Strangleroot Geist

Strangleroot Geist

Creature — Spirit


Undying (When this creature is put into the graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

Latest Decks as Commander

Strangleroot Geist Discussion

Epicurus on Power-4 Stompy Growth

2 weeks ago

I'm going to differ from the previous comment by suggesting that your mana curve is way too high. Honestly, I think that you need some low-cost stuff in there to keep you alive in the early game and maybe deal some damage well before you need 5 mana to cast anything.

Cards you might consider:

Obviously, you wouldn't be able to add all of these without overhauling the entire deck, but it gives you something to think about.

Cards that you might consider cutting to make room for some of this:

And then perhaps reduce the number of Gnarlback Rhino, Garruk's Uprising and Season of Growth to 2 each.

Just my thoughts. Cheers!

RNR_Gaming on Non-Combo Vannifar

1 month ago

Unfortunately, she's not great as a value commander/casual commander - she'll always be KOS. Randoms and seasoned players both know that if you get the untap you threaten to win.

However, you could have the good ol' rule zero talk and be like "hey I'm not on the instant win plan - I'm playing things like Young Wolf and Strangleroot Geist then plan to curve into a Craterhoof Behemoth and turn sideways.

warlockami on Modern Smallpox Reanimator

1 month ago

Modern FNM at Ground Zero Bellevue 10/22

I went 3-1!! I forgot to post a mini-report last FNM I went to, but I went 2-2, meaning this is my first "positive" W/L so far with the deck, beating a mono-red storm brew 2-1 in round one, losing 0-2 to a mono-green brew using Strangleroot Geist, Willow Geist and four maindeck relic of progenitus AND endurance, beating a mono-green devotion list 2-0, and beating hammertime 2-0.

The Good:

  • An extremely nice player let me borrow two Godless Shrines for the tournament in place of two of the Snowfield Sinkholes - opened up at least a few turn one plays into turn two plays as opposed to having to fetch Sinkhole or Triome turn one for colors.

  • T1 Thoughtseize myself discarding Archon, T2 Persist in round one game two. In game three, he didn't bring in any artifact hate so the Damping Sphere and Pithing Needle I landed on turns 1 and 2 were impossible to combat.

  • Honestly, I thoughtseized myself three times and it worked each time, whether from Persist or Priest.

  • Second game against Hammertime and he T1 Plains pass, My turn 1 Snowfield Sinkhole pass, his T2 Urza's Saga, My turn 2 Fracture the Saga. Two mana land destruction!

  • Serra's Emissary naming creature against both the G Devotion and Hammertime players was basically an instant win.

The Bad:

  • Running into 8 maindeck gravehate answers in round 2.

  • That's really about it, I feel like I played very well and won the rounds I won pretty convincingly.

The Ugly:

  • During round 2's game 2, I cast Persist on an Archon of Cruelty and my opponent said "Okay". I move it to the battlefield, begin changing life totals in my notepad, then draw the card. As he goes to discard he says "Wait, actually I want to cast Endurance in response to persist." Its only FNM and I most likely wasn't going to win in game three anyway, so I just let it happen and said fine. If it had happened in later rounds or against another deck I would have called a judge, and I think in the future I am going to anyway, even at FNM. I was pretty heated during the rest of the round, but its hard to say if that was from the Endurance or the fact they were mainboard to begin with :P

wallisface on mono green beatdown

1 month ago

Some thoughts:

  • mono green stompy wants to come out fast, and come out swinging. My main concern is that your deck is quite slow & clumsy, with lots of mana dorks and lots of very-high-costing cards which are going to gum up your hand.

  • Some cards, like Colossal Dreadmaw, are just bad. Regardless of how casual you’re playing, this card is never worth it.

  • I would suggest ditching all 12 of your mana dorks, as well as Dreadmaw, to get some more aggressive low cmc creatures into the deck. I would also suggest dropping Stonecoil Serpent (it’s not great for stompy/aggro), and limit yourself to no-more than 2-copies each of Ghalta, Primal Hunger and Khalni Hydra (drawing multiple will make for bad, hard to play hands)

  • Creatures you should consider replacing the above with include: Avatar of the Resolute, Barkhide Troll, Experiment One, Pelt Collector, Steel Leaf Champion, Strangleroot Geist, and Yorvo, Lord of Garenbrig

  • Overwhelming Stampede is too slow a card, and often overkill. I would suggest running Aspect of Hydra instead, as it can get you wins much, much faster, and more reliably. You should also consider Rancor as another noncreature option.

  • Stompy/aggro has no real reason to run Utopia Sprawl imo. Also, 24 lands feels very excessive. Most mono-green stompy decks are generally looking to run around 18 (maybe 20 at a push).

There are a lot of existing decks built in modern for mono-green-stompy, including budget-builds. Have a google of “modern mono green stompy” should yield a ton of results to help you with your brew

MangaVentFreak13 on Gallia Dance Off

2 months ago

Honestly I had never seen some of these cards before (Treetop Scout? Countryside Crusher? Strangleroot Geist? YES!) and since I'm considering putting some of these in my deck, you deserve the upvote. Thanks for the ideas!

wallisface on T-Rex with a Tank

4 months ago

My main thought looking through this list was that it feels like you’re creating extra steps for yourself - pretty much all your “cheap cmc vehicles” don’t have any additional power over what green can provide normally in creature form, so you’re creating extra work for yourself with no real gain.

Going down a more traditional (and practical) creature route also lets you run Aspect of Hydra instead of Might of the Masses , which can net you free-wins out of nowhere

wallisface on Advice on tribal deck card …

6 months ago

The following below is a list I used to run a while back for mono-green stompy. It’s obviously not tribe-orientated, but may give you some ideas of the direction to head.

Note the above list is a bit old and can defo do with some improvements, but its a good baseline of what green does well - being hyper-aggressive.

In general for mono-green you want to either build your deck around being very fast & aggressive, OR build it around ramping to some massive auto-win threat. You appear to be trying to do a strange mix of the two, being sudo-aggressive while ramping to semi-big threats. I would suggest picking a defined path and building around that. If you want to be aggressive, don’t ramp so much, and field lower costing creatures. If you are wanting to ramp-big, get something like Tooth and Nail in there to cheat out Emrakul, the Aeons Torn (or some other busted payoff)

The other thing to evaluate is how much sticking to your tribe is actually getting you. Whether you’re getting actual value out of confining yourself to this creature-type, or whether its just a self-imposed restriction without much upside.

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