Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Selvala, Explorer Returned
Legendary Creature — Elf Scout
Parley — : Each player reveals the top card of their library. For each nonland card revealed this way, add and you gain 1 life. Then each player draws a card.
Recommendations View more recommendations
1 month ago
My Sisay deck runs a politics subtheme, with legends like Arvad the Cursed and Urza's Ruinous Blast (notably not tutorable) to close out the game with. A surprising amount of legends do political things- Edric, Spymaster of Trest, Gahiji, Honored One, Selvala, Explorer Returned, etc.
It's all about finding a theme with a lot of legends and rolling with it in my opinion. That said, I am also a very casual player, favoring fun synergies over actually winning the game. Interpret my opinions with that understanding.
1 month ago
Giving this some additional thought (especially since I'm not having to type on my phone):
For Savage Summoning in a cEDH setting, the most powerful part of the card is that you can give a creature spell flash. My reasoning for this is because if you're casting a big creature in cEDH, generally you're going for big impact cards. But (usually) the kinds of decks which want to cast big creatures are either stax effects or control decks who are casting soemthing like Nezahal, Primal Tide. In the case of control decks playing Nez, it's already uncounterable and, well, you're a cotrol deck. You're already packed with counterspells so why would you dilute your general control with something that only protects your stuff and only as you play it. The window of value is so low here.
And for the other deck type that you play big creatures with being stax, your objective is to lock the game down early. Every turn you let slip is a turn that your deck is not doing its thing. So You're not going to want to wait until you can play something big and then flash it in uncounterably. By the time you're playing something big you should already have a board lock (unless you've either done something wrong or were unable to achieve a proper lock). And at that point there shouldn't be much that your opponents can do about your incoming high impact card anyway. So at this point the card basically becomes a "this only really adds value if I'm getting my arse kicked but want to stick that one big creature" which is not what you want to be wasting card slots on.
As for Seedtime, as I mentioned the card is basically only playable if your opponent is casting blue spells (i.e. countermagic). This means that you're either A) responding to countermagic with your own countermagic, which in this case you may as well just play conditionless extra turn spells (as you're running blue), or B) your main plan has just been stopped. This means that more often than not, you don't have much else to do and so it will untap your lands, draw you a card and let you play a land (kind of like a vintage turn 1/2 Time Walk). That's not terrible, but the question is: could the card be doing more to aid your main strategy? Imagine if you had a wheel in hand instead, to refill your hand. Would this be more valuable than an extra turn?
The strength of card comes from being able to respond to something like a Cyclonic Rift (especially if you're a very permanent heavy deck) or if you can generate a lot of value in a given non-win turn (@davidsays1 I did notice that you have a Selvala, Explorer Returned deck which runs it - this is probably one of the better use cases for the card due to the value that Selvala can generate you). And sure, responding to an someone Brainstorming at your EOT is funny, but it's still pretty corner case.
But I would say that there are a myriad of blue extra turn spells, however most blue decks don't both running them unless it's part of the deck's strategy to begin will. So that should help paint a bit of a picture about why Seedtime doesn't really see play.
2 months ago
Hey, nice to see we share a commander! Some tips when browsing your list.
- I see you’re running some ramp options that aren’t untap targets for Samut. I’m not running any cards like Cultivate but instead creatures like Bloom Tender, Ley Weaver and Sakura-Tribe Scout
- For cardraw there are similar options like Selvala, Explorer Returned and Humble Defector. That last one is a favorite of mine, especially when combining it with Sword of Hearth and Home or Homeward Path, which is easy to find with Weathered Wayfarer or Knight of the Reliquary
- Combat Celebrant allows for many ways to get infinite combat steps. For example with Sword of Hearth and Home but also with Kogla, the Titan Ape and enough mana dorks.
- I also really like Primal Surge for Samut decks.
Check out my primer here: Samut, Inspiring Warleader | V-SNC
7 months ago
There's 2 major areas for this deck that need some tlc... evasion and card draw.
Draw: Welcoming Vampire, Beast Whisperer, Esper Sentinel, Jared Carthalion, True Heir, Ohran Frostfang, Selvala, Explorer Returned, Lifecrafter's Bestiary, and Rites of Flourishing all deserve spots. Right now you only have Toski and Guardian Project that I see for card draw.
Feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Marisi the Pimp - (Combat) Trickin' Hoes
8 months ago
Selvala's after party
Legendary Sorcery - Signature
This spell cost less to cast if you control your commander and your commander is Selvala, Explorer Returned.
Until the end of turn, each creature you control gains your choice of parlay
- parlay: create a 4/4 elephant for each nonland card revealed this way
- parlay: gain life and add for each nonland card revealed this way.
Make a signature spell
9 months ago
alexjustdoit , Arachnogenesis is a cool card, but Settle the Wreckage and Comeuppance serve similar roles and can be tutored from Sunforger. Also I have no way to utilize the spider tokens (such as Craterhoof Behemoth) in the deck. I see in your list you run Jolrael, Mwonvuli Recluse, so that is a good way to pump the tokens.
Looking at your list a few things come to mind:
It looks like you can win using the combos I have listed or through combat using Insurrection or Arachnogenesis + Jolrael, Mwonvuli Recluse, but I think you could use another. With enough card draw Laboratory Maniac works well, but Approach of the Second Sun is another good win con.
2) Card Draw
I suggest running more card draw, I noticed you have no group hug style card draw effects besides Selvala, Explorer Returned, and you have no sorcery card draw (such as Sphinx's Revelation). I would suggest adding more card draw, either through enchantments like Sylvan Library or cards like Sphinx's Revelation.
3) Board Wipes
I get wanting your opponents to build up creatures so you can use them with Disrupt Decorum or Insurrection, but I think it is worth including spells like Austere Command, Farewell, Vandalblast, Cyclonic Rift, etc to control the board when you need to.
4) Flash Enablers
I have found that this style of control deck really wants to be able to play on other peoples turns, where you can hold up mana for either removal or countermagic, but play ramp or card draw if your opponents do nothing. Cards to support this include Vedalken Orrery and Leyline of Anticipation. There is also great synergy with the Seedborn Muse you run when using these cards.
Some missing cards that are generically powerful that you could add are:
9 months ago
I also suggest more card draw options like Rites of Flourishing, Lifecrafter's Bestiary, Jared Carthalion, True Heir, Selvala, Explorer Returned, Runic Armasaur, Subira, Tulzidi Caravanner, and Welcoming Vampire... they're all good budget options. Toski, Bearer of Secrets and Ohran Frostfang are at the top end of your budget but are worth their weight in gold here.
Feel free to check out my list for more ideas. It's definitely not budget overall but it has plenty of stuff under 10 bucks. Upvotes on any of my decks are appreciated. Marisi the Pimp - (Combat) Trickin' Hoes