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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 |
Tyvar's Stand
Instant
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (A creature with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)






kamarupa on
pigs do fly
3 months ago
I love this concept of flying pigs. Absolute riot. But I want to encourage to try to make it as viable as possible.
For starters, I'd like to see Brindle Shoat get cut, because it's the only non-modern legal spell. Might as well go for legal since you're so close.
I'd also like to see non-boars get cut. There are enough boars and ways to make them fly. Perhaps the most obvious boar that's missing being Ilharg, the Raze-Boar. I realize red is an extra color, but most boars are within the gruul color set, so adding red opens a lot of doors. More importantly, Ilharg helps you get a lot of the high MV creatures into play, which seems pretty helpful.
Cliffhaven Kitesail seems like a good fit, being lower MV to cast, and more durable than an Enchantment.
I've never been much of a fan of Explore because if it's not in your opening hand, it's too common not to get to play an extra card, and 2MV is too much for a cantrip. 20 lands is def on the low side, too, especially with an average MV of 3.48, which is quite high. I suggest you go with Fertile Ground instead, which will ramp much more consistently and also mana fix. Alternatively, you could go with a slower ramp, but still get the cantrip (albeit at a high MV) with Weirding Wood. I also think you need to add 3 lands.
With how many high MV spells here, I think Fog would be useful.
I'd cut the way too high MV Emeria's Call for Heroic Intervention or Tamiyo's Safekeeping or Vines of Vastwood or Tyvar's Stand, etc.
I'd like to see 4xPath to Exile and also 2-3xHarmonize. It's going to be difficult to get everything to fit into only 60 cards, but I find it's generally really helpful to have at least 4x removal and at last 2x draw card.
Eilel on
Selvala, Heart of the Wilds
6 months ago
RAMP:
Quirion Ranger (commander untap)
Scryb Ranger (commander untap + flying en prod blue)
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:
Oran-Rief, the Vastwood (ik vind niet super maar ik ken genoeg mensen die m dat wel vinden)
Myriad Landscape (niet te veel tap lands spelen maar denk dat deze wel kan)
Card draw / advantage
Vivien, Monsters' Advocate (buiten de ability ook tutor op de -2)
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)
Recursion / Graveyard
Bala Ged Recovery Flip (ook een land)
Long Rest (kan elk type kaart terug pakken, mass recursion)
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)
Khalni Ambush Flip (fight spell die je als land kan spelen)
Bridgeworks Battle Flip (fight spell die je ook als land kan spelen)
Protection
Tyvar's Stand (of een mana sink)
Lightning Greaves (haste voor je commander met 0 equip)
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
Triumph of the Hordes (als je een teringlijer wilt zijn)
Nunu312 on
Bealoth elfball
8 months ago
This deck is pretty cool, I love me some goad. It does run pretty good as well.
But I do feel it's also quite fragile, lacks card draw and has a bunch of deckbuilding traps in it. The only real way to protect your commander is Swiftfoot Boots, Tyvar's Stand Wrap in Vigor and two of those are instants that mean you need untapped mana. Given you are going to be getting him out on turn 4-5 and then pumping him up turn 5-6, he will be quite vulnerable to any form of damage or control. And given his ability, he is going to be a target for the whole table.
There are quite a few more instants that are good for protection, the standout being Heroic Intervention that will protect your whole board state. For ongoing protection Asceticism is a little expensive but it comes online at about the right time and is quite strong. I don't think you need much more but that goes hand in hand with the next thing.
Actually getting to these is going to be pretty unreliable though as you have 3ish sources of card draw. Given an average game might go 15 turns (lot of variance I know), that's 23 cards. You will be seeing about 1 source of card draw every 3 games. The deck thinning from dropping extra land helps, but I would recommend about 10 cards that have some form of drawing, meaning you should bump into one by at least turn 3 every game. These might just be things like Commander's Sphere, War Room or Collector's Vault, but red has some good ones like Cathartic Reunion. There are a lot of options here and it's just good to get up to a certain critical mass.
You might also be able to make yourself a little more resistant to control with some recursion (people are going to be killing Raised by Giants), Eternal Witness being the green standard but I'm sure you can find an elf like version.
As for the traps I mentioned... Those are things like:
Guild Artisan, Which requires you to attack with your commander, and gives you two mana. Your commander might attack 2-4 times after turn 8? It's not hard to replace, but its surprising how slow some cards that seem good can be.
Farhaven Elf is similarly pretty good, but your deck doesn't benefit from having it over Llanowar Elves, which only costs 1. The only difference is that land doesn't die easy... but unless someone is trying wipe the board or you really need a blocker, neither do the 1/1 elves.
