(1)(Green)(Green): Destroy all other enchantments.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Tranquil Grove Discussion
3 weeks ago
Green does actually have wraths, but they typically lean toward the eradication of artifacts / enchantments, or creatures with flying (for some dumb reason). Back to Nature, Calming Verse, Creeping Corrosion, Essence Filter, Glyph of Reincarnation if you can set it up properly, Hush, Multani's Decree, Primeval Light, Rampage of the Clans, Reverent Silence (Honestly an overpowered card in certain groups), Seeds of Innocence, Serene Heart, Tranquil Domain, Tranquil Grove (WHAT?!), ... there's more but you get the idea.
As for creature wraths, only Whirlwind.
:) Because Simic gonna Simic.
But by far, my favorite wrath is Wave of Vitriol.
This spell costs less to cast for each creature you control of the chosen type.
Choose a creature type. Destroy all creatures except for the those who share the chosen type. If this spell cost or more less to cast, end the turn.
Make another wrath that doesn't hit creatures. Any other permanent type is fine. Just leave the creatures alone.
1 year ago
- Card draw:
- Sylvan Library : Card draw.
- Elvish Visionary : Cheap, cantrip, shaman.
- Mosswort Bridge : Pseudo cantrip.
- Growing Rites of Itlimoc Flip : Pseudo cantrip. Flip = better Gaea's Cradle.
- Blighted Woodland : Comes into play untapped. Ramp card mid-lategame.
- Path of Ancestry : Potential card filter.
- Strip Mine : Utility land.
- Gingerbread Cabin : Forest with minor upside. No reason not to play it in mono green.
- Fauna Shaman : Tutor, shaman.
- Noxious Revival : Manaless. Allows another shot for wincons.
- Scavenging Ooze : Manasink. graveyard disruption.
- Card draw:
- Lifecrafter's Bestiary : Card draw.
- Beast Whisperer : Green conditional card draw.
- Guardian Project : Green conditional card draw.
- Runic Armasaur : Card draw (meta dependent).
- Compost : Card draw (meta dependent).
- Sakura-Tribe Scout : Early game shaman. Mana acceleration.
- Genesis Wave : Pseudo card advantage.
- Arch of Orazca : Card draw.
- Win more:
- Myojin of Life's Web : Too expensive. Very likely that you do not have enough cards in hand to make this worthwhile lategame.
- Patron of the Orochi : Quest for Renewal is cheaper.
- Gigantomancer : Cute, but 8 mana is too much for this kind of effect.
- Archetype of Endurance : Win more card. No real synergy. Asceticism Is better (although also not recommended).
- Trolls of Tel-Jilad : This is a bad card.
- Soul of the Harvest : Beast Whisperer / Guardian Project, cheaper. Almost same effect.
- Sakiko, Mother of Summer : Too expensive. Doesn't do enough for mana cost.
- Sage of Ancient Lore Flip : Very likely that you do not have enough cards in hand to make this worthwhile mid-lategame.
- Wildheart Invoker : This is a bad card.
- Sakura-Tribe Springcaller : This is a bad card.
- Loaming Shaman : Not enough card draw that allows you to get your desired cards in you hand.
- Essence Warden : This is a bad card.
- Vines of Vastwood : Very situational card.
- Squall Line : Not very good card. Situational.
- Krosan Grip : Expensive situational removal.
- Gilded Lotus : Unnecessary ramp.
- Tranquil Grove : Unless your meta plays a lot of enchantments, not really necessary. Otherwise, recommmend Back to Nature instead.
- Beastmaster Ascension : Your creatures are not big enough for this to work consistently.
- Spidersilk Armor: No tutors, not enough card draw to obtain it. Unreliable flyer prevention. Silklash Spider Will hold off flyers with tutors.
Staple cards are cards I recommend obtaining and using, since they are almost always good cards to have in any green deck. The rest is up to preference and should be taken with a grain of salt. I hope I could be of some use to you.
1 year ago
DreadKhan Thanks for the comment and the upvote!
Once upon a time (about 5-6 weeks ago), Blood Moon was in the deck. However, playtesting immediately proved that it hurt me more than it helped. I'm more dependent on my own nonbasic lands than I originally thought I would be. For a similar reason, Tranquil Grove might do more harm than good. But I will consider that one the next few times I play.
Wave of Vitriol is an interesting idea. With all the land recursion, dropping all those lands, replacing them right away, and then recurring the ones I dropped - especially if Wren and Six is on the field - sounds awesome in theory. It does cost a bit much for this deck, but I'm willing to playtest it and see how it goes.
1 year ago
Would Blood Moon fit in here? It will tend to make a lot of lands useless when played, and won't hurt you as terribly, since you're pretty heavy on red. It's definitely fast.
1 year ago
1 year ago
2 years ago
So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.
First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.
Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.
Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.
With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.
In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.
You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.
Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.
Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.
2 years ago
I see this same thing happening in alot of molly D decks. You use alot of instants and sorcery when you can use a permanent that does nearly the same thing. Boardwipes you should be running Bane of Progress Pernicious Deed Plague Boiler Tranquil Grove Phyrexian Scriptures Oblivion Stone
These adds (especially the mana ramp) will make the deck run smoother and more consistent.