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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Skyshroud Claim
Sorcery
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle your library.
Licecolony on
Not Your Aunt's Jello Mold
1 month ago
Kindred Summons, Kindred Dominance, Realmwalker, Masked Vandal all seem stupid good in this deck.
Heroic Intervention is excellent protection.
I'd also recommend some more ramp like Nature's Lore, Three Visits, Farseek, Skyshroud Claim and the likes.
Lastly, some more removal might be nice like Rampage of the Clans (which is also a hilarious combo with Crafty Cutpurse
Profet93 on
Phylath, Walmart Garden Center Supervisor
1 month ago
I would cut gruul signet and the talisman and swap them with Nature's Lore and Rampant Growth , or another land ramping spell of your choice such as Skyshroud Claim. Green does not require artifact ramp. By swapping your artifact ramp with land ramp, you....
- Make your ramp less susceptible to removal
- Trigger your landfall abilities like lotus cobra and most notably, your commander.
- Allows you to add other cards like Bane of Progress which usually dominates in most metas. Given your lack of artifacts and enchantments, it will almost always be to your benefit (aside from doubling season of course).
Speaking of lands, I dont see the purpose of crop rotation aside from valakut and even then seems subpar. Why not swap it for more ramp or draw given you don't need the specific land search, unless I'm missing a combo or synergy? Not to mention, cost to cast is saccing a land so blue players usually counter it to deny you a tutor and make you lose a land.
gzusvictory on
Sigarda, best Voltron
1 month ago
My suggestions: Lion Sash Serra Ascendant Dragonlord Dromoka Teferi's Protection Nature's Lore Mirari's Wake Bear UmbraYavimaya, Cradle of Growth Sword of Forge and Frontier The Great Henge Austere Command Skyshroud Claim
Cut Tithe Land Tax Mangara, the Diplomat Bloodforged Battle-Axe Dowsing Dagger FlipKnight of the White Orchid Do not succumb to white land-getters/card draw because green does that so much better
DreadKhan on
Korvold Sacrifice
1 month ago
There are lots of options to help fix your mana that have been printed, some of the handiest are those that can dig out a land, and lands that make more than 1 colour. Both are very useful, some effects can even dig out 2 or 3 colour lands, but these are pricier in most cases. Some budget options include Jund Panorama, Riveteers Overlook, Evolving Wilds, Terramorphic Expanse, Mountain Valley, and Rocky Tar Pit (the last two can find non-Basic lands, this includes Woodland Chasm, Highland Forest, Sulfurous Mire), Cinder Glade, Smoldering Marsh). Blighted Woodland can find other land types if you have Green already, Myriad Landscape can find Green (or another colour), finding Green is usually important because of cards like Cultivate, and Kodama's Reach, these ramp you but can also find you a needed land type. There are also even better options (arguably) like Farseek, Nature's Lore and the pricier Three Visits, these can find non-Basic lands, making them very useful. I always liked Harrow, it can find 2 different colours of land if it's helpful, there is also the lesser Roiling Regrowth. Since your Commander is at 5 mana, you might even include stuff like Skyshroud Claim or Circuitous Route, there are more but they aren't as popular due to costing 4 mana (you can get stuck on 2 or 3 lands).
A pair of random cards that might work for you are Midnight Reaper and Grim Haruspex, both draw cards whenever your creatures die, and cost very little mana. Another couple randomly useful creatures Dockside Chef, Skullport Merchant, and Mayhem Devil, which are certainly gotten pricier but is still extremely good.
Happy deck building!
IllWarriors on
Kura, Secret Tron EDH
3 months ago
Profet93, you've got a lot of good points, here are my thoughts...
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I see your point with my inclusion of Thought Vessel and I would agree something like Heart Warden would be a good swap. In my experience with playing this deck so far, I've actually enjoyed having Thought Vessel as well as Reliquary Tower. When to comes to tutoring for lands, there are usually some more important hits before I would go for the Tower. The tron lands are usually first, but then if I do get another chance to search I'll go for some more explosive plays since I'm usually looking for something like Eye of Ugin, Gaea's Cradle, or Sanctum of Ugin to really pop off. In the games where I have been able to draw a ton of cards past hand size, it's been nice to have that redundancy. That being said, I can see myself playing around with swapping it for something more useful in the future.
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You're totally right about Tempt with Discovery. However, in my current meta we tend not to run loads of LD. It's just not really how we like to play. In the few games where that has come up, I've just had to politics my way aroud it. It's got a lot of potential for explosive turns, but should my meta shift to feature more LD I can easily see myself swapping it out.
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Yup, I think I'll take you up on the Skyshroud Claim. Burnished Hart is a card I like to throw into a lot of decks, but after play testing a bit, it's felt pretty slow since it takes 6 mana total to get the effect.
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I like the idea of Skullclamp. I did run Bequeathal, and Skullclamp feels like a repeatable version of that. I think it's definitely something I'll consider freeing up space for.
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Eternal Witness should've been in this deck a while ago. I liked the lower cost of Regrowth but I like the value of having another body on the field while I'm setting up or trying to re-establish a foothold in the game, so I'm definitely swapping that out.
