Land — Mountain Forest
(: Gain or .)
Sheltered Thicket enters the battlefield tapped.
Cycling (, Discard this card: Draw a card.)
|Have (2)||CompleteWaste , metalmagic|
|Want (3)||dustybrush , 1A4blazeit , Darui|
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Sheltered Thicket Discussion
1 day ago
Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).
First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:
- Bloodstained Mire
- Canopy Vista
- Cavern of Souls
- Cinder Glade
- Command Tower
- Dragonskull Summit
- Drowned Catacomb
- Exotic Orchard
- Fabled Passage
- Flooded Strand
- Godless Shrine
- Haven of the Spirit Dragon
- Indatha Triome
- Ketria Triome
- Path of Ancestry
- Prairie Stream
- Reflecting Pool
- Sacred Foundry
- Savai Triome
- Scalding Tarn
- Smoldering Marsh
- Sunken Hollow
- Sunpetal Grove
- Unclaimed Territory
- Watery Grave
- Wooded Foothills
- Woodland Cemetery
- Zagoth Triome
- 1x Island
- 1x Plains
- 1x Swamp
- 3x Forest
- 6x Mountain
You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.
As for the rest of your cards, here's what I recommend cutting:
- Aether Vial
- Coat of Arms
- Crucible of Fire
- Deathbringer Regent
- Kilnmouth Dragon
- Kiora, Behemoth Beckoner
- Nicol Bolas
- Nicol Bolas, Dragon-God
- Ojutai, Soul of Winter
- Ryusei, the Falling Star
- Shared Animosity
- Supreme Verdict
- Ugin, the Spirit Dragon
- Utter End
And add in their places, assuming you're running 40 lands:
Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!
1 month ago
I also run a Xenagos deck! Lol, what are the chances! I will try to keep cards under $15 per your suggestion....
Greater Good - BEST card you will ever add, if you listen to ANYTHING I say, this is it. Period.
Lurking Predators - With 1/3rd of your deck as creatures, this is like a sunbirds invocation that does something even if you pass the turn! Highly recomended!
Rancor - Nice to have, makes a 1/1 into a 6/4 trample with Xenagos. Providing trample cheaply and repeatedly is nice
The Great Henge - A bit over budget, but nice to have. Card draw, lifegain and ramp all in 1, usually for .
Gruul Signet - Nothing flashy, but another 2 mana ramp to help bring Xenagos out T3-4
Lifecrafter's Bestiary - Scry and card draw, not bad, definitely worth considering to help maintain gas
Decimate - 4 cards for 1? yes please! Can also target Xenagos if no other enchantments since he's indestructible.
Hull Breach - Mini decimate, still good!
Life's Legacy - Very useful, sometimes it sucks sacrificing a beater, but its sometimes very very needed, especially if you know they are holding up removal, they cant cast it in response since saccing is additional cost to cast
Nature's Lore - Ramp on T2 that can search up duals and brings the land untapped
Rishkar's Expertise - I rarely advise for risky cards, but the positive far outweighs the negative. Your biggest issue in this deck is getting 2 for 1ed, when you cast a draw/enchantment spell on your creature, they can remove it in response so you lose 2 cards to their one. But the potential of drawing 8 plus cards and casting a spell for free helps with this deck lack of tempo and card draw. I think it fits quite well
Skyshroud Claim - Nature's lore x2. While not necessary, can be helpful in keeping some tempo and ramp is crucial in a big beaters deck.
Berserk - A better unleash fury that can on occasionally kill opposing creatures when needed
Momentous Fall - Used in response to removal, removal can't be used in response to cast on the same creature
Return of the Wildspeaker - Used in response to removal
Lands...Obviously none of these are needed, but they make the deck slightly better are relatively cheap. Worth the investment, IMO. You have lots of room in your landbase given you are playing green and already run an ok amount of ramp. Adding even more ramp will really make your utility lands shine.
Dread Statuary - Manlands are helpful as they can be used for draw spells (see above instants/sorcerries) and can be equipped with rancor to deal damage unexpectedly.
