Kicker (You may pay an additional as you cast this spell.)
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library. If this spell was kicked, put two +1/+1 counters on each creature you control.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Vastwood Surge Discussion
1 month ago
Personally I would swap:
1 month ago
Ok so basically you want to build a landfall deck with +1/+1 counter synergies.
First off, there are some cards I recommend you cut since they don't add enough to your gameplan. Commune with Nature is a decent dig spell but it's probably better to just pack more threats instead and cut them. Reclaim the Wastes and Vastwood Surge synergize well with the deck but are unfortunately just not that great cards. The other cards I'd cut are Broken Wings, Sudden Spinnerets, and Vines of Vastwood.
1 month ago
Some upgrades, things to look for and think about:
First, your commander Aesi, Tyrant of Gyre Strait wants you to play lands and draw cards. Anything you can change towards that theme will help your deck run better. Also, there's some "sub-optimal" choices that could be upgraded for other things, some of which may have come with other commander precons, are really cheap, etc. Lastly, it looks like your paper version here has some token and +1/+1 counters sub-themes, which I'd bet would make your deck less focused, leading to more random things going on or you not being able to execute a game plan consistently.
So, with all that in mind, I would suggest some of the following changes, and my reasoning behind them:
If you can get your hands on a Scute Swarm, you'll have some awesome token stuff to go on.
Also, if you can get your hands on a Tatyova, Benthic Druid, you'll have some redundancy and not have to rely solely upon your commander (for when it's died too many times, or you don't have the extra lands / fetch to keep your commander chugging along.
Ghost Town is a cheaper land that will let you pick it up on opponents turns, so you'll always have at least one land to play on your turn.
You might want to change some other bodies like Ornery Dilophosaur and Wren's Run Hydra for bodies that fetch lands like Wood Elves, Farhaven Elf, or others like it (like Elvish Rejuvenator and Springbloom Druid). This will give you blockers earlier, help you ramp, and make use of your commander later in the game too.
You could possibly upgrade your land base a little (in case you find yourself without the right colors often enough?). Some include Breeding Pool (which is on the $$ side), Hinterland Harbor, Rejuvenating Springs, Command Tower, and maybe a few more.
Hopefully this helps with how you think about your deck, some choices of cards, what you ultimately want the deck to do, and things to look for. Let me know if you have questions on choices or anything else.
1 month ago
I'd replace Bristling Hydra with something else since you don't seem to have any other energy counter synergies.
Fog will always be a great for saving your ass in a pinch.
I'd focus a bit more on land ramp like Cultivate , Sakura-Tribe Elder and Kodama's Reach since relying on mana dorks in a deck full of expensive CMC creatures might make it more difficult for you to recover in the event of a board wipe. Vastwood Surge is actually really good too in the late-game since you can kick it to buff all your creatures.
2 months ago
I would recommend Cathars' Crusade . It is more resilient than anthems, since the counters remain even if the enchantment is removed. Also, why aren’t you running Conjurer's Closet ? Flickering Hazezon every end step gives you a crap-ton of tokens and provides an engine your opponents NEED to answer. One last thing: You need more/better ramp. The earlier you get a critical mass of lands, the earlier you can get your engine going. I’d recommend more 2-3 mana value ramp spells, like Rampant Growth and Into the North . I’d also cut Explosive Vegetation for one of its strictly better counterparts, like Migration Path or Vastwood Surge . More flexibility is always better, and so being able to cycle it or pay more to buff your team in the late game can be very valuable.
5 months ago
Hey there! I would swap out Vorstclaw for something more useful. Reclaim the Wastes might be a better substitute for Lay of the Land and Vastwood Surge for Strength of the Pack . Cultivate is also a nice card. Check out my Zilortha deck Strength Incarnate for more cards that might be useful.
5 months ago
Cut: - Warped Landscape - Forsake the Worldly - Wilt - Rain of Revelation - Akroma's Vengeance - Cleansing Nova - Vastwood Surge - River's Rebuke - Font of Fertility - Hideous Visage - Garruk's Uprising
Add: - Wasteland Strangler - World Breaker - All Is Dust - Blisterpod - Decimator of the Provinces - Distended Mindbender - Elder Deep-Fiend - Eldrazi Displacer - Eldrazi Mimic - Eldrazi Obligator - Fathom Feeder - Oblivion Sower - Rapacious One - Thought Harvester - Sire of Stagnation - Tide Drifter - Vanquisher's Banner - Mystic Reflection - Pact of the Serpent - Blight Herder - Arcane Signet - Sol Ring - Thran Dynamo - Chromatic Lantern - Commander's Sphere - Fellwar Stone - Worn Powerstone - Coalition Relic - Hedron Archive - Path to Exile - Swords to Plowshares - Swan Song - Skyshroud Claim - Elemental Bond - Unified Will - Reflections of Littjara - Ugin, the Ineffable - Forsaken Monument - Pathrazer of Ulamog - Jodah, Archmage Eternal - Kozilek's Return - Crop Rotation - Chaos Warp - Painful Truths - Tempt with Discovery - Lightning Greaves - Court of Bounty - Cascading Cataracts
6 months ago
In the long run, lower CMC ramp gets you farther than ones of higher that get more lands. Vastwood Surge , Explosive Vegetation , Kodama's Reach , and Thran Dynamo can be swapped out in favor of Farseek (if you add the Shock lands mentioned below especially), Arcane Signet (a commander staple), Thought Vessel , and Mind Stone .
Your land package is decent, but worth putting more attention into. Depending on your budget (something that would be worth putting somewhere so people know in advance), the Shock / Fetch (+ Prismatic Vista ) lands are the best in the house for color fixing. Barring those expensive cards, your best bets would have to be cutting the Panoramas + Warped Landscape (I know, it's hard), and adding in Evolving Wilds , Terramorphic Expanse , Krosan Verge , Fabled Passage and a Wastes .
Past that, Fires of Yavimaya is almost strictly worse than Rhythm of the Wild , so I'd suggest you switch 'em. Merciless Eviction is far inferior to Austere Command in my opinion, given you can save all your Eldrazi with it.
Now, on the card draw front... you are severely lacking. But given that you have UG in this deck, you have plenty of options, so never fear. I do see a Return of the Wildspeaker in the maybeboard--run it! I've had great experiences with that one. You could conceivably cut Ulamog's Crusher for it. In addition, you can replicate your Garruk's Uprising / Guardian Project situation with an Elemental Bond : perhaps instead of an Essence Depleter .
And that's all I have to say. Hope this helped, please let me know if it did ;)