The Great Henge

The Great Henge

Legendary Artifact

This spell costs less to cast, where X is the greatest power among creature you control.

: Gain . You gain 2 life.

Whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card.

Latest Decks as Commander

The Great Henge Discussion

Lanzo493 on Feisty Gruul Mother

6 days ago

Atarka can make a pretty mean combat damage deck. It's not the best at interaction, but player removal counts as removal, too. I notice you're not running much green interaction, so I would suggest adding Nature's Claim and Return to Nature. They're nice and cheap.

Some upgrades could be Untamed Wilds and Spoils of Victory for Kodama's Reach and Cultivate. There's also Skyshroud Claim and Beanstalk Giant. Having lands that can ramp is really nice too, so I'd consider swapping some basics for Myriad Landscape and Blighted Woodland.

Bower Passage gives basically all your dragons unblockable (it's some really nice tech for dragon decks). This ca

Savage Ventmaw is an excellent dragon in my opinion. Helps a lot with the mana. If you have a Klauth, Unrivaled Ancient or Old Gnawbone that would be better. But the uncommon is good on a budget. Any one of these goes very well with Aggravated Assault or Hellkite Charger.

Now for the expensive suggestions. Xenagos, God of Revels lets you one-shot people with your commander while also giving haste. I know you may not want to be one of THOSE people, but if you put Grafted Exoskeleton on your commander, it also lets you one-shot people. Balefire Dragon and Hellkite Tyrant are excellent for completely wiping out opponents. Steel Hellkite is a budget alternative to those. The Great Henge is powerful in this deck by giving you draw, extra power, mana, and being a low cost once you have a dragon out. Utvara Hellkite is an army in a can. Gets ridiculous fast.

Some cards I would consider cutting are definitely the burn spells. Magma Jet, Lightning Bolt, Volcanic Fallout, Dragon's Fire, Banefire, and Atarka's Command may be good in other formats, but they fall short in commander. They aren't very good interaction because you'll often not be able to deal with the biggest threats on the board. Better cards for interaction would probably be Ryusei, the Falling Star, Rolling Earthquake, and Scourge of Valkas.

WingsofIcarus on Omnath EDH

1 week ago

Quite a large update. The printing of Yavimaya, Cradle of Growth called for some re-evaluations. I could include more utility lands in the deck and minimal cost due to its effect. Also due to all lands able to be forests, it allows for more mono green hyper mana shenanagins.

Solemn Simulacrum ---> Allosaurus Shepherd

Vorinclex, Voice of Hunger ---> Azusa, Lost but Seeking

Wood Elves ---> Scryb Ranger

Primal Command ---> Ramunap Excavator

Akroma's Memorial ---> Arbor Elf

The Great Henge ---> Quirion Ranger

Evolution Charm ---> Crop Rotation

Desert Twister ---> Abundant Harvest

Forest ---> Ancient Tomb

Forest ---> Strip Mine

Forest ---> Wasteland

Forest ---> Wirewood Lodge

Forest ---> Yavimaya, Cradle of Growth

Forest ---> Mana Crypt

Mosswort Bridge ---> Maze of Ith

Maxcoh on Yeva - Mono Green

2 weeks ago

brandonplaysmagic Thanks for the suggestions! Tireless Tracker, Ashaya, Soul of the Wild, Veil of Summer are all on my list for things to get, I was focusing more on some of the cheaper new options that were staples first but they all seems like super good options. The Great Henge is also something that I'll look at post standard when the price drops like you said, looks like exactly what this deck wants as well.

I'm trying to get the right mix of ramp spells, I'm sure that I have a Skyshroud Claim and Nature's Lore somewhere so I'll pop those in in place of some of the other spells and see how it plays.

brandonplaysmagic on Yeva - Mono Green

2 weeks ago

Love mono-green! This is a very fun deck here! Here are some recommendations you may want to consider:

1) Ramp spells like Skyshroud Claim or Nature's Lore or Three Visits help get the forests into play untapped, making for more efficient plays.

2) Card draw in green is really interesting. I’ve found that cards like Tireless Tracker and Greater Good are really fantastic engines that can help propel you mid-game when your hand starts to empty out. As of right now, The Great Henge is starting to drop in price due to it rotating out of standard, so there’s another fantastic stand-alone engine.

3) Creatures like Ashaya, Soul of the Wild help protect your board state from nonland removal (targeted or otherwise). Veil of Summer is a must-include in my green decks for protection.

Looks like super fun to play!

Draknoz on

4 weeks ago

love the deck but, you need more card draw The Great Henge, Hunter's Insight, Toski, Bearer of Secrets

Pikobyte on wahoogibaplumpkis

1 month ago

You miss some of the best and most onbvious inclusions here: Ghalta, Primal Hunger, The Great Henge, Dig Through Time and Treasure Cruise all reduce their own cost. You can cast them for cheap but still get a high cmc cascade trigger. Kodama of the East Tree is also bonkers in my Imoti, allowing you to put 25+ lands into play untapped in a single turn, that’s especially great with Nyxbloom Ancient or Zendikar Resurgent. Also if you get your hands on a copy of Palinchron or Great Whale, you should consider them. It’s a free cascade trigger or they even ramp with a mana doubler/tripler or lands like Nykthos, Shrine to Nyx. Aetherflux Reservoir is a strong finisher, often giving 150+ life in a single turn. You could also easily reduce the amount of lands quite a bit if you include more ramp and card draw.

That should be enough for a first input

DawnsRayofLight on MONO-BLACK RAMP

1 month ago

I am working on an eldrazi colourless list that may help for some suggestions for tutors and removal: In The House of R'lyeh...

If you are wanting removal and ramp and wanting to stay away from colourless, try going black green then or blue green. I have a blue green list that ramps like crazy, I don't play as many eldrazi cards in it but blue still gives you some removal in bounce spells and counter spells to protect your guys.

Reasons for green:

Vorinclex, Voice of Hunger

Nyxbloom Ancient

Nature's Lore, Three Visits, Cultivate, Kodama's Reach

The Great Henge

all the above are amazing for ramp

you get some fun "tutors" in Tooth and Nail and Finale of Devastation

protection like Asceticism and Heroic Intervention

Whether you go blue or green is up to you

Blue green: counter spells, draw spells, and Cyclonic Rift (this is my Blue green list, I would suggest running Kruphix, God of Horizons as your general over Zegana who I just use to refill my hand around Turn 5-8 to push me over to winning: Nature's Revenge, TO is not recognizing it but it should be on my page)

Green black: kill spells, better tutors, reanimation (go Meren of Clan Nel Toth as your general maybe? I can offer advice on how to build that, my uncle has a pretty good Meren list)

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