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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Unformat | Legal |
Vanguard | Legal |
Vintage | Legal |
Temple Garden
Land — Forest Plains
(: Add or .)
As Temple Garden enters the battlefield, you may pay 2 life. If you don't, Temple Garden enters the battlefield tapped.
enpc on
Slivers Commander Primer (looking for help)
1 month ago
There area few things that stand out for the deck.
The first is that you don't have much low ot the ground ramp. I get that you're running a sliver deck, however with the addition of cards like Birds of Paradise, Noble Hierarch and Ignoble Hierarch it helps to get some early game (and flexible for a 5 colour deck) mana down. Your land base isn't terrible, but I would look at adding a few more shocks if you can (focus on the X/G ones, so in this case Temple Garden) and potentially one or two of the tri-colour fetchable lands. Then adding Three Visits means even more value can be had.
Another thing that stands out is that you don't have a lof card draw. Your commander gives slivers cascade sure, but since a lot of the rest of the deck is control you don't typically want to cascade into removal that you may want to hold up, or especially counterspells. I would look tor try adding a bit more raw card advantage and especially pieces that let you get waht you need (i.e. a few more tutors). I would also recommend Green Sun's Zenith - you have a lot of powerful slivers that it can get, but it can also get gemhide/manaweft sliver so this helps with your ramp consistency.
Lastly, your control suite is quite high costed. For only having 4 counters, Cryptic Command is a very blue heavy card and would potentially server better as something cheaper. Stuff like Anguished Unmaking is also generally going to be better than Mortify, but I would also look at Swords to Plowshares and then removal like Nature's Claim, or even Return to Nature. They're slightly less catch-all, but 2 cmc removal is much more playable than 3 cmc removal.
DraconicDestruction on
Tokens, Tokens, and more Tokens
2 months ago
Those cards are really good in token decks, but I am trying to make this deck somewhat affordable so that I can buy it later on. this is also the reason why im not running any lands like Stomping Ground, Sacred Foundry, or Temple Garden and finishers like Elesh Norn, Grand Cenobite and Craterhoof Behemoth (that and their high mana costs).
Ziusdra on
Ixalan Park
4 months ago
Since you have shock lands, Ranger's Path and/or Three Visits might be a ramp spell you can get behind, since it doesn't require basic land types and you can fetch your shock lands right onto the battlefield tapped. Even if you don't need green, fetch the Temple Garden or Stomping Ground to expand your white and red mana. Better yet, Jetmir's Garden for when you can spend a few extra bucks on the deck again.
Also, no hideaway lands? I feel like all three of the hideaway lands in your colors would be easy to trigger by your deck, especially the Mosswort Bridge.
lhetrick13 on
Spared No Expense!!!
7 months ago
NonetheWeisser - I love the dinos. The Enrage is a really fun mechanic that is seriously underrated in my opinion.
You are not wrong that lowering the mana curve would be ideal but it is hard to. Dinos are just so BIG and EXPENSIVE! The amount of creatures that drop the cost of dinos mixed with the addition of 4xUtopia Sprawl does help get things out fast. An example of an ideal hand I have played would be:
T1. Play something like Temple Garden and cast Kinjalli's Caller.
T2. Play a land that produces and cast Marauding Raptor then cast Ranging Raptors and reap the benefit of enraging Ranging Raptors.
T3. Play another land and cast Regisaur Alpha pumping Marauding Raptor and perhaps dropping Reckless Rage or Savage Stomp on Ranging Raptors to clear the way to swing for damage.
I am pretty excited for the The Lost Caverns of Ixalan set to drop in 2023 to get some more dinos. Not to many in the tribe to choose from but very fun somewhat janky deck to play!
Alesamuel on
Jodah Big Spell
7 months ago
I would recommend some of the Eldrazi titans, such as Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger as some big top end bombs. Some ramp creatures wouldn't go amiss either, such as Birds of Paradise, and Dryad of the Ilysian Grove.
In terms of Instants, Sorceries, and Enchantments, getting some more of the Ultimatum cycle (Brilliant Ultimatum, Cruel Ultimatum, Emergent Ultimatum) might be a good idea, and Sunbird's Invocation would be a good idea too if you are casting such big CMC cards.
Another recommended addition would be Nicol Bolas, God-Pharaoh as it is just a straight up good card for the colour and big mana theme.
