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.)
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Rude Awakening Discussion
4 weeks ago
Hey man awesome deck! Definitely a +1 from me!
I have a few recommendations for you:
The first 3 cards mentioned are going to be 3 of the BEST ramp spells in your deck. The last 2 will be 2 of the best draw spells in your entire deck. I think they’d be a good fit!
Could you check out my lands deck? I’d love some advice from you. It might also give you some interesting ideas! Please read the entire description though. Here’s the link:
2 months ago
Hey TwentDoggo, glad you like the deck. Normally I wouldn't have trouble finding ways to upgrade my decks, but this one in particular is kind of inherently flawed in that there simply isn't much support for its plan. That said, there are some things you could do to make the deck more functional in general.
Probably the easiest upgrade you could make is include the Arbor Elf + Utopia Sprawl ramp package. These two make it possible to have four mana on turn two (turn 1 Arbor Elf, turn 2 Utopia Sprawl on an untapped Forest) which makes higher cmc ramp spells such as Hunting Wilds , Explosive Vegetation , and Nissa's Renewal more viable. It also makes the deck's combo turn come around much sooner since being able to make four mana off of one land gives you more untapped lands to attack with after casting Sylvan Awakening .
If you do this, you'll need to rework the deck a bit--this ramp plan is better with a lower land count, so Arboreal Grazer and Rites of Flourishing would be cut out, and since you have more mana early on you'll want to add some higher impact ramp spells (the aforementioned Hunting Wilds etc). You would also be able to play Rude Awakening , a card that I excluded from the original draft of the deck because 8 mana is a lot.
So these are the changes I'd make:
- -4 Arboreal Grazer , -4 Llanowar Elves , -2 Rites of Flourishing ; +4 Arbor Elf , +4 Utopia Sprawl , +2 Wolfwillow Haven
- -3 lands, -2 Nissa's Pilgrimage , -2 Harmonize ; +4 Hunting Wilds , +2 Rude Awakening , +1 Search for Tomorrow
- -4 Rampant Growth ; +4 Sakura-Tribe Elder
I'm not sure what you're budget is, but that's really the best you can do if you want to stick to the man land plan. I suppose you could also upgrade the mana base, but you can get by with all basics since you've got a lot of color fixing ramp spells.
2 months ago
2 months ago
How about Rude Awakening as another landimator, with the added benefit of untapping said lands?
klaudiohmm on Gods
3 months ago
Hey! I have some suggestions, hope they'll help:
Is there a specific reason to play Edge of Autumn ? Is it better than an unconditional ramp inside this deck?
The lands you're running generates only one (of zero) colors. Maybe you should include one or two lands that generates two (maybe three) different colors. You even can tutor them if needed with Golos.
Golos's ability is very powerful and maybe you should take more advantage from it. Top-manipulation spells (e.g. Tutors, Congregation at Dawn ) and untappers (e.g. Peregrine Drake , Rude Awakening ) may work very well here.
I guess that some gods you're running aren't that good. An example is Purphoros, Bronze-Blooded . You're running few red and artifact creatures, so Purphoros, Bronze-Blooded isn't seems to be that powerful.
3 months ago
5 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?
6 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.