Creature — Plant
Whenever a land enters the battlefield under your control, put a +1/+1 counter on Vinelasher Kudzu.
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|Commander / EDH||Legal|
Vinelasher Kudzu occurrence in decks from the last year
Latest Decks as Commander
Vinelasher Kudzu Discussion
14 hours ago
Cards to consider Alexi's Cloak , Omen of the Sea , Omen of the Hunt , Plaguecrafter , Spore Frog , Seal of Primordium , Secrets of the Dead , Throne of Death , Syr Conrad, The Grim, Perpetual Timepiece , Executioner's Capsule , Nihil Spellbomb , Aether Spellbomb , Sultai Ascendancy , Seal of Removal , The Eldest Reborn , Titans' Nest
5 months ago
I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.
Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.
For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.
The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.
9 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.
1 year 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!