Castle Garenbrig - Need that extra mana for that creature? I got you covered
Bonders' Enclave - Decent card draw
Blighted Woodland - Ramp
Myriad Landscape - See above
Raging Ravine - Manland
Sheltered Thicket - Least important of all lands, but nice to draw late game and can be fetched with nature's lore, farseek, skyshroud (although it will come in tapped)
Kessig Wolf Run - Has helped me win here and there. Shouldn't be overlooked, nice to have like the rest of these
Atarka, World Render - 12/12 double strike trample flying w/ Xenagos! Too good to pass up
Balefire Dragon - Deals with token decks and can clear a board while dealing heavy damage
Carnage Tyrant - HEXPROOF. I cannot tell you how many times hexproof has saved me in this deck. They cant use their removal they've been holding up, they can't counter it, and it has trample. Stats leave something to be desired a bit, but can pack a punch with Xenagos and is safe to use Rishkar's expertise on
Elder Gargaroth - New card which fuels card draw and has vigilance too!
Fierce Empath - Nice to find the beater you need
Goreclaw, Terror of Qal Sisma - Ramp and provide trample!
Eternal Witness - Nice recursion of a beater or draw spell
Ilharg, the Raze-Boar - A beater that returns itself eventually and helps bring in other beaters (note: ETB triggers and the creature can attack a different opponent). Like a mini sneak attack
Inferno Titan - ETB and attack trigger. Not bad, I find it useful although you might not despite it being better than a lot of your other cards.
Kogla, the Titan Ape - ETB and attack trigger. Can be nice to bounce an eternal witness to give it indestructible.
Lifeblood Hydra - Even if they kill it, you get to draw something. I've found it useful, especially with berserk.
Nylea, Keen-Eyed - Helps make your creatures easier to cast, hard to remove, and helps you maintain gas. I'm still not convinced with it, testing it in my own build TBH. But thought it worthwhile to mention.
Pathbreaker Ibex - A beater that provides trample to other beaters. Puts in some decent work, especially with a rancor!
Reclamation Sage - Cheap artifact/enchantment removal on a creature (ex: lurking predators)
Sakura-Tribe Elder - Another cheap 2CMC ramp spell to ensure Xenagos T3-4
Savage Ventmaw - HUGE TEMPO! Attack and cast Rishkar's expertise or the Great Henge and then return of the wildspeaker/momentous fall/life's legacy or anything else is huge. Getting the attack and tempo in is VERY helpful as our deck struggles with tempo putting all the mana into a big creature.
Shaman of Forgotten Ways - Ramp and an alternate wincon should you need it
Siege Behemoth > Thorn Elemental
OVERALL: The deck is ok. I'm surprised how it has such a low CMC, but given your X spells. Once you replace those with 5+ CMC creatures, it will increase your AVG CMC to "normal". You want your AVG CMC to be around 4. Xenagos works as a sniper, you cast one big creature, give it haste and hope it doesnt eat removal. Given you spent all that mana on the creature, you don't do much else for the turn and then people usually swing at you because they are afraid of you casting another big creature out of nowhere.
As a result, having protection for them is crucial. In the form of heroic intervention, or another card out of budget such as Deflecting swat (which is SO powerful, counter counterspells, redirect targetted removal, targetted draw, targetted extra turns and more FOR FREE, so you can BLUFF INTERACTION). One more idea I'm thinking of is to replace Giant growth with Vines of Vastwood, similar function but provides protection as well. Also see Blossoming Defense for a similar function should removal/interaction is an issue in your meta as much as mine. Given you play against combo, they probably have interaction prior to them assembling their combo.
I got lots of ideas for cuts, so be sure to lmk what you think of each suggestion!
2 months ago
Looking into doing some weird thing with my manabase, going possibly basic free, using 8/10 of the Ravnica Guild bounce lands, switching my basic land cyclers into the Alara Reborn land type cyclers cycle (like Pale Recluse). The bounce lands would let me keep fewer lands while keeping a normal mana/turn, and bounce the cycling lands back to my hand to cycle out.
2 months ago
Hey, welcome to TappedOut. Good budget version and start for your first Commander deck.
On a budget consider expanding on Elves to make repeatable mana to activate Radha? You have Priest of Titania already which is great there's also Elvish Archdruid and Marwyn, the Nurturer. Grand Warlord Radha and Radha, Heir to Keld can make mana when they attack and Grand Warlord makes mana equal the the number of creatures who are attacking. The mana that they make when they and other creatures attack can be used in combat to activate Heart of Keld. In Magic you're allowed to control multiple Radha's with different names on the battlefield at the same time. The legendary rule only applies when you control two legendary cards with the same name on the battlefield.
