Combos Browse all Suggest
- Oboro, Palace in the Clouds + Patron of the Moon + Tatyova, Benthic Druid
- Tatyova, Benthic Druid + World Shaper
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Tatyova, Benthic Druid
Legendary Creature — Merfolk Druid
Whenever a land enters the battlefield under your control, you gain 1 life and draw a card.
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1 month ago
If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.
Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.
Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy
Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).
Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.
Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.
If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.
1 month ago
Whitemane Lion and/or Stonecloaker and/or Venser, Shaper Savant to repeatedly trigger Chulane on opponent turns without needing a flash enabler. Venser can also be a wincon with Panharmonicon + Peregrine Drake, you have both.
Aether Channeler, choose from three different modes including draw a card, that's better than Inspiring Overseer. With 40 lands, Tatyova, Benthic Druid is a better 5 drop for draw/life than Cloudblazer. Cloudblazer needs a lot of extra mana/spell/effect to get repeatable value out of it, Tatyova just a land. You have Mulldrifter, don't need Cloudblazer.
1 month ago
Yes, because even the strongest decks are not that strong. In my pod everybody has at least one pEDH deck (Tatyova, Benthic Druid, Shirei, Shizo's Caretaker etc.) they all put a lot of time and energy into building their deck. I just threw a bunch of Commons into Thalisse, Reverent Medium, anything I could find within 15 minutes, that makes tokens.
The games are a blast. They are fun, straightforward, low-power, classic. Wins feel much more deserving, combos are so rare and hard to pull off that nobody gets salty about them. I want to build another one with Garna, Bloodfist of Keld and I am putting in cards that I would otherwise never even consider looking at.
You know how often it is said that Magic has a pool of 30+ thousand cards. That is nonsense, because only a few thousand are actually playable. The rest is just noise. With pEDH, many of those forgotten cards suddenly come back to life. And it’s so cheap, the total shipping cost is usually higher than the deck
2 months ago
Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.
My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.
lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/
Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.
Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate
The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.
To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample
Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.
2 months ago
Gidgetimer has made some great suggestions for you to start off with. The only thing I would change is I would start with 10 ramp spells, due to your commander costing 6 mana to cast. I'd probably settle around 40 lands, especially if you go the landfall route, but 38 is a good number. You might not have to go as heavy on card draw spells, since your commander has card draw tacked onto it.
Keep in mind that with your commander in play, every land drop is also a card draw spell. With that in mind, I'd lean heavy into land ramp spells, like Rampant Growth, Three Visits, Cultivate, Kodama's Reach, and you could even get into the 4 CMC versions of these spells. Tatyova, Benthic Druid is a good backup for your commander, too.
More interaction, especially along the lines of removal, is also another good way to give you staying power in the game, and Gidgetimer mentioned lots of good ones. I really like Gomazoa; that's the first time I've seen it, and a nice budget option to boot. Meteor Golem is pretty horrible in here, and I don't think it should ever really be run in Simic deck; it's a better fit in colors with trouble hitting enchantments, like black, red, and Rakdos decks. Don't forget counter-magic; that's essentially removal, as well, and most of it you can find at the 2 and 3 CMC range. Counter-magic can also double as protection for your important pieces, and you could also consider running something like Lazotep Plating to help out, too.
Hopefully everyone here has been able to help you out a little to get started. Please respond back to us, and give us a little more information on the route you want to take the deck, and what kind if budget your are working with. Then we can really focus things in.
3 months ago
Change Log 08/29/2022 p.m.
3 months ago
Okay, I know she's a target for pretty much all removal, and this deck isn't really a landfall deck, but she does lean into the card draw mechanic, and I'm unsure about Aeve, Progenitor Ooze, so I'm cutting it and adding Tatyova, Benthic Druid.
4 months ago
I could be wrong, but I think more lands would be an asset here, in particular how about some utility lands on top of what you've already got? War Room is a nice draw effect, if you can bounce and replay it you get access to extra activations. Bant Panorama can find either a Forest or Island and counts for extra landfall. Blighted Woodland and Myriad Landscape are nifty lands that offer another mana sink you can turn to if your Commander is removed. Castle Vantress is a pretty big mana sink that's never bad to have around, and you're likely to have Islands out.
Tatyova, Benthic Druid nets you extra draw when you hit landfall (as does Aesi, Tyrant of Gyre Strait), stuff like Scute Swarm and Rampaging Baloths can make an army for you to help serve as a win con.
This is pretty out there, but stuff like Oboro Breezecaller and ramp on landfall creatures like Stone-Seeder Hierophant in particular can generate enough mana to go infinite with Gretchen if you have a land that taps for 2 or more out, infinite mana and card draw and ramp sounds really good to me, you might even deck yourself. Flooded Shoreline in particular seems like a nice land bounce effect, as long as you're not particular about the specific land you bounce, it even works with Mystic Sanctuary.