Back:Vastwood Thicket Flip
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Put a +1/+1 counter on target creature.
1 month ago
Rasaru Thank you for commenting and giving me some advice. I really appreciate this!
For my budget, I would like to include some cards that cost about 10€ each, in total I would say I can afford about 100€ +/-20 (the lesser the better).
After testing the Deck for my own, I agree that my manabase needs some fixes. I ordered some cards to upgrade this a bit (see below).
As I am trying to put as many counters on my board as possible, I feel, that the creatures that do not create tokens like Kumena's Speaker, could be excluded?
I got some pending deliveries. Here are the cards that I bought to upgrade it:
Lord of Atlantis, Master of the Pearl Trident, Snakeskin Veil, Realmwalker, Double Major, Forced Adaptation, Kiora, Master of the Depths, Deeproot Champion, Merfolk Skydiver, Primal Empathy, Vastwood Fortification Flip, Oversimplify, Tangled Islet, Flooded Grove, Rejuvenating Springs, Utopia Sprawl, Dreamroot Cascade, Talisman of Curiosity, Simic Signet, Hadana's Climb Flip, Barkchannel Pathway Flip, Svyelun of Sea and Sky, Windswept Heath
I am not sure what to exclude and what to include.. (fyi I am playing for half a year, Thank you in advance!
3 months ago
I think you might be a little light on lands. I'd highly recommend adding Vastwood Fortification Flip as both a land and a way to add counters. I also can't recommend Reins of Power enough. You end up building up your opponents boards with Kros and Reins can be a great finisher in that situation. Though I really enjoy playing my Kros deck, I've only won with it twice (usually I finish second) and both times were due to Reins of Power.
As for card draw, two cards I'm looking to add from Wilds of Eldraine that I think will fit in perfectly to Kros are Hylda of the Icy Crown and Sharae of Numbing Depths. I think the tap effect of Kros is one of my favorite aspects of him and both those cards exploit that.
1 year ago
As someone who loves infect, I have to say your list has waaaaaaaaaay too many creatures and lands. Even slower versions like mine, a Monoblack one, run around 12 creatures + 4 Inkmoth Nexus. Infect is a strong mechanic. So, in order to make it balanced, WOTC made the creatures really bad, which is why it's usually a bad idea to run this many of them. And 28 lands is asking to get mana flooded
Nevertheless, I'll give my suggestions without trying to chance to core ideia of the deck. If playing this was is how you have fun and it works for you and your friends, then I just want to help you make it better without modifying its core.
Cut Viridian Betrayers, Contagious Nim and Cystbearer and max out on Rot Wolf. All of these cards aren't really strong but at least the wolf lets you draw cards when it kills something, meaning its usefulness grows exponentially with Hand of the Praetors on the field.
Tangle Angler and Blightwidow are really bad. If you want a real threat for four mana, Phyrexian Vatmother is the best choice. While not a powerhouse, being a 4/5 with Infect is gonna do the same thing as the Angler's ability. Trust me, no one will let 4 infect damage go through if possible.
Don't even consider Vector Asp.
If you're really worried about Melira, Sylvok Outcast and Solemnity, there are soooo many options in that easily deal with it. Below I'll post a list to a list of cards that are both under one dollar and can deal with the cards you worry about. Just copy and paste it tp have a look. Some notable ones are Natural State, Bloodchief's Thirst, Broken Bond, Eliminate, Feed the Swarm, Wilt and many more.
There is also a huge number of lands that are dirty cheap and can be very useful in your deck. From the top of my head I cam remember Ifnir Deadlands and Hashep Oasis. You could also run some of the MDFC ones such as Vastwood Fortification Flip, Khalni Ambush Flip and Pelakka Predation Flip. Llanowar Wastes, Skemfar Elderhall and Temple of Malady couls be very useful too.
Lastly, Contagion Clasp is not good. Just run any other creature.
If you want me to give you suggestions more aligned with how Infect is normally played, tell me and I'll be happy to help. I just wanted to respect your deckbuilding style as much as possible with these.
1 year ago
I'd he happy to help! I'd recommend starting with around 10 cards that ramp your mana (Llanowar Elves, Rampant Growth, Arcane Signet, and more), 10 that draw you more cards (Armorcraft Judge, Bred for the Hunt, Benthic Biomancer, Fathom Mage, Inspiring Call, Towashi Guide-Bot, and stuff like that). After that, around 10 more cards should be dedicated to dealing with scary things your opponents play (like Beast Within, Ravenform, Resculpt, You Find a Cursed Idol, Oversimplify, plus others like those), 37ish lands (this one is a little more flexible, just see how many makes it so you're getting enough each game. You can also use the MDFC land/spells from Zendikar Rising, such as Glasspool Mimic Flip, Tangled Florahedron Flip, and Vastwood Fortification Flip.
Once you have all that, the rest can really just be whatever you want. A bunch of cool creatures with strong activated abilities for your commander (I can give some suggestions if you want, but it sounds like you already have some ideas), some ways to untap those creatures with cards like Kiora's Follower, Kelpie Guide, and Clever Conjurer, and some ways to get counters on your creatures like Bow of Nylea, Burst of Strength, Ecologist's Terrarium, Jiang Yanggu, Wildcrafter, Hadana's Climb Flip, and Ivy Lane Denizen.
