Land — Mountain Forest
(: Gain or .)
Sheltered Thicket enters the battlefield tapped.
Cycling (, Discard this card: Draw a card.)
|Have (3)||Obsolete , CompleteWaste , orzhov_is_relatively_okay819|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Sheltered Thicket Discussion
3 weeks ago
Manaweft Sliver is another two drop mana Sliver. Shifting Sliver makes all your Slivers unblockable. Venom Sliver gives all deathtouch. These three Slivers could replace three of the higher CMC Slivers that have redundant effects. Blasphemous Act wrecks your opponents with Hivelord as Commander.
- Sol Ring --> Universal Automaton
- Manaweft Sliver --> Groundshaker Sliver
- Shifting Sliver --> First Sliver's Chosen
- Venom Sliver --> Fury Sliver
- Blasphemous Act --> Lymph Sliver
Consider more draw?
- Reconnaissance Mission
- Elemental Bond: if you control an anthem effect, that effect counts to increase the power of a Silver who ETB. Many Slivers only need one anthem effect to have 3 power.
- Return of the Wildspeaker
- Pact of the Serpent
- Distant Melody
- Painful Truths
Consider cutting a few of the lesser Slivers for more draw?
- Reconnaissance Mission --> Fungus Sliver
- Wild Pair --> Watcher Sliver
- Pyre of Heroes --> Talon Sliver
- Elemental Bond --> Steelform Sliver
- Return of the Wildspeaker --> Evolution Charm
- Cinder Glade --> Sheltered Thicket
- Canopy Vista --> Blossoming Sands
- Sunken Hollow --> Temple of Mystery
- Prairie Stream --> Wind-Scarred Crag
- Smoldering Marsh --> Canyon Slough
Good luck with your deck.
3 weeks ago
Hey, interesting high budget version of Tovolar with less Werewolves.
Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.
If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.
- Mayor of Avabruck Flip
- Huntmaster of the Fells Flip
- Tovolar's Huntmaster
- Duskwatch Recruiter Flip
- Kessig Naturalist
- Scorned Villager Flip
- Reckless Stormseeker Flip: day/night Werewolf
- Outland Liberator Flip: day/night Werewolf
With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.
Wolves and Werewolves to consider cutting:
- Pestilent Wolf, Bounding Wolf, Lambholt Harrier, Snarling Wolf
- Tireless Hauler Flip, Burly Breaker Flip, Spellrune Painter Flip
Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.
Some changes to consider:
- Stomping Ground --> Vivid Grove
- Cinder Glade --> Thriving Grove
- Sheltered Thicket --> Temple of Abandon
- Nature's Lore --> Lay of the Land
- Three Visits --> Rampant Growth
Some other lands that would improve the manabase by cutting some basic lands especially Mountains:
- Spire Garden
- Grove of the Burnwillows
- Karplusan Forest
- Rogue's Passage
- Cragcrown Pathway Flip
- Fire-Lit Thicket
- Rootbound Crag
- Game Trail
Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.
Good luck with your deck.
4 months ago
Super sweet deck. I had the idea to do a Illuna + Omniscience deck, googled it, and found your list. I've got a couple suggestions though.
I think you could use more incidental token production to give you mutate targets. Cards like Lazotep Plating , Emergent Sequence , Growth Spasm , Alrund's Epiphany or Stolen by the Fae could be great ways to create tokens for you to mutate onto, outside of man lands or GSZing for Dryad Arbor or Crop Rotating for Khalni Garden. The more expensive man lands like Lumbering Falls, Wandering Fumarole and Raging Ravine feel especially clunky here as 10 mana to activate them plus mutate is pretty steep. Another angle could be adding a Dwarven Mine , and maybe a Sheltered Thicket and second basic mountain to go along with it, so that your Mire, Mesa, Tarn and Foothills can produce a creature token as well. Kher Keep could be good for this too as it's a repeatable effect.