I'd recommend replacing the tapped tri-lands (Arcane Sanctum, Crumbling Necropolis, Frontier Bivouac, Jungle Shrine, Mystic Monastery, Nomad Outpost, Opulent Palace, Sandsteppe Citadel, Savage Lands, and Seaside Citadel) with the shock land cycle (Blood Crypt, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb, Sacred Foundry, Steam Vents, Stomping Ground, Temple Garden, and Watery Grave) as they are easier to fetch for or find with ramp spells.
Final notes: Give the deck a little more of a creature focus, having as few as you have right now you'll find there is very little to hit with your reanimation, but other then that, good job on the first draft! looking forward to see how it plays out!
TypicalTimmy on How in the heck is …
8 months ago
Sarevok, Deathbringer + Clan Crafter + Gyruda, Doom of Depths
Clan Crafter allows you to keep Sarevok from harming yourself due to his own trigger. This is because you always have an outlet to sacrifice toward. It'll also grow Sarevok's power, making him more brutal toward your opponents.
As for Gyruda, taking their stuff is always very nice. Clan Crafter also can put +1/+1 counters on Gyruda, since she is a Commander as well.
Recognize something unique with Sarevok, though. It draws attention to each player's end step, but does not stipulate in any way that the controlling player must have sacrificed something. For example, suppose there is a 4-player game between Bryan, James, Sarah and Anthony. Perhaps, for argument's sake, it is Sarah's turn. She moves to her end step, and this will put Sarevok's ability on the stack. During her turn, Sarah did not have a permanent leave the battlefield. You'd assume Sarevok would have her lose 3 life, since his power is 3. However, as par with EDH players, Anthony's turn is up next so he cracks his fetchland in response to Sarevok's ability.
Anthony searches for his Temple Garden and puts it onto the battlefield tapped.
Now Sarevok's ability moves to resolve. But what's this? It checks and sees that Anthony did in fact have a permanent leave the battlefield. Therefore, Sarah does NOT lose her 3 life.
- Just something to keep an eye out for.
squiGGhetti on
Beyond the Grave (Abzan)
8 months ago
I must agree with to_regatha_and_beyond about the manabase. With more fetch lands and more copies of Indatha Triome, Godless Shrine, Overgrown Tomb, and Temple Garden, it is a great way to improve consistency and speed the deck up. With that said, I completely understand why you have lands like Nurturing Peatland to get the card draw you need with such a low mana curve. Also, I would probably go down to 20 lands since your most expensive card is only 4 CMC.
Yogei made an excelent suggestion with Unearth! I highly recomend finding room for it.
To be honest, I'm not a huge fan of Nameless Inversion. There are far better means of removal. Fatal Push with a sacrifce deck is probably your best bet.
I would consider putting in more copies of Collected Company, mainly because it's insanely strong.
My favorite card you have in this deck is definately Knight of Autumn. The fact that it offers removal and is a creature is fantastic.
All that to get to the main reason I'm here! The debate btween Pyre of Heroes and Eldritch Evolution. I think with this deck, Pyre of Heroes might be a better option. It is technically a slower play, however something I've found with tutor mechanics like this needing a lot of card draw is not really needed. I would also venture to say that having Pyre of Heroes would eleminate your need for Aether Vial.
Lastly, a few cards worth looking into are: Knight of the Ebon Legion, Murderous Rider, Knight of the Reliquary, and Knights' Charge
Dencoan on
Atraxa praetors voice
9 months ago
some good lands make a world of difference. not the most exciting upgrades but probably the most functional.
- Boseiju, Who Endures these are amazing because if you dont need the land drop they can be a spell
- Otawara, Soaring City
- Marsh Flats
- Misty Rainforest
- Verdant Catacombs
- Flooded Strand
- Gavony Township
- Spara's Headquarters or other triomes from capenna
- Indatha Triome or other triomes
- Opal Palace
- Yavimaya, Cradle of Growth
- Temple Garden or other shock lands, they can be fetched and can enter untapped
- Dreamroot Cascade the midnight hunt and crimson vow lands are also great for helping fix your mana
- Karn's Bastion
Have (4) | DudeMan1031 , Azdranax , metalmagic , orzhov_is_relatively_okay819 |
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