Thriving Grove

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena 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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Tiny Leaders Legal
Vintage Legal

Thriving Grove

Land

Thriving Grove enters the battlefield tapped.

As Thriving Grove enters the battlefield, choose a colour other than green.

: Add or one mana of the chosen colour.

Grind on Does This Look Infected?

2 months ago

cool deck!!!
a couple ideas - seems like any thriving land Thriving Isle or Thriving Grove would be strictly better than uncharted haven.
I don't quite understand why you have drownyard temple and isolated watchtower. those lands are not very impactful and in 3 colors it is way better to consistently have all your colors. you could consider budget-friendly Tolaria West which can tutor inkmoth nexus or karns bastion. or a very impactful, budget friendly colorless land is Scavenger Grounds, but i would probbably still prefer Reflecting Pool.
you might consider Topiary Stomper over ondu champion.
also void mirror seems super niche unless your playgroup has someone who always plays a colorless commander deck. i would not run this and would instead run some other form of interaction like Arcane Denial, Beast Within, or Reality Shift.
anyway, just some thoughts, hope it helps, cheers and have fun!!!

multimedia on First bit of nonsense

4 months ago

Hey, you're welcome. Lets keep Olivia as Commander.

  • First, cut all the green cards, moving each green card to the maybeboard. Doing this we can see how many cards have to be added to fill the rest of the deck.
  • Second, cut all the basic Forests, Jungle Hollow, Racers' Ring, Thriving Grove since lands that have a symbol in the tap activation cost can't be played with Olivia as Commander.
  • Third, add in more basic Swamps and basic Mountains until you have 36 total lands. 36 lands is a good starting point for an amount of lands you'll need for gameplay. We will add more Rakdos dual lands later replacing some basic lands, but for now you just want 36 lands to help with deck building so that we can see how many deck spots are left to fill with nonland cards.

After you do these steps and you're still interested I offer more advice in another comment. Good luck.

Orange+ on Punching in Pillow Fights

6 months ago

Hi, H-E-N-R-Y

Cool deck you've got going here :)

I have made a Sythis deck myself, but to be honest, Im not completely into what people usually play with Sythis. I could however provide some initial thoughts I have based on your decklist.

First of I would recommend that you structure your deck with categories. I know a lot of people on tappedout doesnt use them, but they are very useful when building decks or providing feedback.

You play a lot of lands that enter the battlefield tapped, but as a two color deck containing green, Im not sure if you need to. Some of them might be handy, like Path of Ancestry and Temple of Plenty which gives scry. But I dont think you need the rest, and could swap them out with lands that dont enter tapped (like just basics). The lands are: Arctic Treeline, Blossoming Sands, Graypelt Refuge, Path of Ancestry, Scattered Groves, Selesnya Guildgate, Selesnya Sanctuary, Temple of Plenty, Thriving Grove, Vivid Grove, and Vivid Meadow

I've tried to play Crystal Chimes myself, and didnt like it that much. If I were you, I would probably take out both the chimes and the Cloud Key. They seem slow. Cards like the chimes and Resurgent Belief are very telegraphed, meaning your opponents will know what you can do before you do them, this is often quite a disadvantage.

Otherwise I think your composition is pretty nice with lots of good cards. But it might get better if you cut some of the larger mana cost cards. If you get to draw a lot from your commander, you might as well play a lot of cards. And if that is the case, mana is what is holding you back. I think cards like Celestial Mantle, Eldrazi Conscription, Epic Proportions, Gigantiform, Indrik Umbra, Martyr's Bond, and Prodigious Growth are a bit too mana expensive. (However, if you treat some of these as wincon, you should keep those)

As I mentioned, Im not quite sure what is common to play with Sythis, but as you have many spells with mana cost 3 or less, you could try Sun Titan. Otherwise, enchantment recursion is really nice in these kinds of decks (against bordwipes and such). Cards like Replenish, Retether, and Brilliant Restoration.

Finally, as mentioned by others commenters, I think removal is really important. I think Swords to Plowshares and Path to Exile are natural fits, but if you want play more enchatments, you could also try Journey to Nowhere, Borrowed Time, or Oblivion Ring. My deck Riders on the Storm has a removal category if you want to take another look.

TheEvilWizard on Tiamat

7 months ago

try adding self-damaging lands, like Shivan Reef and thriving lands, like Thriving Grove

Sorin_Markov_1947 on Tolsimir Angels

1 year ago

My first deck was a creature-based deck too. In general, in EDH they aren't good. Basically every deck is prepared for you and every deck runs boardwipes. You absolutely need boardwipe protection/recursion. Teferi's Protection and Heroic Intervention are good starts, but I don't really see much else you can use.

Additionally, you'll to adjust your manabase. A good rule of thumb is 45-50 total mana sources. That can be artifacts, lands, dorks, anything you want, but two-mana artifact ramp is excellent and plentiful. Sol Ring, Selesnya Signet, the G/W diamonds, Coldsteel Heart, Mind Stone, Commander's Sphere, Pristine Talisman, Heraldic Banner, Everflowing Chalice, and Talisman of Unity are all good options. You just really want to be able to make your land drops, you'll almost always have something to do with the mana (especially if you also have mana sinks). You also want to look at a bunch of utility lands. 30 basics is a lot for a dual-color deck. Off the top of my head, Oran-Rief, the Vastwood, Thriving Grove, Thriving Heath, Canopy Vista, and the G/W life land are all budget okay options.

For wolf/general tribal support, there's Vanquisher's Banner, Coat of Arms, Adaptive Automaton, and Icon of Ancestry are all good. Maybe even Herald's Horn. If you want changelings, there's an exhaustive list of them in a deck here on tappedout, The Bones To Build Your Tribal Deck

I'm pretty new to Commander as well, so I'm no expert on how this deck will run or even if my suggestions are good. Those are just my thoughts.

Nayru_Incarnate on The Only-Lands Challenge

1 year ago

legendofa no worries about being pushy, and you are right, connecting dmg could be a problem with this deck. I think Thriving Grove may be my best bet for a red source. Just because it supplies green as well and can be swapped out for Temple of Malady, may need another red source as well though. I think Kessig Wolf Run may be the best fit for the deck of the 3 you brought up due to its ability to also buff the moths, replacing Pendelhaven’s limited uses, as Pendelhaven is extremely restrictive in that it can only buff the moths and and only so much.

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