Have fun, and let me know if there's anything else at all I can help with!
1 year ago
Hardened Scales alongside constrictor is an incredible engine, with corpesjack menace as a powerful endgame.
The problem with making a list built around them better is that too many good +1+1 counter cards have been printed. Getting a good mix that matches your metagame is tricky when there are so many options, and figuring out what support they need - trample or removal, or graveyard exiling or hand disruption gets quite long-winded.
In general, I'd look for cards that use counters to track something else - your Ochre Jellys, or things that put +1+1 counters for things you are already doing - like if you ran Willow Geist and Scavenging Ooze.
Thats before considering how to maximise cards like Oath of Ajani or keywords like Proliferate - it might be worth playing some cards that have nothing to do with counters if they suit everything else well enough - life and tokens from Timely Reinforcements can matter a lot in some setups.
If you want somewhere to focus, getting lands sorted is the best place. A good 3 color mana base is expensive and takes some tuning, Lands like Vastwood Fortification Flip or the various +1+1 counter options take up space and fixing mana and keeping space for them can be tricky.
2 years ago
Cool, so creatures with abilities, +1 +1 counters, midrange, and not pushing it into silly competitive. I'd look at building a strong 'spine' to the deck that draws cards and plays lands, probably around 12 cards + lands, then running a lot of 1-ofs to fill the other slots. It keeps things feeling fresh in more casual lists.
Coiling oracle and growth spiral offer an incredible start to that spine, with some 1-ofs to fill it out, say a Eureka Moment, a Zimone, Quandrix Prodigy and a couple of Explore. Gyre Sage and Incubation Druid offers an alternative 'ramp/combo' spine with untaps going infinite, if that is your thing.
Biomancer's Familiar offers a Training Grounds type effect that plays nice with adapt effects. Oran-Rief, the Vastwood or Vastwood Fortification Flip can help getting counters on creatures that like them but don't get them normally. This can also play very nicely with Master Biomancer and Fertilid type effects.
In terms of creatures there are a lot that have really cool abilities that never quite made it to competitive. I'd look up the graft/evolve/adapt keywords to start, followed by simic standard decks older than a couple years to see if there is any stuff you love, then stuff that cares about counters - Animation Module, Simic Ascendancy, but more importantly creature types like ooze (and stuff like Ooze Flux). There are a lot of janky crabs and fish that deserve to see play but never made the cut because of the format's focus on 1 drops, and so long as you keep an eye on the overall curve you should be able to use most of them.
2 years ago
Hey, nice start. I'm also excited for Elves again in Standard and Kaldheim has revived my 6 year old Standard Elf deck :)
You're limiting the effectiveness of 4x Realmwalker main deck when playing 21 noncreature spells and adding 19 lands more than half your deck aren't Elves. Vastwood Fortification Flip taking the place of some lands is an interesting choice. Is Fortification really good enough though to warrant taking up 4x deck spots? I think you can do better with these spots if you don't want to play more lands.
Consider Sculptor of Winter and Snow-covered basic lands as well as Woodland Chasm? A turn two Sculptor and having one Snow land means a turn three four drop such as Tactician or Tyvar. Sculptor and Snow-covered lands opens up a lot of possibilities for all the excellent four drop options. Without Sculptor this same play requires turn one Sentinel + another Elf turn two which is also possible, but less consistent. With only 9x possible turn one green sources turn one Sentinel is much less consistent.
Another option to consider is Roots of Wisdom? Milling a land then lets you put that land into your hand or any Elf. Best of all if you don't put a card into your hand you draw a card. Roots can also be fuel for reanimation for Unites and Awakening.
Skemfar Avenger does something that Elves want which is getting value from them dying to help to recover. This effect also lets you more freely attack with nontoken Elves since if they die in combat then you draw and if they don't die then you're doing damage. This effect is also removal/board wipe insurance since if opponent wipes the board then as a result you could draw a lot of cards. Avenger in multiples on the battlefield is even better and really forces your opponent to make difficult choices if they want to destroy or even block a nontoken Elf.
Elves have a big problem now with so many playable four drop options. If choosing not to play Skemfar Shadowsage main then consider it in the sideboard? It can be a win condition especially with tokens from Ambush or a huge help in other aggro matchups by gaining life as well as having 5 toughness to block. In my opinion Warmaster and Tyvar being repeatable sources of Elf tokens is a good enough reason to main deck Shadowsage.
Oakhame Adversary is a good Elf, but only when you know that your opponent will have a green permanent to make him cost two mana instead of four. For this reason it's better in the sideboard not main deck.
8x main deck removal spells is a lot and I don't think you need as many since taking up valuable main deck spots for more Elves and both as 4 ofs is hindering Realmwalker. The sideboard a good place to add more removal for matchups where you might need it. Act is much better than Thirst therefore consider cutting Thirst?
Good luck with your deck.
3 years ago
Mirrorwing Dragon's trigger doesn't target. Even if it did target, you don't HAVE to change the target.
With Cackling Counterpart you will make 1 copy of Mirrorwing Dragon, and 3 total copies of each other creature you control (Copied Mirrorwing Dragon trigger makes a copy for each creature out when it resolves. Original Mirrorwing Dragon trigger makes a copy for each creature out when IT resolves, including the copies made by the Cackling Counterparts from the copied trigger, that will resolve before it does.)