Tireless Provisioner

Creature — Elf Scout

Landfall — Whenever a land enters the battlefield under your control, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this artifact: You gain 3 life."
Treasure is an artifact with ", Sacrifice this artifact: Gain one mana of any colour.")

DreadKhan on Tiamat semi-competitive

2 weeks ago

I tend to run a higher land count in my 5 colour decks (37-39 feels 'normal', your more competitive mana base would allow you to run less and still fix reliably, but I'd hesitate to go below 34 with a 7 MV Commander). As you're not at the full size for your deck, you have room to throw in some lands, and since opponents sometimes run effects that have 'find a Basic', you might want one of each Basic. Rampant Growth (and Expedition) has to find a Basic Land, so you should either add basics or switch it with Nature's Lore or Wood Elves.

I feel like a few more creatures would help, Birds of Paradise is a good ramp source, Ignoble Hierarch is a slightly worse one, and Tireless Provisioner offers a potentially better Lotus Cobra (you could use both IMHO). Very good if you run enough Fetch lands obviously. If you run both, you probably want all 10 Fetch lands, and might even run Krosan Verge, which is great with Triomes anyways. Really $$, but Urza's Incubator is a strong card in Dragons, even your Commander benefits. Really weird, but I guess Herald's Horn and Descendants' Path are pretty sweet. If you can get your creature count in general high enough, Lurking Predators can bring out multiple dragons per turn cycle, and when it doesn't find a creature you still get to scry. Dragon's Hoard, and Dragonspeaker Shaman are probably solid includes.

You probably want some card draw in here, but if you use Tiamat as your Commander over Ur-Dragon, you probably don't need Rush of Knowledge, but Stinging Study still draws a hand's worth of cards for 5 almost regardless of where your Commander is. Garruk's Uprising would probably fit. Due to having lots of big creatures, Return of the Wildspeaker is probably not bad, and Overwhelming Stampede might be good enough to close games for you.

You probably don't want to run stuff like Land Tax or Gift of Estates with actual Green ramp, if you have access to Green, you usually are better off running Green ramp over Gift of Estates type spells. YMMV!

Counterspell is a risky card to run in a 5 colour deck, it's hard to have UU mana up to cast it. Does it mostly deal with creatures, or protect vs wipes? Swan Song and Arcane Denial are both cards worth a look, the new An Offer You Can't Refuse might be interesting as well. I personally like 1-3 counters in my 5 colour decks, with competitive decks running more, overly Casual ones might run just 1 as a wildcard. Negate is much easier to cast I expect, and thus you're more likely to have the mana up.

If you are interested, Tyrite Sanctum can give Tiamat an Indestructible counter right away since she's already a God. Not sure if you care about keeping her out though!

MystikSwordzManZ on Adrix and Nev token fun

3 weeks ago

Avenger of Zendikar Tireless Tracker Tireless Provisioner Koma, Cosmos Serpent are awesome cards I would recommend in this new deck of yours.

rambunctiousOrator on Animar - Power Level 8.5/A

1 month ago

An 8 or a 9 is hard. I think a distinguishing feature of a 7 is that the deck will aggressively win if left unchecked. Aside from a few problems with your deck running out of gas and having to play one spell a turn, I'd say with some lucky draws you are winning by turn 5 or 6 regularly; i.e. a 7. When I think of an 8 or a 9, I think that this deck will guarantee a win unless someone designed their deck to beat yours. This pushes past normal levels of competitiveness into something more. Some decks can never be an 8 or 9 because the strategy isn't inherently unfair enough. You may be able to get to an 8, I doubt this strategy can ever be a 9.

That being said, we can squeeze more out of your current strategy. there are a lot of inefficient creatures, inefficient ramp, and room for other non-creature spells here.

Recommendations:

Those are just a few examples of cards, in general you want to smooth out your early game, and both tireless do that with either card draw or treasure. I feel like you could seriously improve your 6+ roster. Get rid of any 6+ cards that you feel like don't lead to winning the game the next turn. Let me know if you want to continue, have any questions, etc.

rambunctiousOrator on Stomp Stomp Stomp, The Idiot Convention

1 month ago

Hey, thanks for the reply! In the range of 6-7 we want to start doing unfair things; not quite the territory of combo, but you are right, we should be threatening a win by turns 6-8. It seems like you are running an aggressive on-the-board win, which means we need to target your creatures, and see where we can squeeze in more power. As a note, I'd rate your current deck construction at a 4-5 due to the fact that there could be a lot more optimization, and you seem to be missing ways to threaten a win.

Your best win condition seems to be playing Craterhoof Behemoth into a board of other creatures. Something we want to address if you want to improve the power of the deck is how do we get our win condition out of our deck. We can do this by drawing cards, tutoring from the deck, etc. A deck that is a 7 will usually have one or two ways to directly tutor their win condition, as well as powerful card draw engines that let the deck draw 2 to 3 extra cards a turn.

