Tribute to the World Tree

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tribute to the World Tree

Enchantment

Whenever a creature enters the battlefield under your control, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.

kamarupa on Uren8

1 month ago

Oh boy. I have... uh... a lot of thoughts.

I'm going to start with ramp and mana base. I've been commenting something along these lines on a lot of decks lately. Ramp isn't much of a ramp if you're missing land drops regularly. Getting to, say 3 available mana on t2 is nice, but if you don't hit a land drop or dork on the next 3 turns, the ramp didn't really help. I'm generally not a fan of spells like Arboreal Grazer and even less a fan when there aren't a substantial number of lands in a deck to start with. At a mere 20 lands, you're going to be have to be very lucky to get both Arboreal Grazer AND 2+ lands in an opening hand. And even if you do, the likelihood of you continuing to draw lands just isn't very high. Basically, any effect that lets you "play an additional land" is just way too conditional to be consistent in my view, and therefore, I prefer to run with dorks and enchantments and rarely, rocks. You do have an enchantment that tutors you 2 lands, but at a pretty steep 4MV, I think it's going to function as much as a 'thinner' as it will a ramp spell. I do see some redundancy there with Prime Time, so I could see it be a useful spell. I should state that Prime Time isn't a creature I have much experience with, so I don't know much about what other spells synergize with it best, but I have a gut feeling that what you've brewed could have better synergy with it. It seems like it might be getting included because it's a well known and feared threat more than being a perfect fit. You also have Flare of Cultivation, which seems like your 3rd best ramp spell after your two dorks. While I like that you can cheat it into play, I don't like the required sac cost to do so as the only really good target is the Arboreal Grazer and that's just too conditional to be consistent. It's not a spell I have lot of experience with, and while I'm not a big deck thinner, I can't deny it has a lot of powerful potential. But I want more good targets for it, preferably ones that actually WANT to be sacrificed. The best part of your ramp is that you have 8 1MV dorks. Given your EXTREMELY high average MV of 4.35, I think 8-10 is probably the right number. To sum up, I would cut Arboreal Grazer and possibly reconsider both Prime Time and Encroaching Dragonstorm, either leaning into Prime Times most classically defined deck elements or cutting it. I'd try to find another 1MV creature for your Flare of Cultivation to target (6-8x 1MV non-dorks that want to be sacced) or I'd look for some other ramp choices. I'd also consider adding in something like Fertile Ground, or maybe Utopia Sprawl, as you do already have a good number of lands with the basic Forest type. If you do go for the Sprawl, then perhaps Yavimaya, Cradle of Growth might be a smart add. Finally, I'd like to see this deck reach for at least 22 lands if not 24. You've just got a hell of a lot of very high MV spells and these days I strive for 22 lands as my minimum. It's just more consistent.

Next, I want to follow up on some of what Balaam__ brought up - disruption. Disruption doesn't do much good in a sidebaord. It needs to be mainboarded or else your deck will not only end up unbalanced when sideboarding, but you'll also be tempted not to sideboard as much as you struggle to choose what spells to swap out of the mainboard. I believe almost all decks need at least 4x disruption spells in the mainboard, with 8 being best. Disruption comes in a lot of forms - counterspell is great, but I don't like tieing up mana playing the waiting game. Removal is classic for reason. Usually half of 8 disruption spells are a form a removal. Sideboards offer us different methods of removal so you can get past all the defenses opponents might use to prevent that removal. That makes sideboarding a lot easier to pull off, swapping removal for removal. I really like protection spells Heroic Intervention - while defensively, it can function like a counterspell, offensively it can do things counterspell can't. It largely comes down to preference, but disruption beyond removal is almost always essential. Of course, there's also discard, which is a solid choice, too, though I don't prefer it because it misses cards drawn after it's cast and so isn't as foolproof as a pre-emptive defensive play. I also like squeezing in 1x Fog spell when I can. I love the comedic flavor of it, but again, that's just my preference/sense of humor. Assuming you cut Arboreal Grazer, Flare of Cultivation, and at least a few copies of Encroaching Dragon Storm, even after adding 2x land, you should have room for at least 4x disruption spells in your mainboard. Incidentally, all these changes should also help bring down your average MV, which will make the deck not only faster, but more resilient as it will be able to respond to opponents.

One thing I do think you have right here is the number of creatures. But I'd like to see tighter choices that play off each other a bit more. I get that Prime Time and Flare of Cultivation support Ureni, the Song Unending, but at 3 copies and Legendary status, I'd want to solely focus on that creature or abandon that whole strategy - it's all or nothing with spells like that - run 4x of Ureni to maximize its odds it comes up when Breaching Dragonstorm when that hits. Maybe even look for spells that let you tutor it to the top of your library - Scheming Symmetry comes to mind, though I don't think that's exactly the right spell for this brew. Brainstorm might be a good option - not really a path to card advantage, but it would be useful in setting up Breaching Dragonstorm.

