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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
, Add .
, , Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate this ability only if an opponent controls four or more lands.
5 months ago
Some minor changes with the LotR set and Aftermath-
Out: Caged Sun - In Nissa, Resurgent Animist Possibly controversial decision, but IMO Caged Sun is the weakest by far of any of the mana doublers as without Yavimaya out, about half my lands aren't affected by it- nor are any of the rocks. Nissa will allow my curve to be smoother as well as provide some card advantage.
Out: Fyndhorn Elves - In: Delighted Halfling Pretty much a straight upgrade here. We only ever need like one out of three mana sources to provide a green pip usually, and the "can't be countered" is amazing as it works on pretty much every payoff that's not Genesis Wave. Additionally, with the Nissa change above, we actually don't want any mana-dork elves if we can help it as those are "bad" hits with Nissa's second trigger. Only bombs left.
Out: Tectonic Edge - In: Gemstone Caverns Tectonic Edge's art has kept it in this deck for a long time, but with Wasteland and Strip Mine and Dust Bowl, we don't really need it. I've finally gone and grabbed a Gemstone Caverns with sufficiently pretty art to replace it.
1 year ago
Just to wet your whistle
1 year ago
Basalt Monolith is decent.
Some lands to consider:
Zhalfirin Void, Inventors' Fair, Strip Mine, Scavenger Grounds, Winding Canyons, War Room, Ghost Quarter, Wasteland, Inkmoth Nexus (good w eldrazi Conscription), Blast Zone, Dust Bowl, Tectonic Edge, Blinkmoth Nexus, High Market.
Just some ideas, cheers and have fun!!
1 year ago
Sweet and super unique build! I can't help but think you'd want more utility out of your lands, especially with so many mainboard spots dedicated to land destruction that a good way to free some space up for more removal/interaction would be to swap some of those out for Wasteland/Tectonic Edge/Ghost Quarter/Field of Ruin type effects.
1 year ago
Profet93 I probably should add that to the mainboard. Field Wipes are definitely an issue with more players at the table and I think the deck can afford to cut a land. I cut out Tectonic Edge as I didn't really use it as much as i thought I would, and cutting a forest lead to some mana balance issues. I appreciate the feedback!
1 year ago
Playing in black and white, you don't have any issues with card draw, so I wouldn't concern yourself with putting card draw options in your mana base too much.
I personally don't like filter lands like Fetid Heath or Mossfire Valley, or anything from those cycles. It's like having signets in your mana base, and that just bothers me for some reason. I don't want to pay mana to tap a land for two mana.
I would say that you would probably want to run between 10 and 12 dual type lands in a two-colored deck, depending on the balance of the two colors in the deck. Of course, your mileage may vary. I like to run as many basics as I can. If budget isn't a concern for you, then running all the pricy duals may be your jam. My budget is limited, so I run rather budget mana bases, usually with tapped lands. Aside from the dual lands you run, staples like Command Tower and Exotic Orchard help to smooth things out. And don't forget about useful utility lands, based on what your deck wants to do. Ghost Quarter and Tectonic Edge are always pretty useful.
1 year ago
Here's a few more thoughts:
Unclaimed Territory only gives colored mana when casting your dinosaurs. So, that's only about 30ish cards in your deck it gives you colored mana to cast. A tapped land that adds two or three of your colors would be more consistent, or just add a basic. I really don't like to run very many sources of colorless mana in my three-color decks; I find issues with consistency. And if I do run a land that produces colorless mana, it's something like Tectonic Edge or Ghost Quarter to get rid crap like Maze of Ith that will totally screw Gishath's ability over.
Which brings me to Rogue's Passage. It's really tempting to leave this one in here, I know. But if you think about the sheer size of the creatures you are running, and the fact that you've got some great tramplers, making one of them unblockable for 4 mana isn't great use of your resources. Better to get another source of colored mana in here. I know that ideally you would make Gishath unblockable to unleash his potential, but even then, I don't think it's really worth the mana investment. Something like Duelist's Heritage would do much more for Gishath, with no mana investment.
Terramorphic Expanse and Evolving Wilds - you aren't running many basics anyway, so better to run a couple of tapped lands that can tap for two colors in their place, or dual lands with basic land types you can fetch. The snow-covered duals from Kaldheim are cheap alternatives here, and running Terramorphic and Evolving was going to put whatever you looking for into play tapped anyway.
I also agree with the above sentiment that Bonders' Enclave and War Room aren't good either. You have access to great draw spells in green; just need to trim the fat to get them worked in. And remember, Gisthath's ability is kind of like card draw.
Which brings me to Rhythm of the Wild. Giving your dinos haste is a good thing, but if most of them are coming into play off the top of your library from Gishath, then it's moot. The +1 counter is ok, but most of your creatures are big, anyway. Unless you end up hard casting a lot of your dinos (which you shouldn't if you set the deck up right), this card is pretty meh. A card like Warstorm Surge would serve you much better, especially with a big hit off of Gishath.
I think Worldly Tutor could easily be replaced for a draw spell. I kind of feel the same way about Congregation at Dawn. They are nice for setting up a Gishath trigger, yes. But I think more straight draw effects will serve you better. But if you keep these in, I wouldn't fault you for it. One card in the same vein that I do like for this deck is Scroll Rack. It's great if you're staring at a fistful of dinos and you're getting ready to swing with Gishath.
Here's my list; hope you find it helpful:
Commander / EDH
SCORE: 44 | 23 COMMENTS | 4972 VIEWS | IN 17 FOLDERS
1 year ago
Circle of Dreams Druid - Budget cradle that synergizes with your token production and land into creatures. Think, rude/sylvan awakening.
Boundless Realms - With high basic count, this should help with your mass land reanimation
Momentous Fall - With Azusa, you dump your hand quickly so you will need to refill it. This works well as most of the time, your creatures will be removed anyways, so you can use this in response to removal. Do be wary of blue players though
Greater Good - Similar to aboe
Horn of Greed - Draw which benefits you more than others
Sol Ring - Do I need to say it?
Garruk, Primal Hunter - Draw or token generation, either work well
Nissa, Vital Force - +1 is on theme, -3 is recursion, and it's ult (right after +1) is gamewinning
Tireless Tracker - Draw
Courser of Kruphix - Draw
Eternal Witness - Recursion
Multani, Yavimaya's Avatar - Recurrable big beater
Terramorphic Expanse - Cheap fetch which works well with crucible and ramunap
Fabled Passage - Upgraded version of above
Cryptic Caves - Draw when you need it, works well with crucible and ramunap
Tectonic Edge - LD for coffers, cradle, nykthos, etc.... works well with crucible and ramunap
Beast Within - Best removal green has to offer
I can suggest cuts should you wish. Let me know what you think of each suggestion. Gave you some slightly expensive options so you can pick and choose what you like