Creature — Plant
Whenever a land enters the battlefield under your control, put a +1/+1 counter on Vinelasher Kudzu.
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Rare|
|Duel Decks: Jace vs. Vraska (DDM)||Rare|
|Ravnica: City of Guilds (RAV)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Vinelasher Kudzu Discussion
3 months ago
lukeanto I was actually going to play Vengevine, then I realized it wasn't a plant (WHY?). Instead of that I was actually playing Vinelasher Kudzu, which is a plant and can get very big, but I discarded it for Early Harvest which fastened my games a lot. I still don't know if I should run it 4x, as well as Genesis Hydra and Metallic Mimic.
6 months ago
One card I would think about cutting would be Vinelasher Kudzu. I understand that it has the potential to get quite large with the landfall triggers but I have found that in EDH a big creature without evasion or trample is usually pretty simple for the opponents to chump or just remove when needed. Kiora, Behemoth Beckoner also allows you to untap cards like Sakura-Tribe Scout or Walking Atlas. That being said this deck does seem pretty optimized and you seem to be doing alright on ramp already.
As you can probably tell Kiora is just one of my favorite cards, I built a commander deck around her if you want to check it out Kiora Commander
1 year ago
I mean this in the kindest way: I think you're packing too many big guns without enough ramp and utility. I don't think 4 ramp spells, especially Legendary ones, are sufficient to crank out creatures fast enough, let alone protect them and disrupt opponents.
Oran-Rief, the Vastwood seems like a good fit here, as does Utopia Sprawl . And you really can't go wrong with Birds of Paradise , either, but Llanowar Elves or Elvish Mystic will work just was well. I'd encourage you to run at least 6x ramp spells. I'm speaking from my experience trying to build Elf Warrior Tribal, mono-green +1/+1 counters, mono-white +1/+1 counters, Selesnya +1/+1 counters, and Simic +1/+1 counters. In each case, speed and resiliency have been the major factors determining the deck's success or failure. The best of all of those, incidently, is mono-white +1/+1 counters, because it's the fastest, and because white offers so many useful spells at low CMCs. All that said, there are a ton of spells that are relevant here and I wish you the very best of luck in finding a winning assemblage.
So here's a list of spells of varying cost that might be helpful: Rishkar, Peema Renegade , Jiang Yanggu, Wildcrafter , Hunger of the Howlpack , Inspiring Call , Simic Ascendancy , Hydroid Krasis , Tezzeret's Gambit , Incubation Druid , Vinelasher Kudzu , Chasm Skulker , Servant of the Scale , Arcane Adaptation , Metallic Mimic , Tuskguard Captain , Vines of Vastwood , Heroic Intervention , Incubation / Incongruity , Beast Within , Pongify , Turn to Frog , Fog , Harmonize , Return to Nature , Field of Ruin , Scavenger Grounds , Muddle the Mixture , Negate , Cyclonic Rift , Vapor Snag
1 year ago
I have a lot of suggestions for this deck!
Thoughts: In playtesting my Simic Ascendancy deck (Nuclear Proliferation) I found that it was difficult to muster enough mana quick enough to get the deck rolling. The more small creatures you can play, the better. I used to have a mono-green weenie counters deck that could put down an 18/17 Avatar of the Resolute on t4 - so that's the sort of speed I think Simic Ascendancy needs, and I think the best way to achieve that is with very low CMC creatures and spells. That said, Inspiring Call is probably the best way to push the deck over the top. In order for that to work, though, you'll often need 3 mana available on opponent's turns, which means it's really important that your creatures get turned into mana dorks very quickly.
1 year ago
Hey, just a heads up, Primeval Titan is banned in commander, but if your play group is okay with it, keep it. There's a reason it's banned :).
I would also replace some of your sorceries with more creatures so that you can use Mina and Denn's second ability a little more.
Lastly, I'd recommend the following cards:
Khalni Heart Expedition for quicker ramp
Scute Mob can become a big beater
Vinelasher Kudzu and also smash in the late game.
Ghalta, Primal Hunger can definitely smash, and with a few creatures already in play, he becomes wicked cheap to cast
Avenger of Zendikar can be pretty fun.
