|Commander / EDH||Legal|
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|Masters Edition III (ME3)||Common|
|Portal Three Kingdoms (PTK)||Common|
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Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
Three Visits Discussion
1 week ago
As to Toxic Deluge vs Fire Covenant , I think given our dork package, Fire Covenant should be run first. Anguished Unmaking , Abrupt Decay , Despark , or Teferi's Protection would all be worth looking at over Toxic, depending on your meta. If you need another board wipe vs removal/protection, I'm still pretty high on Crux of Fate , Damnation , or Magmaquake —the latter if Planeswalkers are an issue for you.
In terms of power level/competitiveness, I'm still looking to optimize the deck, but have to make adjustments since the whole strategy/deck composition can't really put up a decent showing in cEDH pods (where most of your decklist needs to be comprised of tight or redundant 2 card win-cons, mana neutral or positive ramp, cantrips/card draw/card selection, and cheap interaction/stax effects . . . and blockers for Tymna, assuming you're not playing her in the first place).
As opposed to, y'know, 22 dragons (including the commander), one permission spell that interacts on the stack, and not being able to threaten wins reliably before turns 6-8, possibly turns 8-10.
So I was just finding that even though I had strong/fast starts, the deck lacked enough raw card draw to stay in longer games of attrition that a lot of optimzed to 75% pods end up becoming. Rishkar's Expertise should thus probably be a Windfall , but with the added big ramp from Faeburrow Elder , I've been able to cast The Ur-Dragon more reliably, and drawing ten w/ a free cast has been great.
And in terms of your decklist (our lists' cores are still rather quite close with just a few deviations!), I'd look to cut any two of these four—— Conqueror's Flail , Gruul Signet , Sarkhan the Mad , or Abrupt Decay --for Worldly Tutor and some kind of raw card draw effect/spell. But those are all just cards that I had found either too narrow/conditional and are meta-dependent.
Whatever the power level, if we're lacking anything at the moment it is probably graveyard hate . . . I had been running Rakdos Charm , but that of course can't take care of more than one recursion engine at the table. Yard engine/value decks (vs decks that include graveyard manipulation as part of a winning/linear line) don't pop up as frequently at higher-power or cEDH tables, except maybe Frog (which needs its commander to function more than its yard, arguably), where Deathrite Shaman or Noxious Revival can target an opponent's key yard piece can sometimes stop a win . . . maybe Rakdos Charm gets a bit better with both Noxious Revival and Backdraft Hellkite ? Leyline of the Void fits what I'm looking at perfectly but isn't quite main deck playable.
1 week ago
From a ramp perspective Three Visits might be better than Farseek simply because of that land coming into play untapped but for me it's very expensive and should cost at most 2x more than Nature's Lore (in case it ever gets a reprint). There's even Spoils of Victory but this might be too expensive at 3 CMC.
In my build I still didn't acquire Toxic Deluge due to high price tag so I thought about getting Fire Covenant in it's place and in covenant's place Anguished Unmaking - do you think that it might get similar
I understand your decision but there are much more variables that make a deck "75%" - I'd actually create most powerful version of a deck (or almost that, you know, ABUR duals are expensive xD) and depending on the playgroup's power level I'd rather adjust my playstyle (e.g. tutor for beater/ramp instead of a straight up win-con).
1 month ago
Hmmm, you can try Primal Growth it could be interesting, since you can sac an egg with the kicker which can be useful if you do not have a sac outlet. Rampant Growth isnt bad. There are also the talisman style mana rocks like Talisman of Conviction which I kinda like more than the signets. There is also Three Visits but its expensive in paper. In this case I would consider Sakura-Tribe Elder as a dork since off an Atla trigger he kinda works like a dork, idk.
2 months ago
So the main advantage of green is being able to land a dork on turn one, enabling a three-mana commander to hit the table turn two. You're already running Birds of Paradise , which is easily the best turn-one dork; you should definitely be running Llanowar Elves , Fyndhorn Elves , Arbor Elf and Elvish Mystic . One-mana ramp also includes Utopia Sprawl and Wild Growth , which are especially good in conjunction with Arbor Elf . Finally, note that turn one Green Sun's Zenith for X = 0 fetches Dryad Arbor , if you choose to run the arbor with your GSZ. Joraga Treespeaker and Priest of Titania don't land your general turn two, but are powerful all the same.
