Creature — Spirit
Untap all permanents you control during each other player's untap step.
|Have (2)||orzhov_is_relatively_okay819 ,|
|Want (4)||Goji , Mlord , edeedsy , Serenus502|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Seedborn Muse Discussion
3 weeks ago
Blossoming Bogbeast is pretty good in Kenrith, his life gain ability can quickly make whatever creatures you have out a game-ending threat.
Fractured Identity is fairly 'hug', though it takes away one person's toy and gives it to everyone else. Can be useful if you want a piece for yourself and don't think the other players can do as much with it.
1 month ago
Ok, to be honest there are only four cards I would remove without being too concerned here: Grizzled Outrider, Sarulf's Packmate, Snarespinner, and Pride of the Perfect. They aren't all bad, they just aren't as good as your other options essentially. When I broke it down, you have a pretty fair amount of each archetype I look for. Not including the four I mentioned above, you have 16 "Ramp" spells, 12 "Interaction" spells, 10 "Draw" spells, and 19 "Raw Value" spells. Not all of these are as efficient as you may want, but each are what I would consider acceptable for sure. One thing I would recommend is looking for additional means of recurring draw, or large draw spells. More cards like Beast Whisperer and Pact of the Serpent. I would also be wary of cards that draw for a death trigger like Twinblade Assassins and Miara, Thorn of the Glade. They are good recurring draw spells, but you really only run one sacrifice outlet with Pyre of Heroes, so you will be relying on your opponents to kill your things for you which isn't ideal. They are still solid options unless you find another card similar to Beast Whisperer which triggers on casting a creature spell. Any time you have a consistent means to keep your hand full is a great time given how many spells you want to be casting each turn and how much mana you will have access to at any given time. I would honestly look at increasing your draw capabilities so you dont empty your hand and just have to sit there playing whatever you draw each turn. Effects like Mind's Eye are good, but slightly worse for you because it isnt also on an elf, so you wont get full value like you will with something like Beast Whisperer. I wrote all the cards down on a sheet of paper to do this, I will throw it in my carrying case so I can give it to you either friday or if i see you before, then. From my earlier recommendations, based on where your deck is currently, I would drop Elves of Deep Shadow and Harvest Season. Both are good cards, but you have plenty of ramp, and most of it is also on an elf which makes it better for you in this list. Tutors (anything that allows you to search your library for a specific card) inherently make a deck more powerful, because you can fetch whatever you need at any given time, so the more of those you include, especially the ones already on elven bodies the more consistently you will hit the cards you really want to see every game. Prime examples would be Elvish Archdruid, Ezuri, Renegade Leader when you get him, and Ruthless Winnower would be the ones that pop up in my mind as amazing cards pretty much every game. Realmwalker would be a really good spell that would fall under the "draw" category because it essentially lets you use the top card of your library as if it were in your hand whenever that card is an elf. I still like Copperhorn Scout and Seedborn Muse here, especially if you do decide to pick up Yeva, Nature's Herald. You dont run many instants, but scout would let you tap down your elves for Lathril's ability your first main phase, you can go to combat swing scout, then untap all your elves and just do it again. Assuming you just do that twice, you drain each opponent for 20 life and gain 20 life yourself. With Seedborn Muse, you can do it at the end of each of your opponents turns, in one rotation of the board, you can drain 30 life and gain 30 life. With Yeva, Nature's Herald you would be able to utilize your land on each opponents turn to cast any green creature spells currently in your hand in addition to tapping them all with Lathril and dealing damage. The synergies that are possible in this deck are somewhat terrifying if I am being honest. Haha. There may come a time when you have to decide if you want to dedicate to combat or tapping with Lathril to really focus the deck down and get it to that next level, but honestly you could make this deck very scary without having to do that. Elves are so good that you can make this at least a 7 on my power scale with a little work (and unfortunately money, elves are a really powerful tribe, and they are popular enough that the good cards for them reflect that in their price). For reference, that is as strong as my Meren of Clan Nel Toth deck and I have spent literal years tuning that one, it is my strongest deck with the exception of my competitive list i built. Haha. Elves are good man.