It seems to me that you don't have enough ways to deterministically win once you get the Omniscience down. Intuition, Gamble and Mystical Tutor + a cantrip, seem like your only ways to reliably find Ignite Memories, and Intuition only gets into your graveyard. You definitely need at least 2 Regrowth / Reclaim effects so that your Intuition always gets you what you want. Bala Ged Recovery Flip, Mystic Retrieval , and Experimental Overload (since it can make a token too) are all cool options there. Playing those cards to support Intuition also allows you to play Gifts Ungiven and put together similar packages with it. Probably the best card to use to go off with Omniscience is Petals of Insight since it makes the storm count infinitely large and finds you your Ignite Memories all in one card. You could use cards like Solve the Equation or even Eerie Procession to find the Petals since it's an arcane spell. There's also Merchant Scroll which doesn't get you to the sorcery Petals directly, but it can find Firemind's Foresight , which then finds Intuition along with maybe some interaction. Brainstorm, Ponder, Preordain, Faithless Looting and Frantic Search all seem fine here as they're useful both before and after you get your Omni down. Spells like Time Twister and Time Spiral seem less good though, as there's a fair chance you could fizzle after casting them even with an Omniscience out. Enter the Infinite , Praetor's Counsel , Insurrection , Volcanic Vision , or Mnemonic Deluge also work as finishers if you want to do something bigger and splashier with Omniscience out.
Lastly, Sea Gate Restoration Flip, Valakut Awakening Flip, and Silundi Vision Flip all could be sensible additions to the mana base that double as ways to start go off with Omni. Not to mention Bala Ged Recovery that I mentioned before as part of the Intuition/Gifts package. Once you start playing any number of those spell lands, it probably then becomes a good idea to include a Gruul Turf or similar land to open up the line of Crop Rotating into a bounce land to return a spell land to hand. Once you're on this land package, Hour of Promise starts to look pretty appealing, as it can find bounce + spell land to start and Omniscience chain, or any number of various creature lands if you need something to mutate onto.
4 months ago
I think you should consider changing up the deck a bit and building around Astral Drift , just because Astral Slide is such a classic cycling deck. With Solitary Confinement being printed in MH2, you can do the cancerous Eternal Witness + Astral Drift + Solitary Confinement lock, plus Containment Priest was also reprinted which means you can exile your opponents creatures permanently with Containment Priest + Astral Drift .
6 months ago
I would suggest going up to 38 lands. You're only running a few mana dorks, and having 34 lands in EDH is like running 20 lands in a Standard deck - something only the most low-to-the-ground mono-color decks would do. Here's a really helpful article for thinking about manabases in EDH. (The article actually suggests around 40 lands for a midrange deck, but I think that's a little excessive...)
While we're at it, I would also cut Temple of the False God . It's not a good card and it's especially bad in a 3-color deck!
Even though it sucks to make cuts for lands, you can add utility lands that either cycle or do something in the lategame to make sure you don't get flooded. Here are 5 lands I might consider adding (after cutting Temple) that are not expensive:
9 months ago
Hey, nice version of Atla. Did you make the Atla alter? It's well done.
Two drop ramp especially Arcane Signet is good with Atla because they can potentially let you cast her turn two with Sol's help or turn three. Consider adding Arcane, Gruul Signet, Boros Signet and Selesnya Signet?
Two drop land ramp can also achieve this with Farseek, Nature's Lore and Three Visits. Cinder Glade, Canopy Vista, but also Sheltered Thicket, Scattered Groves are land upgrades for the manabase that these land ramp spells can search for. Being able to ramp with a dual land really helps color fixing.
Open the Armory is worth adding because it can tutor for Skullclamp, Greaves or Staff, important cards to have more access too. Some other land upgrades to consider are High Market, Opal Palace, Forge of Heroes, Exotic Orchard, Path of Ancestry, Battlefield Forge. Opal and Forge are to put a +1/+1 counter on Alta that way when you combo with Mirror Entity she doesn't die. Adding these lands especially Market makes Crop Rotation worth adding.