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Lurking Predators has probably led to the most explosive and fun games this deck has had. You're totally right that I won't get cast triggers, but honestly those have been mostly negligible once Predators has been out for a turn cycle. Hitting any of the titans or something like Blightsteel Colossus most of the time is enough to close out the game, especially if you hit multiple.
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I'm always curious as to what others might cut, so I'm all ears.
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Land count was something I was worried about with such a high curve, but so far that hasn't been much of an issue. It really comes down to taking the right hand and usually you're just fine. Most the time, once you hit 5 mana and can get Kura, the Boundless Sky out, you're all set. It feels a little low especially when I do run cards like Exploration, but my intention behind that was to be able to get tron lands out faster once they're in hand, and not necessarily to hit a land drop every turn.
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I don't run fetchlands because I just don't want to. Would it make the deck better? Absolutely. It's another one of those situations where I know it would improve the deck, so I'm intentionally trying to balance the deck from being too good. The intent behind this deck is to be explosive and play big bombs, but not be a pubstomper. Because of that, I'm making sure to carefully balance how fast the deck can play.
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I love Scapeshift! I know I considered it back when I made the deck but it must've slipped my mind. It's a definite candidate, especially as a good swap for Tempt with Discovery.
Thanks for your feedback! I really enjoyed reading all of your thoughts!
Profet93 on
Kura, Secret Tron EDH
3 months ago
IllWarriors +1 A couple of questions/comments....
- I saw your description for the purpose of the colorless mana rocks, both creature and noncreature. Thought vessel is to prevent discard, but given all of your land tutors, isn't it very likely that you can find reliquary tower should you need it? Do you need/want the redundancy? Are you trying not to tutor for reliquary given you want the tron lands? Would you not be better served by adding additional dorks at 1 - 2 CMC? Heart Warden is like a mindstone. If you were to reduce your reliance on artifact ramp given you're playing green, you could add in a Bane of Progress should you wish to mess with all of the opposing artifacts you want inevitably find on the table.
- Regarding tempt with discovery, doesn't your meta just wise up and tutor for LD such as strip mine/wasteland each time you get a tron land, effectively netting you only 1 untapped land and 3 cards in the grave? Or are there other utility lands your opponents can find (Nykthos, coffers, urborg, eye of ugin, etc....) that they find more valuable than destroying your tron lands?
- Burnished Heart - Given you're playing green, why not add in a Skyshroud Claim, Pir's Whim, Harmonize or another ramp/draw spell?
- Skullclamp - Given you will be sacrificing your commander a lot, you have a fair amount of dorks, and the boardwipes that will be seen, I feel skullclamp can be beneficial to you. You can also stack the triggers of your commander and clamp (should you know your topdeck).
- Eternal Witness > Regrowth (can be clamped, blocker, etc...)
- Lurking Predators - How has this played for you? Given your wincon is Eldrazi, are you okay with losing the casting benefit of the Eldrazi in favor for their static + triggered abilities?
- Are you looking for cuts?
- Your land count seems a bit low, especially if you have cards that allow you additional land drops. I understand your commander is a tutor, do you often find yourself missing land drops, particularly in the early game?
- No fetchlands for crucible of worlds?
- Scapeshift - Land tutor! While it may not be needed, it can easily help you assemble tron, find cradle as well as..... Field of the Dead (note it triggers upon ETB for all lands), Castle Garenbrig.
Would love to hear your thoughts on each suggestion, let me know if you are interested in cuts. Solid deck!
Kret on
Tawnos plays Jumanji
4 months ago
I'd definitely add Ulvenwald Oddity
Flip -> 2 hasty 4/4 creatures that can also give haste to all your birds and beasts in the late game.
Indrik Stomphowler is a little overpriced but your deck lacks removal spells so I think this could work here.
Consider Anara, Wolvid Familiar and Esior, Wardwing Familiar. They are legenday so Tawnos won't copy them but they are reasonably costed and provide protection for your commander.
The last thing that I'd change is your ramp. You're in simic -> colour that has the best ramp in the game. I would cut all mana producing artifacts and instead play cards that put more lands onto the battlefield like Rampant Growth, Farseek, Nature's Lore, Cultivate, Kodama's Reach, Nissa's Pilgrimage, Skyshroud Claim, Explore, Growth Spiral, Joint Exploration or Broken Bond.
If you cut all the mana rocks for land ramp you can also run the new card Fade from History.
KBK7101 on
Land for the land god
4 months ago
I highly recommend moving Rampaging Baloths from the maybeboard to the main deck. If making tokens is the main gameplan, Baloths would be an all-star. You could also check out Ashaya, Soul of the Wild for more forest-synergy, too. Vernal Bloom is a pretty cheap forest mana doubler that would work really well with new Titania. Skyshroud Claim is basically a straight upgrade to Ranger's Path as the forests you grab do not come in tapped. Blighted Woodland and Fabled Passage are two nonbasic lands you might want to check out, too.
And then there's always Parallel Lives but that card is pretty expensive these days and STILL hasn't been reprinted...
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