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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Insect
At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on Scute Mob.
4 months ago
5 months ago
you’re only at 58 cards - you need 60 for a legal deck.
I’d suggest going up to 20 lands (and also ditching the mana dork).
you currently have no other warriors in your deck, making Bramblewood Paragon pretty useless as you’ll almost never be gaining counters off it.
you’ll never be gaining counters from Scute Mob either - with only 18 lands you won’t have 5 in play until around turn 9-10… no game is lasting that long.
both Forced Adaptation and Hydra's Growth are super risky/unideal cards to run as your opponent only has to use one killspell to remove both the creature & enchantment (costing you 2 cards for their 1).
your deck currently feels very rag-tag/clumsy as far as being very slow to look threatening (Avatar of the Resolute and Rancor are the only cards that look strong in your deck currently. The rest feel weak/awkward/slow). Cards i’d suggest considering include Pelt Collector, Experiment One, Strangleroot Geist, Aspect of Hydra, Quirion Beastcaller, and maybe Servant of the Scale.
6 months ago
This looks pretty cool, weird to see a A.I. generated deck. That Scute Mob seems of though, as you basically don't get to use its ability here. Might I suggest Carnifex Demon as a replacement? I don't know if it's usually included in Volrath, but if not, it definitely should be.
9 months ago
tjr3823 - I like the idea of this deck but wanted to ask how has it been performing?
In terms of some suggestions, Parallel Lives might be a great fit for this deck. I would also recommend if you are running Scute Mob and Scute Swarm to maybe drop Brass's Bounty in exchange for more ramp. These card due best when then you are hitting an extra land or two early on to accelerate their growth. Having said that, I do not think Scute Mob is a good fit for this deck as it does nto really hit the 1/1 theme. Welcoming Vampire or Mentor of the Meek might make a good addition to get some much needed draws to keep this deck moving. I would also think you would like something like Secure the Wastes due to its upside at token creation over Dragon Fodder.
ANyways, I hope that provides you some food for thought. Good luck and happy brewing!
11 months ago
Hey paperhead! Thanks for the upvote and suggestion! Scute Mob hasn't been suggested yet, but it's an interesting option. I've gone with Scute Swarm in the main to this point because the go-wide strategy is great for stalling the game. I find Scute Mob's potential size to be intriguing though... I think there are definitely times where a massive blocker would be nice!
11 months ago
I read everything in the description but not the comments since I'm very tired. Has Scute Mob been suggested? I love the feeling when my one drop chump blocker can kill just about anything that isn't flying.
1 year ago
I like it, seems strong and on point and is probably better than mine.
Personally I think Scute Swarm / Scute Mob / Rampaging Baloths and Zendikar's Roil are actually pretty decent and can explode quickly if you like going wide and big. Also, Bane of Progress might be better or equivalent to Structural Assault because it gets enchantments and counters. You already have that wipe in addition to Blasphemous Act, having two might be better, but Star of Extinction is stupid with Vigor. Tilonalli's Summoner is more on theme than the beast or insect tokens and is better with Locus of Rage but you could theoretically use Arcane Adaptation if you really want to commit.
Eh just some thoughts, its obviously strong, but you have an easy chance to go wide for a few changes.
1 year ago
Fenrixx I would suggest at least ditching Beacon of Creation as it doesn't really synergize with anything you're doing, and is generally just a bad spell. I also think you're running too many cards as 1-ofs and 2-ofs, which is going to limit your ability to have a consistent plan, most of your deck should be playsets of those cards that matter most.
I still think going all-in on insect tribal is a bad approach here, especially as the only card that even remotely benefits from this tribe-restriction is Grist, and as said before, she'd benefit more from having a deck that can present other threats and supports her staying on-board for a long time, rather than just buffing her +1.
Around your Persist plans, it's interesting, but I think you're lacking the ability to reliably pitch cards into your grave. It feels like a lot of the time you're going to be stuck with these cards in hand indefinitely if they're drawn. Added to this, Persisting creatures is a lot of effort and really you want to get some massive payoff for doing so - like bringing back an Archon of Cruelty. I personally don't see the benefits being worth the hassle of bringing back these swole insects. Importantly, none of them do anything on the turn they enter, which is a big downside for their required investment.
A direction to try take this where insect-tribal might feel more relevant would be in some kind of land-ramp package. Combining Scute Mob, and Scute Swarm with lots of card that can let you play multiple lands each turn, could end up netting you some large rewards, and actually help validate these creatures being in the deck (it also might help validate Giant Adephage and Living Hive). I think if you're bringing any insects at all into a deck, you want it to be where those cards are actually decent choices to include, and then incidentally help Grist, as opposed to only existing in the deck because of their creature-type. At the moment it feels like your choosing cards based on their creature-type alone, which feels like a bad idea.