Search your library for up to two Forest cards, put them onto the battlefield, then shuffle your library.
|Have (2)||metalmagic , orzhov_is_relatively_okay819|
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|Commander / EDH||Legal|
Skyshroud Claim occurrence in decks from the last year
Latest Decks as Commander
Skyshroud Claim Discussion
1 day ago
Without discussing creatures...
Ancient Tomb > Temple of false. Out of budget, not needed, but nice to have
Yavimaya Hollow - See above
Castle Garenbrig - Ramp
Dread Statuary - Manland used for drawspells
Raging Ravine - See above
Reliquary Tower - Utility
Skyshroud Claim - Ramp that provides tempo needed in Xenagos
Harmonize - Draw, not the best, not the worst. I like it personally
Green Sun's Zenith - Since many of your dragons are green, not needed but nice
If you listen to any suggestion of mine, this is it, hands down, most important card in a Xenagos deck.... Greater Good - It provides you with draw and a reward for when your big creatures inevitably get removed
Rancor - Nice but not needed, think with Selvala to add lots of mana, with a dork to get 6 power trample. Can even give to an opponent's creature for politics.
Beast Within - Removal
Berserk - Finisher with a huge beater, nice to use on opponent's creature/commanders as well. Never underestimate instant speed interaction (see above)
Deflecting Swat - Counter counterspells, redirect targetted removal, draw, extra turns, etc.... for free. Not needed but VERY nice to have. Bluffing interaction while tapped out!
Momentous Fall - Might not be the best, but has saved my ass countless times. You need a way to maintain card draw in Xenagos
Return of the Wildspeaker - See above
The Great Henge - Draw, ramp, lifegain for cheap
4 days ago
So for the activation of The World Tree, you need your mana base and mana fixing on point. All your ramp spells like Farseek, Nature's Lore and Skyshroud Claim. Also, a back up plan, as The World Tree is a single use effect. If that gets destroyed before you can activate it, you still gonna want a functioning deck. Shock lands, fetches, battlebond lands would all be good. As your land base will be varied, Field of the Dead might not be a bad addition.
A bit more info on what your overall gameplan is would be good to know
on Land Twins
1 week ago
Alright, let's do this.
Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.
Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.
In order aforesaid, removal:
I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.
Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.
I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.
Upon card draw.
If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.
Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.
Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.
Ramp, of course.
As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.
Returning from the grave, recursion it shall be.
This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.
Start your engines.
What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.
Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.
Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.
Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.
I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.
Fare thee well.
2 weeks ago
So, let's have a look at the type of things you may want.
Lands: So, I can't afford OG duals really, but have found that shocks and fetches, coupled with the battlebond lands have kind of served me well. Fetches can get pricey, but you by no mean need them all. Having 5 or 6 fetches, all the shock lands (10 to 15 bucks each) and then filling it out with something like the battlebond lands can really sort you out. Cavern of Souls is always good, and can see you have one. Basically, lands coming into play untapped are much better. Quicker access to all that slivery goodness. Personally I would look to change those 3 colour tap lands and things like Rupture Spire piece at a time.
Ramp: So, as we are running 5 colour, we want to ramp and rock efficiently to get our board set ASAP. Chromatic Lantern is good, but I would replace the Pillar of Origins with an Arcane Signet. Its just better and less restrictive. For spells, Farseek, Nature's Lore, Three Visits and Skyshroud Claim all enable you to get land type lands. This will let you get your Breeding Pool or Godless Shrine as it has that land type. This is why shock lands (and to a lesser extent triomes) are so much better. You can even get these with the fetchlands too. Luckily, we also have Gemhide Sliver and Manaweft Sliver to turn all our slivers into our own Birds of Paradise
Slivers: So this is a big list here lol. I'm not going to try and write them all lol. I will say that I would cut several of the ones you have though. I would drop Virulent Sliver and replace with a Triumph of the Hordes. Combat tricks are good. Most of the Megantic Sliver effects I would drop I'm favour of things like Door of Destinies. Crystalline Sliver is great to protect your board a bit. Diffusion Sliver I can't see being relevant in a game of edh, and would rather take interaction like Counterspell etc. I think pairing back the creatures to the key ones is really important. Will free up space for stuff like card draw and interaction. Shifting Sliver is basically unblockable. Defo a good one. Necrotic Sliver means each sliver becomes a Vindicate at the cost of 2 and a sacrifice. Synapse Sliver is good to keep your hand full.
Other cards of note:
So just some good cards to consider.
Swords to Plowshares, Path to Exile, Kindred Discovery card draw is important, The Great Henge your commander makes this cost , Phyrexian Arena again, card draw. Wrath of God, Blasphemous Act or other destroy boardwipes. If your stuff is indestructible, all good. Yawgmoth's Will pricey, but such a good answer if you are boardwiped etc. Patriarch's Bidding you are likely to pay off better than most.
I think that's all I got for now. Please look at other decks with slivers as well to get a good idea of the stuff out there. Hope this is a good start of things to look at
2 weeks ago
I playtested the deck, while I don't like it/can't pilot it properly, doesn't mean it isn't a good deck. +1, good work, good AVG cmc.
I disagree with some of your card choices. Thoughts on adding Deflecting Swat? Counters countersells, redirects targetted removal, extra turns, draw, etc.... very powerful effect to use while tapped out.
Idk the level of blue in your meta but Boseiju, Who Shelters All is noteworthy as well given you are sinking all of your resources into an X spell, it would suck if it were countered. Conqueror's Flail is another anti-blue option should you need it.
Skyshroud Claim > Explosive veggies - They also printed an explosive veggies with cycling recently should you wish.
3 weeks 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.
1 month ago
Cool deck! You might like these: Chromatic Orrery, Hope of Ghirapur, Throne of the God-Pharaoh, Ashaya, Soul of the Wild, Gilanra, Caller of Wirewood, Marwyn, the Nurturer, Sanctum of Fruitful Harvest, Seton, Krosan Protector, Rishkar, Peema Renegade, Sachi, Daughter of Seshiro, Sakiko, Mother of Summer, Baru, Fist of Krosa, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Bonders' Enclave
You might consider cutting these: Three Visits (doesn't get Reki out faster, whereas Llanowar Elves does. It is cool that the land comes in untapped and is nice with things like Nissa and Vernal Bloom though. I suppose it depends on whether you prefer speed or late-game resilience), Nature's Lore, Skyshroud Claim, Guardian Project (since 40% of your deck is legendary, Reki alone may be enough draw power), Abundance, Vivien's Arkbow, Elemental Bond, Dosan the Falling Leaf (nonbos with Yeva and could mess you up if you need to cast Heroic Intervention in response to a board wipe)
1 month ago
Thanks for the suggestions again Spell_Slam!
I agree with Paleoloth being weak because it was cheap version of Eternal Witness. That does feel like a better swap considering it's less mana and it's any card. Greenwarden of Murasa I dpn't own so i'll have to keep an I out for it. I also own Kessig Wolf Run which I don't know why I didn't think of that it's a perfect mana sink!
Although Predator's Rapport might be narrow for my deck I feel it would be the same as Eternal Witness were both need set up but the sudden life gain I can achieve with Predator's Rapport is far greater than Shamanic Revelation. Sense it's gain life equal to that creature's power plus its toughness, any card that is 8/8 will actually gain me 16/16 health and it really shines if no one kills Hamletback Goliath. I originally had Shamanic Revelation in here but swapped it out for Life's Legacy which has had better out comes.
I didn't know Skyshroud Claim was a ramp card! That easily far better that what I have. I've never consider putting two mana ramp cards in here because I always figure getting two lands is better than one.