Cards to consider cutting:
- Temple of the False God
- 4x Plains
- Blossoming Sands
- Graypelt Refuge
- Temple of Abandon
- Temple of Plenty
- Temple of Triumph
- Traveler's Amulet
- Desolation Twin
- Circuitous Route
- Explosive Vegetation
- Gruul Cluestone
- Selesnya Cluestone
- Rampant Growth
- Oblivion Sower
Good luck with your deck.
9 months ago
Wrath of God is an okay boardwipe, but really you don't want to potentially devastate your board AND have to wait a turn to rebuild. Most of the time something cheaper will be better - Pyroclasm if you know you're going to face weenies or RDW or something of the like, or Blasphemous Act for just more general decks. Frankly, Blasphemous Act will potentially be worth a mere most of the time against Krenko or Thalisse even. Plus it hits them as well.
Idyllic Tutor finds you an enchantment, but what enchantment do you need? Again, you're playing an aggro deck so you shouldn't be taking your turn 2 or 3 to set up for later; you should be butting heads with anyone and everyone.
Torment of Hailfire is looking so shady here. It's a mid-lategame card that's meant to be used in tandem with heavy removal and attrition, and you're just chucking it in here as what? some sort of a finisher? Sure, it could be a finisher, but I think it needs to be somewhat built around / synergised with to actually be a viable pickup.
Rootborn Defenses is to make your stuff indestructible. First off, there's cards that do the same thing for less, and there's even cards that do more for the same price - Make a Stand, Flawless Maneuver, Ready / Willing or even Heroic Intervention. Populate is going to be pretty inconsistent in this deck too, as there's only a small handful of token generators in the deck, so why not swap it out (or remove it, even) for something more efficient
Jegantha, the Wellspring is 5 mana for a max of 3 mana per turn (estimate). With so few early ramp cards, how do you expect to consistently hit 5 mana on turn 5, 4, even 3? He may be neat, and help you ramp but you need to get him in play first. I just don't think he's worth in this deck. It's a 5-colour deck, but doesn't have a strong mana base. Also an aggro deck, so a 5 mana mana dork will kinda throw off your tempo anyway
Evolving Wilds, Fabled Passage, Terramorphic Expanse, Renegade Map, Burnished Hart, Solemn Simulacrum, Yavimaya Elder, Sakura-Tribe Elder all find little to nothing. Maybe if you add in some more basics, keep Fabled Passage and Solemn Simulacrum but not the others. The reason for these caards is to thin your deck, but thin them from basics, so if you have minimal basics to begin with you're not really consistently thinning (given that the chance of drawing all your basics is exceptionally higher than it would be with, say 10+ basic lands). Fabled Passage and Solemn Simulacrum give, for sure, the highest value so that's why I suggest to keep just them.
9 months ago
Hey, well done with your budget version of these partners.
Quicksmith Genius is a repeatable draw source with Rocks. With Toggo you can cycle through your library to find a Bounce land and win condition. Valakut Exploration is lots of card advantage with landfall. These cards with the Bounce land combo lets you draw your entire library for no mana cost to find a win condition.
Inspiring Statuary turns Rocks into ramp. Cinder Glade, Game Trail and Sheltered Thicket are playable budget Gruul lands. Glade and Thicket are dual lands that Three Visits, Nature's Lore, Farseek, Wood Elves, Skyshroud Claim, etc. can search for. Naya Panorama and Jund Panorama are other Fetch lands.
- Inspiring Statuary > Kuldotha Forgemaster
- Cinder Glade > Gruul Guildgate
- Game Trail > Rugged Highlands
- Sheltered Thicket > 1x Forest
- Naya Panorama > 1x Forest
- Jund Panorama > Radiant Fountain
Good luck with your deck.