To return to Balaam__'s feedback, I also agree with him that Breaching Dragonstorm, especially at 5MV is too easy a target for opponents to thwart. I do think you've got enough ramp to hardcast some of your threats at least some of the time, but adding in a secondary (or even primary?) cheat-in spell would almost certainly make the deck more consistent. Elvish Piper, for example might be just as fast or even more consistent, though it wouldn't help with your big sorcery spells. Although I think this would be a significant departure from your current brew, Maelstrom Archangel would be a nearly identical backup to Breaching Dragonstorm. I'd probably go for 6-8 total "cheat-in" spells.

Overall, I feel like this deck isn't quite focused enough. It's not clear what it really wants to accomplish and doesn't seem completely committed to any one goal. At the same time, it also seems a little over-gunned - I sometimes say, "you don't need to bring a tank to a water-pistol fight to get a win" - when it comes to successful brewing, it's not the biggest threat that wins, it's the fastest fully effective one. So my broadstroke advice is to try to narrow the deck down to the core you really want to win with and try to support that core as much as you can.

I do love me some card advantage and I can see how Up the Beanstalk could have been useful here. As alternatives, you might consider Garruk's Uprising, Tribute to the World Tree, or even just plain old Harmonize

Sometimes I find I'll start a brew like this and realize I might have tried to squeeze 2 or more decks into one. It might be useful to fork this once or twice and explore different aspects in each fork. Make one with a lot more disruption mainboard, one with different ramp spells, one that really focuses on Prime Time, etc etc.

I hope some of this is helpful. I'm just spitballing off the top of my head. Don't take it as me being too critical. I'm really just throwing out the first thoughts that came to mind and I'm very likely to have missed nuances, etc.

kamarupa on Trample Tribal

3 months ago

I tend to get carried away. Please keep in mind my thoughts are just [verbose] suggestions. Garruk's Uprising would be, IMO, an improvement on Elven Farsight, too, though I do agree with you for the reasons already stated, Harmonize is still probably better. At least with Garruk's Uprising, you don't have a triple G MV like with Tribute to the World Tree.

kamarupa on Trample Tribal

3 months ago

Very solid deck. I playtested it a few times and it seems perfectly tuned.

The only suggestion I have is to cut Elven Farsight and add Harmonize in it's place. The only advantage Elven Farsight offers over Harmonize is when you have an opening hand without any ramp, as you can cast it on T1. To me, that's not enough to outweigh the drawback of not generating any card advantage. Since you have 11 ramp spells, the deck is more likely to be top-decking early than it is to not have mana to cast your trample creatures. Additionally, at only 2 copies, the likelihood that both conditions are met for it to be useful are low - you both have to have Elven Farsight in your opening hand AND need a mana dork. Alternatively, if you draw Elven Farsight mid-game with 5 mana available, it would have been cheaper mana-wise not to have drawn it and instead to have drawn a creature (admittedly, some gamble there, as there's no guarantee you draw a creature) and cast it. That is, Elven Farsight is at least sometimes just adding a 1MV tax to casting a card you'd have drawn anyway. On the other hand, with Harmonize, you actually gain card advantage when you need it. In fact, generally, in the modern format, Harmonize is one of the best single-instance draw card spells out there because it draws more cards and for less per card. IE the classic spell Divination works out to each drawn card costing 1.5MV where as with Harmonize, each card only costs 1.33MV.

Tribute to the World Tree would be a very good alternative to Harmonize. The only downside to Tribute to the World Tree, IMO, is that it's slower than Harmonize to replace cards in your hand and therefore incentivizes you to cast it before your trample creatures. After all, it won't help you if you top deck it, while Harmonize will. Along those same lines, while it's nice to add 2x +1/+1 counters to your Arbor Elves and Heirarchs, since you really don't want or need to swing with those creatures, that ability is not only moot, but incentivizes the bad play of waiting to cast them until after Tribute to the World Tree is in play. And finally, Tribute to the World Tree's triple green MV isn't ideal in any deck that's not mono-green. Still you could do worse.

Craeter on EDH Jorn, God of Winter

4 months ago

Your list looks very well optimized, nice work! Do you own it in paper? I'd love to play against it with my Isu deck via Spelltable. That would be a Snowy battle for the ages.

Isu works best with as many Snow permanents as possible for his top deck dig ability, but I also built mine for Control and Landfall. I'm going to see if I can tweak it a bit though to get a few more Snow permanents in it.