Ground Assault can be good spot removal when you have a bunch of lands
Hope this helps! If you need some suggestions on what to cut let me know!
1 year ago
Bojuka Bog could be useful if your meta has a lot some graveyard recursion.
Vinelasher Kudzu could be fun?
Ground Assault could be good spot removal for the deck?
Hope this helps!
1 year ago
This is the first deck I ever built dating back to the 2015 prerelease. It's evolved a ton since then, clearly, with all the cards from later sets in it. That's kinda why the cards are so seemingly random. I haven't purchased cards for this deck yet. Everything I have was either pulled or traded for.
There's currently 69 cards because to be honest, I really struggle with deciding what to remove to meet 60 cards. I feel like they are all pretty good and serve a distinct purpose in the deck.
I definitely want those lands. I don't really like Fertile Thicket either. Probably remove the Selesnya Guildgate s because they're too slow too, huh? I like Oran-Rief, the Vastwood , Sunpetal Grove , and Temple of Plenty . I love the combo of Canopy Vista + Windswept Heath , but that seems like a lot of money for land, although I might justify it if I could see it's worth. What are the most important things I'm looking for when choosing land?
The Wanderer , Suspension Field , Wanderer's Strike , Hunt the Weak , and Prison Realm all help with protecting from creatures that I otherwise wouldn't be able to deal with, and Dragonscale Boon and Stony Strength surprise my opponent when they're attacking or try to mess with tapped creatures. What I really need are a couple cards that exile permanents rather than creatures, though. I have a couple of Generous Gift s in another deck that I could pull out and put into here.
If I cut The Wanderer , all instants, sorceries, and enchantments and dropped down to 24 creatures, I could have space for 8 cards if I kept 23 lands. What do you think the best would be the best 8 cards to have? Right now I'm thinking: 2x Generous Gift , Bow of Nylea , Nissa, Voice of Zendikar , 2x Blessed Alliance , Oblivion Ring , maybe Hardened Scales (how bad is it really if you play it first turn, considering all I would have to play other than that would be a hexdrinker, and it benefits massively from it if I can beef him before he gets protection from everything?) or Harvest Season ? (but that wouldn't that only be good with some landfall stuff or Vinelasher Kudzu , like you had said?)
Would that provide me with enough board removal to be consistently successful?
1 year ago
These are your best creatures: Evolution Sage, Hexdrinker, Huatli's Raptor, Managorger Hydra, Mistcutter Hydra, Tuskguard Captain. I suggest you increase most of those creatures to a full set (4x each) and cut the rest.
You currently have 69 cards included. That number should be reduced to 60. I suggest cutting all the Instants, Sorceries, and Enchantments except Pledge of Unity. If after all the cutting there is room left over, I've outlined a number of spells that will add dynamism and range both with the creatures above and with other spells below.
I believe good lands are more important than Planeswalkers. Llanowar Reborn and Oran-Rief, the Vastwood are perhaps valuable enough to consider. Sunpetal Grove , Canopy Vista , Temple of Plenty , Fortified Village , Temple Garden , Windswept Heath are all worth considering, depending on your budget. Swapping out your slow lands for those listed above will improve both speed and reliability.
My thoughts on +1/+1 counters decks: Hardened Scales is overkill, over-rated, and slow. It's a very powerful card that doesn't necessarily speed decks to a win. The best +1/+1 counter decks include only low CMC creatures that can repeatedly provide their own counters. Creatures, especially any that get really big, will get removed pretty consistently. So getting lots of creatures down and swinging quickly and consistently is essential. This is all, of course, just my 2 cents.
I'll point out that there are enough creatures and spells that it's very possible to build solid mono-white or mono-green +1/+1 creature decks. I actually think it's easier to build a solid deck staying mono-colored - it's possible to go mono-color tribal with Humans, Soldiers, Elves, Allies, Oozes etc. The advantage to going tribal is more than just synergy - it's also a handy framework to round out a deck with advantages while also keeping the deck focused. Going tribal also opens the door to Cavern of Souls and Unclaimed Territory . I'd go so far as to say there are so many really solid +1/+1 counter spells, one of the hardest things about building a deck is narrowing it down to a well-honed point. I'm not saying I think you need to go mono-colored and/or tribal here, just pointing out ways to help focus the deck.