Skyshroud Forest enters the battlefield tapped.
Add to your mana pool.
: Add or to your mana pool. Skyshroud Forest deals 1 damage to you.
Printings View all
|Tempest Remastered (TPR)||Uncommon|
|Vintage Masters (VMA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Skyshroud Forest Discussion
1 year ago
1 year ago
2 years ago
Hello! So I see you mentioned in your description that this is your first commander deck. It has a pretty solid base, so I will just give you some rules that I tend to follow when I build. At a baseline, I tend to run 10 sources of draw, 8-10 sources of ramp, and 5-10 pieces of spot removal.
Tatyova, as I understand it, is going to be the leader of a merfolk tribal deck. Merfolk tend to have a low converted mana cost, so Tatyova allows you to draw into more cards to continuously cast more and more merfolk. That being said, if you are running Tatyova, I would up your land count somewhat, up to at least 38 or 40. I would recommend a plethora of nonbasics like Botanical Sanctum Hinterland Harbor Breeding Pool Simic Growth Chamber Simic Guildgate Skyshroud Forest Temple of Mystery Thornwood Falls Tropical Island Woodland Stream Yavimaya Coast including as your budget allows. I included tropical island, an insanely expensive card, for the sake of brevity.
In terms of removal, I tend to include some counter spells in this category. You should pick up Counterspell Arcane Denial and Swan Song. Negate is very good also. For spot removal, you should consider things like Rapid Hybridization Krosan Grip Beast Within Nature's Claim and Curse of the Swine. I tend to try to get a board wipe or two as well, so look into Wash Out and Cyclonic Rift and River's Rebuke.
For draw, and additional land drops, I would run Rites of Flourishing Wayward Swordtooth Horn of Greed and possibly Helm of the Host for the commander. You want ways to hit more than your only land drop. Consider Dictate of Kruphix Brainstorm Preordain Ponder and Well of Ideas. For some tribal support and creature support, you have Vanquisher's Banner and Herald's Horn as you mentioned. I would look into Zendikar Resurgent as well.
For ramp, you pretty much want the classic green stuff, some of which you have, like Cultivate Kodama's Reach Rampant Growth Sakura-Tribe Elder Explosive Vegetation among others. These spells double as draw spells when Tatyova is out! So they are very great. I would steer away from Simic Signet and Darksteel Ingot forms of ramp because this deck should focus on lands, but they are by no means bad inclusions.
Things like Unsummon and Rescue are good for saving creatures you want to keep, but countering the spells which remove them, or giving them hexproof is an effective way to avoid removal. Kumena, Tyrant of Orazca is also enormously powerful in a deck like this. I don't see a Lightning Greaves or Swiftfoot Boots and those are staples. Consider investing in a Thought Vessel
In terms of general advice, I would up the creature count if possible.
I know I have given you an overwhelming amount of card suggestions, and don't break the bank getting the expensive ones. A lot of these cards are staples in commander if you don't have them and they will go an extremely long way to making your game play feel more consistent and effective. Let me know if you have any questions. Beating people to death with merfolk is a lot of fun. Speaking of islandwalk, consider Thada Adel, Acquisitor and something like Quicksilver Fountain to create islands.