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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Vitalizing Wind
Instant
Creatures you control get +7/+7 until end of turn.




king-saproling on
Rigo is so fancy
2 years ago
Looks fun. You might like these: Bident of Thassa, Coastal Piracy, Return of the Wildspeaker, Mirror Entity, Vitalizing Wind, Charge, Ritual of Hope, Pride of Conquerors, Stampede Driver, War Screecher, Sea Gate Banneret, Cliffside Lookout, Wild Beastmaster, Pathbreaker Ibex, Encampment Keeper, Oakhame Ranger
griffstick on
Klauth - A Timmy's Wet Dream
3 years ago
You know what sounds really good. Instants.
Vitalizing Wind and Decree of Savagery for starters, there's also Kindred Summons if go tribal or mostly tribal.
ClockworkSwordfish on Pattern Recognition #198 - Anthems
3 years ago
How dare you call Dictate of Heliod the biggest combat trick while Vitalizing Wind yet draws breath!
Sephyrias on
Phylath
4 years ago
Mossfire Valley is a decent budget land and Highland Forest is tutorable. I also like Blighted Woodland , Warped Landscape and Guildless Commons this deck. Don't think you need Reliquary Tower here though.
The proliferate cards like Retreat to Kazandu, Bloom Hulk, Vorinclex, Stumpsquall Hydra, Pridemalkin and Managorger Hydra don't fit so well to Phylath in my opinion. Going wide instead of big will get you better results. All you want in this deck is card draw, interaction, a lot of land ramp and some mass-pump spells. When cutting these cards, I'd also take out Inspiring Call, Soul's Fire, Thud and Fling. Plummet doesn't strike me as good enough. Kazuul's Fury can maybe work because it doubles down as a land. Gruul Locket, Wayfarer's Bauble, Commander's Sphere and maybe even Gruul Signet and Thought Vessel can be cut for more land ramp. I would even disregard single target protection like Swiftfoot Boots. Your commander dying is sometimes even advantageous, because then you can cast it again to get another bunch of tokens, similar to how Prossh, Skyraider of Kher can play.
Here some nonland cards that I'd definitely add either way:
Beanstalk Giant , Predatory Rampage , Nature's Claim , Impact Tremors , Momentous Fall , Overrun , End-Raze Forerunners , Rampaging Baloths , Abrade , Valakut Exploration , Heraldic Banner , Farhaven Elf
I personally like Creeperhulk and Gigantomancer , because they increase creatures' base stats, so Pylath's +1/+1 counters up the target's power even more. Very easy to get a handful of 10/10 plants this way. Vitalizing Wind can also win you the game, but costs a lot of mana upfront. Wort, the Raidmother can come in handy too. If you can afford it, Greater Good does very well in this deck as card advantage engine.
Nit_Ram on
Classic Green Mana Ramp Elf deck
4 years ago
I would suggest Overrun instead of Vitalizing Wind. I run it in my elves deck and and most of the time it does the job. 9 Mana is quite more difficult to get to, compared to 5. Or Ezuri, Renegade Leader if you prefer the effect on a stick. :)
griffstick on Deathkeeper, shaman spellcaster- looking for …
4 years ago
Vitalizing Wind could be another option.
ClockworkSwordfish on
Rhys the Squirrel God w/ primer
5 years ago
This may be the one format where Vitalizing Wind is not necessarily overkill.
CaptCreek on
5 years ago
multimedia Thanks! It's nice to hear that I at least have some basic idea of what I'm doing. The list before this one was basically all in on token generators like Avenger of Zendikar and Dragonlair Spider , and the early drops would just make tokens, which is still nice, and I want some efficient token makers in the deck since it helps generate mana with Radha, but I found that with all of those high cost creatures, the deck played slower than I would have liked. I opted to take out most of the less efficient or non-repeatable token generators for mana dorks, so I could more easily get Radha out on turn 2-3 to set up for some big plays.
I like all of your suggestions! I'll definitely be getting a Game Trail , Genesis Wave , and Champion of Lambholt and slot them in. I also agree about Vitalizing Wind , but it's basically a placeholder card at the moment. I will admit though, it's always hilarious to take out a player out of nowhere with a 9 mana instant (It's actually happened more times than my friends would like to admit.)
I do have a copy of Wood Elves in my binder, and I'll definitely slot it in and see how it performs. Ramp is always nice, and the fact that it'll be able to search for 3 of my dual lands is very appealing. I also have a Farseek , so I could slot that in as well!
I really appreciate the detailed response! I really want this deck to be fast and fun, while still having a fair shot against the widest variety of power levels as possible. I know I'm a novice deckbuilder and still not well versed in "Power Level/Assessment", but it's reassuring to hear that I'm at least on the right track!