Mina and Denn, Wildborn has good interaction with Rahda since it lets you play more than one land a turn from the top of your library or hand. It can also give Radha trample by bouncing a land you control. Wood Elves, Farhaven Elf and Springbloom Druid land ramp for a basic land which puts another land onto the battlefield for Radha's pump. Wood Elves can search for a Forest or a Forest dual land such as Cinder Glade or Sheltered Thicket. Being able to ramp with a dual land is very helpful.
Ezuri, Renegade Leader can be repeatable protection for Radha/other Elves with regeneration and it can be another mana sink to give Radha as well as all other Elves you control pump and trample. Beast Whisperer can be repeatable draw when you cast a creature.
Other Elves to consider adding:
Quartzwood Crasher is very good with one of the best cards in your deck Garruk's Uprising for trample and repeatable draw. Uprising gives all your creatures including Radha trample and with Crasher when those creatures do combat damage you create a Dino token that has power/toughness equal to the amount of damage those creatures did. These Dino tokens can be huge.
I offer more help. Would you like more help?
Good luck with your deck.
2 months ago
Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.
If you opt for a strategy more anent utility lands, there is a multitude of options that become available.
Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.
For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.
'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.
Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.
One more interactive spell would be nice. Beast Within does the job.
There are some things I'd recommend you ablate:
Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.
Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.
Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?
Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.
Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!
Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!
The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)
In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.
Good luck and happy cartography!
2 months ago
multimedia oh boy I am playing the same deck and I have some suggestions on what to cut and suggestions on what to put in as well
BUT these are just a suggestion
2 months ago
Sorry for the delay again everyone. The combo of school and work these past couple weeks has kept me pretty busy. I decided I'm going to just get the update down now! Ill get back to life in a bit haha.
Zilkios: I am going to have to mess with some stuff in order to make it work again. I guess the spoiler button is no longer a thing. There are a ton of Primer that are broken on the site I guess. Are the Tappedout creatures still keeping things up and running?
Elvish Reclaimer Is a fine card, it is just really slow. 3x the mana plus summoning sick is not great, even though you can tutor it. Running both is definitely an option if you have room.
Like Rasarusaid, Perilous Forays is a great sack-outlet in this deck because it also keep providing you token with landfall. If you happen to have Lotus Cobra or Amulet of Vigor in play you normally just win the game because you get all your basics out of the deck and deal all the damage. Better is a Warstorm Surge effect is in play of course.
Talking about Surge, if you have one of those in play you start really taking over the game, if you get luck enough to play a second one, gg. Now that we have one that can be tutors into play AND cost less to cast, life is good. I would not consider taking one of the three out, it is just to powerful.
Out utility lands might not always come to hand, but that can be said for any utility land in any deck. I would rather take them out for a basic (or Sheltered Thicket) then switch them out for different utility lands. Although Hour of Promise is cool, it is just not worth the commitment. I have drawn that card in many opening hands and have been very frustrated. However, if you want to play it, go for it!
SynergyBuild: Might be worth a consider, and could honestly go in any deck, the problem is out landbase is pretty delicate here. Basics are very important due to all the basic ramp we do, so adding more utility isn't really worth it.
Rasaru: I have thought about this for a while, but it might be worth making a list of cards worth considering. There are definitely games where I hope to get non-creature removal to deal with a Winter Orb, but then I realize I can just kill the player who owns it an move on with the game. I have opted to play more aggressively with my build, so removal is pretty scarce. In fact, I have won more games by blowing up my own board with Blasphemous Act then I've used it to wipe the opponent's boards.
All this being said, creatures rarely last long one the board if Om_rath doesn't want them there. He is a removal machine, but the trick with this deck is decided it is just better to kill a player over removing some targets. Also, it is fairly easy to cast our commander 4+ times in a game, so although protection is great, it is not needed as much as you might think.
2 months ago
My thoughts are that the best improvements could be made to the landbase. Command Tower, Path of Ancestry, Jungle Shrine, Field of Ruin, Krosan Verge, Scavenger Grounds, Rogue's Passage... Sure, the last three are colorless, but you can usually afford a few colorless utility lands in a 3 color deck. I'd also recommend Cinder Glade, Canopy Vista, Sheltered Thicket, and Scattered Groves, as they can be searched up by the verge and count as their respective basic types for your checklands and showlands. Also makes Skyshroud Claim worth considering, which would be a great addition to your ramp package! I'd dump the guildgates, untyped tapped lands, and the bouncelands for them, but the bouncelands might be worth keeping if your group doesn't play much land destruction, in which case I'd dump the lifelands.
Lastly, Sol Ring, it's the most powerful ramp in the format, definitely worth considering.