Cards to Add:

Something to sit on, and maybe test out: are there cards that are worth playing even though they are non-creature spells? My answer is yes! Here are a few I'd say are worth playing in your deck:

Sorry if that was a lot! I can recommend cards to take out of the deck if you want, but here is a list of my recommendations. Let me know if you want to further the conversation or have any questions

nbarry223 on A New Type of Amulet

1 month ago

Elvish Reclaimer + Flagstones of Trokair was some of the glue I was missing. They both enable lots of synergies. I've really liked the lines where I use Elvish Reclaimer to blow up a land to find Ghost Quarter to target myself, all while having The Gitrog Monster out, to net myself 3 draws (Ghost Quarter draws on its cost and when you destroy a land).

Tireless Provisioner and Tireless Tracker have also been performing well. I think dropping some of the less useful overall creatures to 1 copy and adding more tutors gave the deck a more streamlined feel when piloting it, as I now get less draws where I feel like they are bad, while still retaining the overall utility.

Cultivator Colossus has just been an all-star, and might even find itself bumped up to 4 copies. It lets me fill my hand with cards due to drawing off the bounces essentially, which can sometimes let me get into the cute The Gitrog Monster + Dakmor Salvage combo during my end step, where I can basically dig through most of my deck if desired.

kikimaki on Azusa High Power

1 month ago

Hey artaud21 first of all thanks for the comment!

Your suggestions are all great. Reshape the Earth i have considered include, but the thing i don't like about it in this deck is that a big 9 drop that just bring more lands is a little redudant. I've tried to include similar cards that generate mana like Forsaken Monument, Tireless Provisioner, Boundless Realms, Lotus Cobra, but in the end of the day those cards sometimes don't perform very well because the main issue with this deck is not mana (we have plenty), it is the card advantage. Also, you have to remind that we get just 40 slot for all nonland cards and is hard to include everthing we want to include.

That been said, i do think is a good card combined with Field of the Dead and i intend to test it in the future! About the rest of the lands you mentioned, Ancient Tomb i don't use because of budget issue (like other powerful lands), and the other two definitely will test it out! Thanks again for the suggestions!

P.S.: Just so you know, this deck performs VERY well, it is very powerful and wins lots of games in my table. It is consistently explosive. If you like the theme, you should try it!

Kamerot on The crushing jaws of a howling slaybeast

1 month ago

Ramp and draw are always the biggest things. I personally would cut things like Tireless Tracker, there's just better ways to draw power than through clues. Eldrazi Conscription is a cool card but can only buff one creature in a deck where you're building a fat army, it seems unnecessary. Also Dragon Throne of Tarkir seems like it would hurt you since the equipped creature gains defender and you want to be attacking with all those eldrazi and other fatties you have.

Cards like Pathbreaker Ibex or God-Eternal Rhonas are great ways to buff while being tutorable in green. Rishkar's Expertise is great draw power, and Return of the Wildspeaker can buff or draw a ton of cards at instant speed.

Some low cost cards for ramp and draw that can help speed things up are Lotus Cobra/Tireless Provisioner and Beast Whisperer/Guardian Project

Other great ramp cards are Mana Reflection or Nyxbloom Ancient. Usually if those stick for me, its game over. Hope this helps!

DrukenReaps on cEDH is going to have …

1 month ago

I can't speak to the competitive side of things as I am far from a competitive player. I do see your package has a lot going for it but in the cards you've presented I just don't think they would ban any of them. Even if they do ban one it seems like most are easily replaced. So the ban has to fall on one of the linchpin cards, obviously I suppose lol.

The package as presented Bala Ged Recovery  Flip, Life from the Loam, Summer Bloom, Azusa, Lost but Seeking, Dryad of the Ilysian Grove, Lotus Cobra, Tireless Provisioner, Gaea's Cradle, Boseiju, Who Endures, Strip Mine, Cloudstone Curio, Crucible of Worlds. Suggested additions to it Green Sun's Zenith, Dryad Arbor, at least 5 mana dorks, Utopia Sprawl, and Wild Growth.

Of these Strip Mine, Crucible of Worlds, Azusa Lost but Seeking, and Gaea's Cradle stand out to my casual eye but consider the committee has said they don't want to ban things for cEDH in the past. Since the formation of their advisory group they've relented a little on their stance on cEDH but still... I wouldn't really expect them to ban any of this. Their usual reasoning boils down to "unfun" to play against or absurd value from a single card. The most absurd card here, again to my casual eyes, is Cradle. Which has always been an absurd card and the only card which has a similar example already on the ban list.

Not going to say it is impossible for something here to get axed though or that, if the package is as effective as proposed, something doesn't need to be axed. It'd just likely have to directly impact a large number of casual players too.

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