, : Gain .
|Have (2)||metalmagic ,|
|Want (9)||wilsonmalcom , lshv32 , potatoparker , cubedchristian , spencesteck , BladeWing517 , TooManyMichaels , TekkThunder , Galimir|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Commander Anthology (CM1)||Common|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2013 (C13)||Common|
|MTG: Commander (CMD)||Common|
|Ravnica: City of Guilds (RAV)||Common|
Combos Browse all
|Commander / EDH||Legal|
Selesnya Signet occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
GW (Selesnya): 1.47%
RGW (Naya): 1.67%
GWU (Bant): 0.71%
Selesnya Signet Discussion
3 weeks ago
Welcome to EDH! Can't wait to see how this develops.
1 month ago
Return of the Wildspeaker great protection or carddraw instant speed
1 month ago
A couple things:
1) minus 30 points for having monocolor cards in your deck. (joking, of course)
2) are you sure about all of your rocks costing 3 mana? You should definitely be running Sol Ring and should probably be running the signets (Boros Signet, Selesnya Signet, and Gruul Signet) and the talismans (Talisman of Unity, Talisman of Conviction, and Talisman of Impulse).
4) while you have plentiful board wipes, some removal for noncreature permanents may not go amiss. Good ol' Naturalize, Disenchant, Nature's Chant, Return to Nature, Hull Breach, Artifact Mutation, Aura Mutation, are all pretty solid selections, but you should def look into multicolor creatures that can do the same thing.
5) some sac outlets would be awesome for this deck!!
1 month ago
With Gaea's Cradle, you definitely need to run Crop Rotation. I organized your deck by converted mana cost and noticed you have quite a number of cards at 5 mana. 16 of them. But you don't have very much ramp to support it. Considering your commander cost 6, and his triggered ability costs 3, you really need to ramp hard in order to have the most successful turns. Plus, landing a big dragon on turn 4 is nothing to scoff at. You've got Selesnya Signet, Gruul Signet, and Boros Signet are good in general. Thran Dynamo and Worn Powerstone are favorites of mine if you're okay with colorless mana. For a token deck, Cryptolith Rite works wonders. I would cut down on the number of 5 mana cards. Mogg Infestation can be detrimental. Juniper Order Ranger has little impact and doesn't have great impact as time goes on. Conqueror's Pledge is just slow for your deck.
2 months ago
Hey, what's the max budget you have to make upgrades?
It can be a long process to upgrade an entire precon. What the precon really lacks is ramp, tutors and cards for better interaction with Ghired. The manabase in the precon can be upgraded with better dual lands, but casually is actually fine the way it is. Draw sources is one thing that the precon has a lot of which is surprising.
This is a summary list of some budget cards ($5 or less each, most are less than $1) that I think would help your deck:
- Ramp: Avacyn's Pilgrim, Wild Growth and Elvish Mystic
- Ramp: Selesnya Signet, Gruul Signet and Boros Signet
- Tutors: Eladamri's Call, Idyllic Tutor, Fierce Empath and Sylvan Scrying
- Extra Combats: Aggravated Assault with Savage Ventmaw
- Haste: Hammer of Purphoros, Ogre Battledriver and Lightning Mauler
- Protection: Mother of Runes, Eldrazi Displacer and Boros Charm
- Utility: Temur Sabertooth, Eternal Witness, Reclamation Sage and Regal Force
- Removal: Swords to Plowshares, Cleansing Nova and Heliod's Intervention
- Land: Canopy Vista and/or Scattered Groves that way Farseek can search for a dual land that can make white mana.
- Land: Battlefield Forge, Sunpetal Grove, Rootbound Crag and Sheltered Thicket
The avg. CMC (converted mana cost) of the precon is high at 3.9. This 3.9 number means that consistently you're not able to cast a spell until you have four mana sources and/or four lands which is slow. Consider reducing this number? Getting it down to 3.0 and then even lower after that. To do this consider cutting many high mana cost cards and replacing them with low mana cost ramp? Reducing the avg. CMC will speed up game play.
The most obvious upgrades to start with are adding more low mana cost ramp and tutors, but other upgrades to consider is how to make Ghired better overall for the deck since he's the Commander General. Casually Ghired is about attacking since he powers your deck's strategy by populating which he does when he attacks. Because attacking is important then consider strategies that can improve combat/attacking? Haste, extra combats and double strike are strong strategies with attacking.
I would make the Rhino the focus of the token population because it's big creature (4/4 trample) and is easily accessible because of Ghired. Because Ghired creates the Rhino token I don't think you need to go over the top with lots of other creatures or cards that create tokens. However, if relying more on Ghired and the Rhino token then consider more repeatable protection for Ghired to keep him alive on the battlefield. Not having to do combat damage with Ghired to populate is nice.
Not having to do combat damage means you can protect Ghired in combat so he survives while still populating a token since he attacked. If you can repeatedly protect Ghired in combat then you can keep safely attacking with him. Ghired needs to attack to populate which means he has to survive combat to be able to attack again. Protection for Ghired in combat is another area for upgrades to consider because you want Ghired to be able to keep attacking.
Extra combats are good with Ghired because he wants to be attacking and extra combats means you get to attack again or multiple times on your turn. Aggravated Assault + Savage Ventmaw is infinite combats which is infinite attacks. As long as Ventmaw can attack it makes six mana. Five of that mana can be used with Assault for an extra combat. At the extra combat Ventmaw will attack again and make six mana; use that mana with Assault and repeat. Without Ventmaw Assault is still a very good card because it can be repeatable for five mana on your turn you get to attack twice which can be a lot of Rhinos.