If you choose to run more dorks, then go-wide green strategies are very much on the table as win-conditions. If you have Craterhoof Behemoth , landing it with a couple dorks is usually enough to kill an opponent or two outright. Including Natural Order means that you can get the 'hoof daddy out for four mana. Running God-Eternal Rhonas is similar, and is especially good if you fetch him with Finale of Devastation with X = 10 (it'll give all your dudes at lease 20 power). Tooth and Nail and Chord of Calling are other good ways to tutor your fatties out fast. Finaly, Triumph of the Hordes is an excellent 'oops I win' card, as in EDH you still only need ten poison to die.
If you end up running a more 'go-wide' strategy than voltron, you can cut some or all of your equipments. This will allow you to run significant artifact hate. In EDH, almost all non-green decks rely heavily on artifact ramp for their mana, and running something like Collector Ouphe can be lights-out for a lot of opponents. More generally, hatebears and stax-pieces are abundant in EDH; consider Prowling Serpopard , Manglehorn , Root Maze , Hall of Gemstone , Dosan the Falling Leaf , Vorinclex, Voice of Hunger and friends as methods of hating out various decks. If you run dorks, Winter Orb is virtually asymmetric. Similarly, color-dependent cards like Carpet of Flowers or Compost can also be powerhouses. Veil of Summer or the worse Autumn's Veil are all also pretty good for fighting counters.
Land-wise, I think Ancient Tomb is much better than Temple of the False God , and that Growing Rites of Itlimoc Flip is definitely worth including. Nykthos, Shrine to Nyx is also kinda bonkers; pairing it with Deserted Temple is good.
There're some creatures you should consider. Eternal Witness , as a creature-based Regrowth , is awesome if something you need gets countered. Beast Whisperer , Soul of the Harvest , Regal Force and Tireless Tracker are good sources of card-advantage. Fierce Empath is good for tutoring up threats, and will make your deck more consistent. Selvala, Heart of the Wilds is both a semi-reliable source of card-draw and also can close to double Omnath, Locus of Mana 's power. Wirewood Symbiote can recur ETB triggers, like Reclamation Sage or Elvish Visionary , while also generating mana.
Speaking of consistency, Worldly Tutor and Sylvan Tutor are great to finding whatever creature you need. Rishkar's Expertise and Genesis Wave are great sources of card-advantage, and that's pretty much like tutoring if you have enough of it.
Finally, you may have good luck with two-mana land-ramp (like your Rampant Growth ) rather than four-mana land-ramp (like your Peregrination ). Nature's Lore or the Portal version, Three Visits , are both great.
Good luck! That's all I got. I'm not good at playing green, but hopefully you found something worth including above.
2 months ago
2 months ago
Thanks for the comment PlattBonnay. I've been going back and forth on Temple of the False God for a bit now. I treat it as a mana rock, not a land usually, but I do like that it produces a single activation of Atla. However, I think you are right that an additional ramp spell like Cultivate (I wish Three Visits wasn't so ridiculously expensive) might be better. This deck is very colored mana intensive so making sure that I have multiples of all my colors is important.
2 months ago
OptimalGreen Uhhh...you may want to carefully read those cards. Nature's Lore and Three Visits are miles better than lousy Rampant Growth , and not for the reason you stated (that it gets a Forest ). Rampant Growth gets a basic land into play TAPPED - Nature's Lore and Three Visits get a Forest into play UNTAPPED, and both are commonly played EDH ramp spells.
Also, I didn't mention a peep about Chrome Mox , Mox Diamond etc so including those in your rebuttal is superfluous. Those types of ramp artifacts produce colored mana before turn 2 so of course they are in. I cannot recall playing against a tuned Animar, Soul of Elements deck with the rocks that produce colorless mana because they are actually not good in competitive Animar. This is because of the need to produce colored mana for the necessary turn 2 Animar.
Finally, we all know that artifact destruction and artifact hate is ever-abundant in Edh, whether competitive or casual. Having diversity in one's ramp suite is a good thing, and having the specific two 2-mana sorceries mentioned above is a great way to apply that concept.
Oh, additionally... the whole "top tier" label in Edh is quite subjective - this is why I placed that dubious monicker in quotation marks in my previous post.
2 months ago
OptimalGreen If you actually read what I wrote, I said nothing of the no-brainer rocks like Crypt and Ring...but the TWO mana rocks like Fellwar Stone , Golgari Signet , Talisman of Resilience etc. Also, I can name MANY top tier decks that run a shitload of mana dorks, in fact almost every one with the color green max out on them. My argument remains: land ramp in the form of two mana spells like Nature's Lore and Three Visits are better than the TWO (2) mana rocks when one has access to green.To me, THAT is the no-brainer.
...and yes, I am high.
Three Visits occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%