Same for Kodama's Reach and co compared to the 2 cost versions like Three Visits. The extra land in hand is nice, but the one land in play a turn earlier is often nicer. These could speed the whole deck up by at least a turn.
Hope this helps
mrweaselman on
Stompy Boys (EDH)
10 months ago
Since you're in green, you have some pretty good options for ramp for two mana. Oketra's Monument, Rhonas's Monument, Invasion of Ixalan Flip and Thought Vessel seem to be the weakest. Three Visits, Nature's Lore, and Skyshroud Claim are all very solid options that are much harder to remove. Selvala, Heart of the Wilds can also make a ton of mana and draw you cards.
Cards that seem weaker:
Wayward Swordtooth: You only run 33 lands, I am not sure how often this is going to trigger. With a lower land count you have a lesser chance of having multiple lands in hand.
Akroma's Will: This may be overkill. A better option may be Return of the Wildspeaker because it can also draw you a lot of cards.
Bite Down and Ram Through: Requires you to have a creature of the board. Something either cheaper or more flexible like Swords to Plowshares or Touch the Spirit Realm can be beneficial.
Boros Charm: Unless you play in a token heavy meta, there may better options like Flawless Maneuver or Tyvar's Stand. Both can protect your commander the turn you get it out for cheap.
Virtue of Strength: This card does say basic land and you do only run 18 in the whole deck. Take a look at Mirari's Wake, or you could run Bala Ged Sanctuary
Flip and another ramp spell for basically the same slots.
Kinjalli's Caller, Knight of the Stampede, Marauding Raptor, Otepec Huntmaster, and Atzocan Seer: These cards are definitely thematic, but I'm not sure if they're all better than Delighted Halfling, Birds of Paradise, Avacyn's Pilgrim, Bloom Tender, and Sylvan Caryatid. Especially if you're only casting one big dinosaur a turn. Same for Commune with Dinosaurs < Once Upon a Time
NV_1980 on
The Elves Of Elder Deep V.2
1 year ago
Looks solid. Some ideas:
- Copperhorn Scout: allows you to attack with your Elves, while still being able to defend with them 9or tap them for other reasons) during the opponent's turn.
- Elvish Champion: giving all your Elves forestwalk will really hurt opponents featuring green.
- Freyalise, Llanowar's Fury: much better suited to this deck than Nissa, Who Shakes the World.
- Galadhrim Brigade: very strong as it boosts all your Elves and has the potential to cast infinite elves with infinite power/toughness if you can pull off an infinite mana combo.
- Heroic Intervention: better version of Gaea's Gift and Tyvar's Stand.
- Skyshroud Poacher: a handy, repeatable Elf-tutor. Especially fun to use during opponent's turn as you can immediately use the tutored Elf on your follow-up turn.
- Tajuru Preserver: makes your Elves a bit more resilient against removal.
- Umbral Mantle: a pathway to infinite when equipped to some of your creatures (like Circle of Dreams Druid or Elvish Archdruid
Hope this helped. If you're interested, feel free to check my Elf-tribal with Ezuri in command.
wallisface on
Don't
1 year ago
goblin4god the changes/reductions you’ve made so far have all looked great, so I definitely think you’re on the right track!
For specifically getting down to 60 cards, i’d suggest ditching the following 7:
-
remove the 2 Talrand, Sky Summoner. You have waay stronger threats already in your deck and this card sits in a weird position of neither posing a massive threat, nor ramping/controlling the boardstate.
-
remove the 1 Eldrazi Conscription. It’s overkill when all your big threats easily end the game by themselves.
-
remove the 4 Tyvar's Stand. You have enough redundancy you can easily afford to lose a creature or two. And you should have enough control over the lategame to keep your big threat alive without needing this.
After that, here’s some other options worth considering for card swaps - i’ve tried to keep budget in mind.
-
Mana Leak is better than Negate - opponents will almost never have the mana to pay the cost, and it hits a much wider breadth of cards.
-
Wash Away is clumsy, and expensive to play the cleave cost. I’d be running Witness Protection instead so you can ruin any of your opponents threats that get into play.
-
Dispel is very situational, i’d probably swap it for 2 copies of Spell Pierce and 2 copies of Spell Snare - both cards which have a bit more universal use.
-
Shark Typhoon is super strong for both offering you early game card draw, and late game free-win-condition. If you have the $$$ i’d be running 3 total (swapping out 2 of your other big-threat cards).
-
if you want stronger card draw, Preordain will probably offer more overall value than Opt.
Good luck with the brew! :)
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