Herald - Prevents you from overextending into a boardwipe and allowing you to play reactively. Probably the best out of all of these recommendations.
Eternal Witness - Recursion
Titania, Protector of Argoth - Creates tokens upon creature death with commander out
Greater Good - Greens best draw, although it might not be needed given the creature power and all the other draw in the deck. Nevertheless, worth mentioning.
Sylvan Library - Nice to have to set up draws early game, provide gas in a pinch and synergy with topdeck shenanigans.
Green Sun's Zenith/Finale of Devastation - Helps you find what you need, when you need it. Finale also acts as an alt wincon (would serve better than ur other x spells) and provides the potential for recursion.
Rishkar's Expertise - Similar to Greater good, not needed but nice. It appears you are a fan of steady card draw over burst. Why is that?
Rude Awakening - Nice to untap everything, albeit unneeded.
Tooth and Nail - Nice to have as another wincon. Can also synergise with eternal witness for re-use during the late game in case you run out of draw
Skullclamp - Extra draw in a "pinch"
2 months ago
Profet93, Sandwurm Convergence doesn't make creature land tokens. They are just wurms, however, I can confirm that the anti-air clause is actually really strong. With that being said, since you are a lands deck , you could instead rely on cards like Constant Mists or Glacial Chasm to stay alive until you are ready to kill the table.
If you need another board wipe in mono-green, Ezuri's Predation is great.
Rude Awakening is a another Sylvan Awakening that lets you tap all your lands to cast all your spells while providing a way to untap them so you can still attack. Jolrael, Empress of Beasts is the O.G. of this effect. She is an interesting consideration since you can hold an opponent at ransom with her ability. I had an old commander deck built around her where I routinely thwarted board wipes by threatening to animate peoples lands in response.
Awesome deck! +1 from me
4 months ago
You could do some silly alpha strikes by animating your lands, too! When you turn a land into a creature, it still has the mana ability:
4 months ago
Well, it really depends how you wanna go and win. There a lot of different ideas.
Adding tooth and nail will allow you to easily search for avenger + craterhoof.
Regal Force in place of craterhoof to draw a bunch (usually much safer than attempting to win on the spot via combat). Regal force really shines in a deck that makes more tokens. Aside from scute swarm, Greensleeves, Maro-Sorcerer works for making tokens upon lands entering in addition to Rampaging Baloths. Not even saying to add either of them, just giving you ideas of how you can play your deck.
Rude Awakening - While not incredibly powerful as other mono green cards, it acts as ramp with cradle, a wincon (swing lands) and a mana ritual. Without cradle, I wouldnt add it. Even if you had cradle, it isn't a sure thing. Just another idea.
Once you have an idea of how you want the deck to be built (Ex: Going tall with big creatures, going wide with small creatures, etc...), how you want to win, we can figure out the ramp draw and utility. You need to provide me/others with an idea how you want the deck to function as we can provide ideas that help you reach that goal. Otherwise, its just people like me giving suggestions which will probably help, but not be entirely synergistic with each other.
4 months ago
Rings of Brighthearth lets you copy the untap ability without paying the 10 life again.
Rude Awakening is another idea too. And i found Ikra Shidiqi, the Usurper is decent at helping gain life.
Anyways cheers and have fun!!
5 months ago
Boundless Realms - This spell can only find basics which are not that plenty (especially when drained with fetches), they ETB tapped and overall it's not I'm focused on. Using it for Scute or Avenger is just overkill as I only need to crack a fetch 3 times to get 64 insects or 6/7 plants to finish the game. I'd rather play Reshape the Earth which has game ending potential on its own (Field of the Dead + 9 lands) even if it costs 2 more mana.
Scapeshift - I'm considering this but I would need to find room for mass-land returners (World Shaper) to make it more of the ramp spell than quality one. Azusa with Crucible effect may not be enough to return all sacced lands in short period. Obviously would be much better with Cradle which I don't possess though.
I've been playing Genesis Wave for a long time with great success (Turn 4-5 wins happened) and it was hard decision to cut it but I need to keep big-spells count as low as possible especially I can play combo now. As for Sol Ring I'd rather use Mana Crypt for T1 Azusa but still it gets negated by Ouphe, destroyed by Bane and doesn't trigger landfall effects.
Rude Awakening - I don't see it as part of the combo as it requires 3 parts (only 2 can be tutored for) and 11+ mana to run (which is a lot) and there are cheaper effects to untap lands. As for wincon it doesn't generate that much pressure as even 20 2/2 land-creatures can only kill one player and I'm not eager to lose any of my lands in combat.
Petrified Field - I did run it for a long time but needed to cut less important utility lands for Forests as I found myself color-hungry too many times.
Regal Force - it's definitely a powerhouse but I need to keep rigor in amount of cards in each mana slot. CMC 7 has 3 creature slots already occupied by Avenger (wincon), Hulk (combo) and Wurm (pet card). It's definitely viable for people not fond of Diune series (Shai-Hulud) or Wurms as a species ;)
Garruk, Primal Hunter - I did play him back in a days but I prefer cheaper (Life's Legacy) or repeatable (Greater Good) effects for card draw (even if I lose a creature in a process). Its ability can be weakened by killing biggest creature and Return of the Wildspeaker is better anyway.
Castle Garenbrig - it's good indeed except for occassions when I don't have Forest or a fetch in my starting hand which happens from time to time. It's obviously better with mana doublers but can be ok in my build as well. I don't have it currently but I will and test it.
Sensei's Divining Top - I've tested it already. Sure it ordered my top for Augur and friends but fetches "do" it anyway and sometimes I wished it way another card - that could ramp me for instance. I'd rather play Winding Way than it.
Elvish Aberration - I'm currently testing it. The thing is it can be cycled Turn 2 to keep the momentum for next turn Azusa and can produce infinite mana with Ashaya + Quirion combo. The second one didn't happen yet but it's possible. Anyway this slot is still interchangeable as there are so many 6 CMC creatures to use in a deck that finding a perfect one is hard. It can be Duplicant, Ulvenwald Hydra, Kogla, Sweet-Gum Recluse or even Orchard Strider as long as it won't clog a hand and can be tutor target in some occassions.
Panglacial Wurm - It's a pet card of mine and effective one to boot. Combat trick/End Step fatty is one option but more often than not it's used for power-matter draw effects. Mana flood is not that scary when you can cast it from library by cracking a fetch. Bonus points for Shai-Hulud esque.
Shigeki, Jukai Visionary - it's perfect T2 play before T3 Azusa and can be used right after dropping 2 bonus lands to ramp. Channel ability is super useful even if little costly.