Treefolk Umbra

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Treefolk Umbra

Enchantment — Aura

Enchant creature

Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Sliverguy420 on Turtle Power!

4 months ago

once you decide a format it'll be easier to give specific suggestions, but removal is gonna be more useful than Artful Dodge. the problem with auras like Treefolk Umbra is they're a loss of card advantage when your opponent uses a removal spell against the enchanted creature.

Balaam__ on Turtle Power!

4 months ago

There’s a lot to like here, but also room for improvement. A simple ‘strictly better’ change is to get rid of Uncharted Haven and replace it with some type of dual that’s appropriate for whatever budget you’ve allotted this deck. The problem with Uncharted Haven is it enters tapped, which automatically puts you behind schedule. Legacy is ridiculously fast paced (even in non-competitive settings) so anything with [this card] enters the battlefield tapped stapled to it is dead weight. There are a whole host of better lands to occupy that spot, some more expensive than others. Misty Rainforest and Breeding Poolfoil immediately come to mind, as do Hengegate Pathway  Flip and Hinterland Harbor. There’s Tropical Island too but that’s prohibitively expensive.

At a glance, your turtles seem a bit unfocused. You’ve stuck within the creature type, yes, but they’re all pulling in different directions—Ninjutsu, Flash, counters etc. You have the right idea with the Assault Formation/Treefolk Umbra strategy, you just need to trim the extraneous stuff and double down on that. Run 4x copies of those to ensure you draw them every single game.

Cut cards you probably wont have the mana to fully utilize like Primal Might, and replace fringe-use cards like Artful Dodge and Witch's Web with things that play into Turtle Assault strengths.

You have a good base here to work with, and the good news is you wouldn’t have to change much at all to significantly streamline things, and the core idea will remain intact.

GrimlockVIII on Group Huggies - Gluntch, the Bestower

1 year ago

Love Gluntch; such a weird and unassuming commander at first glance, but that's how he catches you lackin.

I would suggest a card or two that lets you hit with toughness instead of power to suddenly surprise your opponents with the threat of Gluntch commander damage. Assault Formation and Treefolk Umbra come to mind.

amarthaler on EDH Arcades, the Strategist

2 years ago

Major update!

The deck has been running well when I draw the right cards, but stalls out or is clunky when I don't draw good cards. I think the best starting point to smooth the deck out is by reducing the amount of counterspells to open up room for smoother mana (in the form of mana rocks), spells that asymmetrically counteract something but benefit me, and some stronger walls that - although will cost more - will have better payoffs. That all being said, here's the ins/outs.

Out: An Offer You Can't Refuse... Wall of Vines... Stoneskin... Wall of Resistance... Treefolk Umbra... Mana Leak... Bane's Contingency... Wall of Stolen Identity... Vedalken Orrery... Wall of Ice... Render Silent

In: Heroic Intervention... Fog Bank... Snake Umbra... Wingmantle Chaplain... Brave the Sands... Talisman of Curiosity... Talisman of Unity... Talisman of Progress... Wall of Nets... Eerie Interlude... Champion's Helm

A lot of card swaps which we'll test out. Some may get reversed back in. That's the fun of developing a deck over time!

LeonSpires on Arcades: The Writing on the Wall

2 years ago

@ amarthaler Thank you for the compliment and checking out my list. I took a look at your list it also looks like a lot of fun.

I recently built the deck so I haven't done much playtesting yet. I am not sure what cards I need to cut to add other cards so all suggestions are welcome.

I like Robe of Stars, Treefolk Umbra, and Stoneskin. I'll try and work them in at some point.

Glaring Spotlight strikes me as a worse Akroma's Will but I might give it a go. I wish Fortified Area was errata to say defender and not just wall. Concerted Effort is too group hug for my tastes.

amarthaler on Arcades: The Writing on the Wall

2 years ago

Great build! Here's some of my personal favorites in my Wall Tribal deck:

Highly recommend Robe of Stars and/or Treefolk Umbra to keep Arcades safe from wipes.

Stoneskin is a sneaky punisher, as well as Glaring Spotlight for a fun finisher!

Fortified Area is just plain fun as is Concerted Effort.

amarthaler on Bear Pride

2 years ago

Great deck - I love the fact the Commander is not Ayula and the theme is interesting. I've saved it in a folder and may build a similar one in the future!

I don't have any suggestions really, you have a good deck list going. Some staples I may consider putting in my own build:

There's nothing worse than having an army of creatures in tribal decks and they all get chump blocked!

amarthaler on EDH Arcades, the Strategist

2 years ago

Updates!

In: Treefolk Umbra and Kabira Takedown  Flip

Out: Wall of Runes and 1x Plains

Kabira Takedown gives some flexibility to play either a land or single target removal. Treefolk Umbra is a great way to put Arcades into combat with our Defenders and give us another potential win con through Commander damage. Also the protection of Totem Armor is great for Arcades.

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