Jorn seems more flexible since he's not as locked to the number of Snow permanents in the deck. He doesn't have the built in Draw that Isu has, so I see you're getting that elsewhere.

Since you're concerned about Jorn getting his attacks through, I could recommend Curious Obsession / Curiosity / Aqueous Form. Not Snow cards, since TBH the Snow card pool is pretty limited. But those are highly useful Dimir style Unblockable / Draw Auras. And I'd imagine you're keen for as much Draw as possible since Jorn lacks that.

The Great Henge is also a possibility, it's not hard to get a Snow creature with 7+ power. Then it provides mana, life, buff, draw, seems like it could be great for both our lists. My deck is based off Icewind Dale so it could represent the great tree of Kuldahar. I know you've got Tribute to the World Tree which is also a great card, but perhaps this one is even better?

hybridv21 on XXX

5 months ago

Other than advice I've given elsewhere considering removal, ramp and card draw, this looks really good and just needs a little bit more of the usual stuff to help it sing.

if you can get lots of green consistently maybe try Tribute to the World Tree

hybridv21 on Ezuri and Squirrels

5 months ago

LANDS: Cut the temple of the false gods, add more forests and less islands, cus you seen to want more green than you currently need than blue, looks fine otherwise, Guildless Commons could replace temple of the false gods if you want a quick fix, but could just be cut for another ramp spells, 37 lands is fine.

Sorcery: Surprised to not see Three Visits, Farseek and Nature's Lore here.

everything else looks good, could maybe use more removal cards and card draw, but a solid base thats going to be very powerful, have you considered a Forgotten Ancient , Fertilid , Scurry of Squirrels , Tribute to the World Tree , or Stocking the Pantry

Eilel on Selvala, Heart of the Wilds

6 months ago

RAMP:

Llanowar Elves

Elvish Mystic

Fyndhorn Elves

Incubation Druid

Gwenna, Eyes of Gaea

Quirion Ranger (commander untap)

Scryb Ranger (commander untap + flying en prod blue)

Entish Restoration

Patriar's Seal

Gaea's Touch

Fanatic of Rhonas

Awaken the Woods (mana sink)

Archdruid's Charm (ook removal)

Goreclaw, Terror of Qal Sisma (ook trample enabler)

Nyx Lotus (late game super ramp wss)

Lands:

Boseiju, Who Endures

Emergence Zone

Homeward Path

Oran-Rief, the Vastwood (ik vind niet super maar ik ken genoeg mensen die m dat wel vinden)

Temple of the False God

Myriad Landscape (niet te veel tap lands spelen maar denk dat deze wel kan)

Blighted Woodland

Card draw / advantage

Vivien, Monsters' Advocate (buiten de ability ook tutor op de -2)

Last March of the Ents

Lurking Predators

Monstrous Vortex

Tribute to the World Tree

Garruk's Uprising (ook trample enabler)

Battle Mammoth (creature en soort ward voor alle creatures)

Disciple of Freyalise  Flip (kan je als een landslot spelen, dus eigenlijk gratis include. als je niet nodig hebt als land heb je carddraw en lifegain)

Regal Force (creature)

Tutor

Finale of Devastation (ook haste enabler)

Tooth and Nail

Weird Harvest

Natural Orderfoil

Green Sun's Twilight

Recursion / Graveyard

Bala Ged Recovery  Flip (ook een land)

Long Rest (kan elk type kaart terug pakken, mass recursion)

Eternal Witness

Enablers

Concordant Crossroads (haste)

Surrak and Goreclaw (trample + haste)

Temur Sabertooth (combo kaart, alles met etb kan je opnieuw spelen, ook voor meer carddraw etc)

Ulvenwald Oddity  Flip (Trample + haste en +1/+1 enabler als die geflipt is)

Thousand-Year Elixir (geeft je commander soort van haste en kan untappen)

Removal

Scavenging Ooze (graveyard)

Rampaging Yao Guai (ook mana sink)

Beast Within (raakt practish alles)

Terastodon (super goed)

Collective Resistance

Khalni Ambush  Flip (fight spell die je als land kan spelen)

Bridgeworks Battle  Flip (fight spell die je ook als land kan spelen)

Kogla, the Titan Ape

Protection

Tyvar's Stand (of een mana sink)

Lightning Greaves (haste voor je commander met 0 equip)

Swiftfoot Boots

wincons

Goldvein Hydra (mana sink en eventueel super late game extra ramp)

Ochre Jelly (mana sink + trample + moeilijk vanaf te komen)

Silverback Elder (removal / card draw / lifegain)

Alternative wincons

Helix Pinnacle

Triumph of the Hordes (als je een teringlijer wilt zijn)

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