|Commander / EDH||Legal|
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|Magic 2014 (M14)||Rare|
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Savage Summoning can't be countered. The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it.
Savage Summoning Discussion
3 weeks ago
I will agree that the ability to untap all permanents, or all lands, or all non-lands is a HUGE advantage. seedborn muse is at the top of the list of cards that go into most green decks I make. That said, not every deck can take full advantage of the benefits, just as not every deck can take full advantage of, say Hypersonic Dragon or Teferi, Time Raveler 's +1 ability. If everyone and their grandmother are building the deck around one card (as we saw with paradox engine), then it makes sense to ban it; behold, to paraphrase the the EDH rules committee: "That $#!t don't fly".
The ability to cast ANY spell at flash, however, is something that every deck can take advantage of. By waiting on specific triggers, certain combinations otherwise impossible become disgustingly good. At the end of opponent's turn? cast Phage the Untouchable , and respond to it with Supreme Verdict . Field wipes, phage resolves, untap & swing. Sure, it's an over-the-top example, but it does illastrate the point nicely. Hell, for ages I had a deck of "bad cards" just so I could run Barren Glory and respond to it with Kaervek's Spite . the ability to flash that at the end of an opponent's turn massivly reduces the chances an opponent can do something about it. I think (or possibly just hope, but who knows) that wizards has discovered that Vedalken Orrery and Leyline of Anticipation aren't what people should have (it may be what they want, but that's another thing entirely). In war of the spark, we saw Vivien, Champion of the Wilds , Teferi, Time Raveler , and Emergence Zone , all good examples of what _should_ work as a flash mechanic - ones that have limitations built in - they have to remain in play, are on attackable, damageable permanents, or are a one-time, sac to activate effect. Quicken , Scout's Warning , and Savage Summoning are all other good examples of this mechanic being used. Now, Wilderness Reclamation is actually _waaaaaay_ lower on my threat-meter for one, simple reason - it only untaps once. Honestly, the Isochron Scepter + Dramatic Reversal combo is far more dangerous in my book, simply due to the ability to untap creatures as well as mana rocks. In a multi-player format, the difference between it and Seedborn Muse or Unwinding Clock is huge. Speaking of Unwinding Clock , this is one of the cards that also don't have as much of a problem with - to get the full effect of this card, you're typically going to have to build your deck as an artifact deck. and in a format with Vandalblast , Bane of Progress , Shatterstorm , Nevinyrral's Disk , Akroma's Vengeance ...well, the list goes on. And since most people run Sol Ring (I'll confess to a love/hate relationship with that card, but thats a story for another time), most decks will run at least _one_ artifact removal (or steal) effect on the assumption that their opponent's will also be running it.
anyway, just my two cents as a response.
4 weeks ago
Elvish Archdruid and Selvala, Heart of the Wilds as the last 2 infinite mana dorks in the deck. Elvish Harbinger as it counts as an elf, and tutors for your elves Ezuri, Renegade Leader to regenerate your elves Savage Summoning + Walking Ballista is an uncounterable win-con Mirror Entity + Wirewood Symbiote is amazing synergy add Wood Elves to that, and get all your forests Veil of Summer is really good. So is Mandate of Peace .
I also play selvala EVERYBODY PARL(T)AY [Combo][Primer]
2 months ago
You already have all the cycle lands, Life from the Loam would be a powerful draw spell that dredges for you.
Now with how many strong draw spells, things that care about how many creatures you have, and Vitalize I would suggest getting all of the 1 cmc mana dorks (with how many elves you already have Priest of Titania would also be a good bet), Cryptolith Rite could also work well with Vitalize ... and to really break that little instant Isochron Scepter could combo with it for all the mana provided you can make at least 3 mana from creatures.
Now for the power level and card draw you're running you probably could easily trim down on land. Veil of Summer and Autumn's Veil ( Savage Summoning a fringe possibility as well) are all cards that can protect your combo turn.
2 months ago
Hey theages ! Thanks a lot !
