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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
This enters the battlefield tapped with two charge counters on this land.
: Add .
, Remove a charge counter from this: Add one mana of any colour.
1 week ago
Enchantment Removed: Retreat to Valakut
Sorcery Removed: Worm Harvest
Instant Removed: Fury Storm
Instant Added: Unleash the Inferno
2 weeks ago
Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.
My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.
lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/
Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.
Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate
The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.
To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample
Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.
2 months ago
Cool deck you've got going here :)
I have made a Sythis deck myself, but to be honest, Im not completely into what people usually play with Sythis. I could however provide some initial thoughts I have based on your decklist.
First of I would recommend that you structure your deck with categories. I know a lot of people on tappedout doesnt use them, but they are very useful when building decks or providing feedback.
You play a lot of lands that enter the battlefield tapped, but as a two color deck containing green, Im not sure if you need to. Some of them might be handy, like Path of Ancestry and Temple of Plenty which gives scry. But I dont think you need the rest, and could swap them out with lands that dont enter tapped (like just basics). The lands are: Arctic Treeline, Blossoming Sands, Graypelt Refuge, Path of Ancestry, Scattered Groves, Selesnya Guildgate, Selesnya Sanctuary, Temple of Plenty, Thriving Grove, Vivid Grove, and Vivid Meadow
I've tried to play Crystal Chimes myself, and didnt like it that much. If I were you, I would probably take out both the chimes and the Cloud Key. They seem slow. Cards like the chimes and Resurgent Belief are very telegraphed, meaning your opponents will know what you can do before you do them, this is often quite a disadvantage.
Otherwise I think your composition is pretty nice with lots of good cards. But it might get better if you cut some of the larger mana cost cards. If you get to draw a lot from your commander, you might as well play a lot of cards. And if that is the case, mana is what is holding you back. I think cards like Celestial Mantle, Eldrazi Conscription, Epic Proportions, Gigantiform, Indrik Umbra, Martyr's Bond, and Prodigious Growth are a bit too mana expensive. (However, if you treat some of these as wincon, you should keep those)
As I mentioned, Im not quite sure what is common to play with Sythis, but as you have many spells with mana cost 3 or less, you could try Sun Titan. Otherwise, enchantment recursion is really nice in these kinds of decks (against bordwipes and such). Cards like Replenish, Retether, and Brilliant Restoration.
Finally, as mentioned by others commenters, I think removal is really important. I think Swords to Plowshares and Path to Exile are natural fits, but if you want play more enchatments, you could also try Journey to Nowhere, Borrowed Time, or Oblivion Ring. My deck Riders on the Storm has a removal category if you want to take another look.
3 months ago
My humble suggestion is to take out your snow lands and replace them with basics and lands like Grand Coliseum, Vivid Grove, Vivid Crag, Frontier Bivouac. While yes you can fetch them with some of your ramp spells I only see 4/100 cards that will accomplish this. Not good odds. Including basics will allow you to run ramp spells such as Cultivate, Migration Path, Rampant Growth, Skyshroud Claim. Try to have 1, or preferably 2, of each basic type. I realize including these ramp spells means you have to cut other cards. I suggest removing artifacts.
5 months ago
10 months ago
Ok, here's a landbase to try out (tried not to change too much and make it work a little better life-wise while still maintaining the ability to get most any color combination by the turn you need it):
1x Reflecting Pool
1x Yavimaya, Cradle of Growth
1x Ketria Triome
1x Zagoth Triome
1x Breeding Pool
1x Stomping Ground
1x Temple Garden
3x Windswept Heath
3x Wooded Foothills
1x Misty Rainforest
Below can be 4 of anything from fast lands like you have now to vivid lands etc. I'll just list a few + lesser options in case you like any, but the core is above. You should concentrate on having access to then / then then lastly (couple exceptions which I explained). I tried to put them in order of relevance.
Vivid Grove (there's other vivid lands, this is the green one though, and you don't want many tapped lands)
Fire-Lit Thicket (there's other of this cycle, but this is first choice because it will help with your costs)
Barkchannel Pathway Flip
Branchloft Pathway Flip
Temple of Mystery (lots of temple options, sometimes the scry is worth the tapped land)
Hengegate Pathway Flip
Cragcrown Pathway Flip
Grove of the Burnwillows
Lair of the Hydra (manland that you could transform at low cost, or large beater for endgame)
Simic Growth Chamber (maybe it is worth waiting a turn to reuse a land, but probably not in most cases)
River of Tears
Pillar of the Paruns
1 year ago
So a first pass at changing this deck just from things I had on hand. The following cards were removed:
All of these creatures were dropped to help reinforce the +1/+1 theme that the deck has. All of these creatures tend to lean more toward a Token theme, which might have helped with powering Ezuri up, but that's about it.
Scytheclaw Not enough effect and doesnt reinforce the Counters theme.
Orochi Hatchery Has counters, but leans into the Tokens subtheme the orginal deck had, so off it goes.
Caller of the Pack It's a big beater. Doesnt help Ezuri build Counters, and again leans into the Tokens subtheme.
Snakeform Too little effect and is token based again.
Sword of Vengeance A cool bit of kit, and will be going into something else, but doesn't help the theme here.
Vivid Grove Too little effect for its slot. Replaced with a dual land.
Vivid Creek Same as above.
1 year ago
THE SHOW BUTTON DOESN'T WORK OMG HERE IT IS TYPED OUT LIKE A LOSER.
Budget -2 Plains +2 Forest +1 Gemstone Mine -1 Temple of Silence -1 Zagoth Crystal +1 Astral Cornucopia -1 Gyre Sage +1 Fynn, the Fangbearer -1 (3 total) more Plains for a Blight Mamba . I think we are good w/ 38 lands.
Non-Budget Not sure what to cut in this section, but if yo' wallet is feelin' like a pimp, go on brush yo' shoulders off. Vorinclex, Monstrous Raider Once you add the fetches + shocks, Become Immense becomes...immensely better. Usually will cast for G.
Prairie and sunken will come into play tapped most of the time anyway, so might as well make rainbow colors and get some counters back on them late game.
-1 Render Silent (casting cost is prohibitive). +1 Fuel for the Cause -1 Fathom Mage +1 Steady Progress . Fathom Mage seems iffy for card draw. Steady progress feels more stable, instant speed, and proliferates. -1 Despark +1 Inexorable Tide . Ups your CMC aka mana value by a bit, but I'd rather go the proactive than reactive game plan. -1 Lazav, the Multifarious . He will appear as one of your infecty boiz from the yard, but at that point you're already behind, and he has no forms of evasion. Maybe +1 Sword of Truth and Justice instead. (It's slow) -1 Supreme Verdict (prohibitive casting cost, you're probably the one with the most valuable creatures). +1 Contentious Plan for more draw and more dirty HIV. -1 Phyrexian Juggernaut . Too slow, probably a dead card in your hand, chances of it not getting blocked are small. I imagine best-case scenario is that it goes unblocked and you pump it, but wait...how 'bout Roalesk, Apex Hybrid . Ain't nobody gonna attack you when they get proliferate juices on their shirt.
I'm not really sure if these are good or not. So this section is useless. Strionic Resonator . Seems kinda win-more. But meh. Idk.
Aight baby gurl, bedtime. May your infectious love for infect cause infectious hate upon you. Love, Jake Stremers