1 month ago
Some extra cards to consider include Triumph of the Hordes, Elves of Deep Shadow, Copperhorn Scout, Seedborn Muse, Elvish Harbinger, End-Raze Forerunners would be a super budget Craterhoof though no where near as good either...does give your creatures trample though, Allosaurus Shepherd is stupid expensive, but insanely good because it makes your green elves uncounterable and can give you a huge bump in power as well, Fauna Shaman, Chord of Calling, Harvest Season, Overwhelming Stampede, Beastmaster Ascension, Doubling Season and Parallel Lives are both very expensive as well, but double the number of tokens you produce, and Tyvar Kell. Feel free to ask my why to any of these, they just seem solid for the combat elves strategy, not all of them necessarily belong in your list, just some options to consider. some of them are very expensive, i think i mentioned that with each though...
1 month ago
Crucible of Fire, Obelisk of Urd,Vanquisher's Banner or Jugan, the Rising Star to buff your dragons and give you more card draw, Gruul War Chant or Goblin War Drums to give them even more evasion Purphoros, God of the Forge, Impact Tremors and Warstorm Surge for more ETB Burning, Balefire Dragon for massive field clearing potential (the bigger it get the damage it to the field) Moonveil Dragon for a field firebreathing effect, Dragon Broodmother for big tokens, while not dragons Neheb, Dreadhorde Champion and Neheb, the Eternal both ramp you very well, Ryusei, the Falling Star, Star of Extinction, Savage Twister, Starstorm and Blasphemous Act for board wipes. Red rituals like Pyretic Ritual, Seething Song, Mana Geyser or Battle Hymn quick mana and Braid of Fire for steady ever increasing mana. Can't go wrong with the Bird duo of Birds of Paradise and Gilded Goose for mana nor is Archetype of Endurance bad for protection Gratuitous Violence and Fiendish Duo are both one sided Furnace of Rath. Fervor or Fires of Yavimaya make dragons hasty, and Glorybringer and Combat Celebrant can be massive boon and if you Seedborn Muse you can alway have them untapped as exerted creatures only don't untapp during your phase but since seedborn untaps during opponents turns they also untap so you can get 4 free damage and an extra combat step ever turn. Savage Beating + Spellbinder can give free extra combat and if you use this combo the entwine also happens so you get both Savage Beating's effect's each time it goes off.
1 month ago
1 month ago
As far as adding in more boardwipe protection I'm leaning towards Mana Drain for it's versatility. What I would cut for it I'm not sure. I'm gonna mull it over and see how the current iteration of the deck performs before adjusting anything.
For Alchemist's Refuge I'm don't think my mana base can handle it unless I replace a utility land. I'm already dangerously low on basics and high on colorless only lands. My first instinct is to replace Reliquary Tower and I will for now. It's possible I may revert the change as I just amped up the card draw and Reliquary Tower may turn out to be more useful than it used to be. I also realized Alchemist's Refuge and Seedborn Muse make a pretty nice synergy too.
1 month ago
Question, I just built a Koma deck and noticed that Opposition is insane with it's ability to tap down peoples stuff including lands by just tapping sneks instead of saccing them.
Was that card considered for your deck at all and if so was there a reason you decided to cut it? too mean possibly? I've land locked people on upkeep a couple games in a row with Opposition and Seedborn Muse/Murkfiend Liege now and it gets pretty brutal and Staxxy so I can understand if you cut it for that reason but I was just curious.
1 month ago
Eh he's far too slow for cedh but nothing ventured nothing gained play with it a few times and see how it performs in your group.
Their purpose is to dump massive amounts of mana into tasigur to draw more lol. With something like Seedborn Muse and Quest for Renewal you're looking at 4-5 cards a turn. Tasigur is all about grinding out value and digging for combo pieces - I read you were on a budget so I wasn't sure what the cut off was for price point. My top recommendations if you go this route are