I offer more advice, more explanations about each of these suggestions, more detailed steps you can take to improve your deck, cards you could cut, etc. Would you like more advice?
Good luck with your deck.
3 months ago
multimedia on jodah
4 months ago
Hey, looks good for your first Commander deck. You haven't finished the manabase? Nice Ugin, the Spirit Dragon :)
What's the max budget for your deck? I ask because you haven't allocated yet for lands in the manabase. 35x basic lands is not going to work when you want to pay for spells. When playing five colors the manabase and the amount of color fixing you have in your deck is very important. If you don't make these things priority to focus on getting right then your deck will have a difficult time functioning when playing so many colors.
You have a good start by including the budget land ramp spells ( Cultivate , Sakura-Tribe Elder ), but you're going to want a lot more than just these spells for both ramp and more importantly for color fixing. You can build a five color manabase on a budget with basic lands using some dual lands that have interaction with basic lands, Tri lands and other budget lands.
Here's an example:
- Command Tower
- Exotic Orchard
- Cascading Cataracts
- Ash Barrens
- Evolving Wilds
- Mystic Monastery
- Opulent Palace
- Frontier Bivouac
- Sandsteppe Citadel
- Seaside Citadel
- Nomad Outpost
- Prairie Stream
- Cinder Glade
- Sunken Hollow
- Woodland Cemetery
- Sunpetal Grove
- Dragonskull Summit
- Yavimaya Coast
- Battlefield Forge
- Caves of Koilos
- Llanowar Wastes
- 8x Forest
- 2x Island
- 2x Plains
- 2x Mountain
- 2x Swamp
This example manabase is not ideal by any means, but it's low budget and a starting point for future upgrades. Sunken, Glade or Stream are dual lands that Farseek can search for since they're two different land types. Being able to land ramp with a dual land with Farseek makes Farseek better and helps with color fixing.
A budget manabase like this example can use color fixing from other nonland sources. Signets and other budget mana rocks that can make colored mana and ramp are options.
- Izzet Signet
- Selesnya Signet
- Dimir Signet
- Boros Signet
- Golgari Signet
- Fellwar Stone or Arcane Signet
- Commander's Sphere or Chromatic Lantern
With Signets you can pay for the colorless mana cost with mana from any source such as a land. That mana then turns into two different colors of mana. For example if you have two Signets on the battlefield and two lands then that mana can be four different colors of mana. In this manabase example there's more green sources than others that's because green is the enabler color to help to get all the other colors with land ramp and mana dorks. There's more green than the rest because you consistently want to have green mana in the early game.
- Joiner Adept or Chromatic Lantern
- Paradise Druid or Birds of Paradise
- Faeburrow Elder
- Fertile Ground
Joiner Adept lets you tap lands for any color of mana which is great color fixing when playing five colors. Chromatic Lantern is a more expensive price card that does the same thing and it's better because it also ramps. Faeburrow Elder and Paradise Druid are called mana dorks and either one can tap to make different colors of mana. Faeburrow by itself can tap to make two mana . With Jodah, Archmage Eternal on the battlefield it can make four mana . If you have Jodah and have a permanent on the battlefield that's black then Faeburrow can tap to make all five colors of mana.
Fertile Ground is an example of another source of color fixing/ramp that's different than the rest. It's an aura that enchants a land you control. When the enchanted land is tapped it makes two colors of mana; one mana that the land could produce and another mana of any color you choose.
Color fixing sources that also ramp are better than ones that don't. If you can as the saying goes "kill two birds with one stone" then it can help your deck. Including most cards that can do two different things you want are better than cards that can only do one thing you want. For example Cultivate ramps and color fixes since it can find two different basic lands. Izzet Signet taps to ramp and color fix two different colors of mana. Renegade Map only color fixes, it doesn't ramp because it only puts the land you search for into your hand not onto the battlefield and it can't tap to make mana.
Sylvan Scrying is one exception since it can tutor (search your library) for any one land and put it into your hand. That's powerful and helpful to have when you can get a land that can make any color of mana such as Command Tower or better yet Cascading Cataracts which can tap along with five other sources of mana of any colors to make all five different colors of mana. This land makes it easy to be able to make five different colors to cast spells with Jodah. Cataracts is good with ramp from mana rocks.
I have suggested a lot of cards which means if you want to include them then you'll have to make many cuts. I'm not going to give you suggestions of cuts now, but if you're interested in any of these suggestions then I offer to help to make cuts. This is the nature of building budget many colored decks in Commander; have to allocate a lot of deck spots to cards to help the manabase and to make sure your deck can function, so you can reliably cast cards. Good luck with your deck.
6 months ago
Changes made on 9/22/19:
IN: + Nature's Lore , + Talisman of Unity , + Talisman of Curiosity , + Mana Confluence , + City of Brass , + Flooded Grove , + Path of Ancestry , + Bountiful Promenade , + Mana Reflection , + Biomantic Mastery
The land and mana rock swaps were made to allow us to produce more green mana (in turn allowing us to donate more hippos). Signets removed in favor of Talismans because if all our lands can produce , a Signet would not help us give another hippo whereas a Talisman would.
Boundless Realms was removed in favor of Mana Reflection since Reflection costs less and can potentially provide extra mana the turn it is played. Also, Reflection doubles mana gained from nonland sources as well.
Mind's Eye removed in favor of Biomantic Mastery. Mind's Eye requires continual mana investment, and that mana could be spent giving out hippos. Biomantic Mastery has the potential to find our combo pieces and allow us to win the turn it is played.