The goal of this deck is more like aggro/snowball. I need to kill my opponent fast because if something bad is on the ennemy board I have no good removals in simic for it :
- fight effect like Prey Upon are not that good because my creatures haven't raw strenght
- Rapid Hybridization or Pongify are pretty bad because the format is really fast and giving a 3/3 to your opponent is never a good thing
- Beast Within , Imprisoned in the Moon or Song of the Dryads are too expensives and have huge downside too
Buuuut ! I have strong evasive abilities : islandwalk, flyers, unblockable, tappers... I'm pretty sure there is several ways to build a strong Kumena deck in duel commander. I have tried a ton of lists : more or less ramp, more or less counterspells, more or less removals. What I've observed is that because we have no good removals, the best way to compete with aggro decks in simic is to be faster than them. And because I don't like creatures ALL IN strategies like mono green ( Surrak, the Hunt Caller , Titania, Protector of Argoth ...) since they got destroyed by control decks ; I use a counterspell package. I got 9 counterspells plus 5 hexproof/hard to target effects ( Shapers' Sanctuary ) plus a Vapor Snag (that I often use on my own creature versus control) plus a Yavimaya Hollow . After many games that seems to be the perfect amount to have enough creatures flooding. The best games are games where I use at maximum one or two counterspells and I kill the opponent before turn 7, 8 or 9. I don't want to draw or start the game with 3 counterspells in hand because I won't have enough pressure to close the game fast. Furthermore, I want the cheapiest (most are "free") counterspells that allow me to keep mana to build my board. that's why I don't use Tale's End . And even if Tale's End is strong if I would like to put 2 CCM counterspells in the deck I would probably chose Remand , Counterspell , Unified Will , Memory Lapse , Mana Leak or even Essence Capture first. Stifle is huge because of the surprise effect and because it can wins games turn 1 versus 3+ colors decks missing a fetch. Just like Savage Summoning or Misdirection I think that you can find better cards to replace those 3 but the surprise effect of those "non-meta" cards are so tasty I'd like to keep them :)
To finish, I know I have quiet a lot of 3 CCM creatures but first there is no more good enough turn 1 or 2 merfolks and I think I'm close to the right number (eventually check my maybeboard section in the primer) and half of the wraths in this format are coming on turn 4 so playing 3 drops on turn 4 to have your 1 mana counterspell or hexproof effect is huge. Plus 3 CCM creatures allows me to bait counterspells in order to play Kumena next turn.
I hope I answer your questions :) As I said I'm pretty sure there is several ways to build a Kumena deck. Show me yours ! Bye !
2 months ago
enpc it's just the fact that it can stop abilities but to tell you the truth that really hasn't come up that often. so I don't really know if it's the better option.
And privileged positions protect everything and I think it's always allowed me for more versatile plays
3 months ago
The secondary instant-speed win outlet is permanent destruction through Assassin's Trophy followed by creature beats, if that's what you were asking.
When it comes to landing an outlet through sculpting and making infinite green however, you need to hold on to at least one land drop on the field and two mana sources, one of them being a green source. That way you can sculpt to a hand with Crop Rotation , enough fast mana and a discard outlet so you can land all of them in one go after searching and cracking Emergence Zone ("this turn" and "until end of turn" effects end when you move into the next cleanup step, this includes Zone's effect).
4 months ago
Maybe try the new Emergence Zone ? With something like Ramunap Excavator ? I'd cut Wild Beastmaster for something like Pollenbright Druid or Grateful Apparition or Thrummingbird . Karn's Bastion looks good given you're comfortable enough with 4 colours.
Maybe cut some higher CMC cards in favor of counterspells or removal. From my experience Edric, Spymaster of Trest can be much more reliable and much cheaper draw spell than the ones you listed. Sure it's not instant-speed but still pretty effective for 3 CMC.
Maybe it's your meta but Aura Shards seems odd to me in a build like this. Krosan Grip is usually more reliable. But still -if your meta uses lots of artifacts - Aura Shards seems like a solid inclusion.
One more thing: since you want to ramp and have some creatures on board, maybe Craterhoof Behemoth could be as a finisher?
4 months ago
Savage Summoning occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%