Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller gains an additional (in addition to the mana the land produces).
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|Commander / EDH||Legal|
Wild Growth Discussion
2 weeks ago
For what it's worth, there are only 3 aura's in the list, which I feel hurt's Siona as a card outside of the combo. She'll only have a ~25% success rate best case late-game scenario (all 3 left in a deck of 75 left). I would trim some chunky/less synergistic cards like heliod or nylea's colossus for some more aura removal. Or Overwhelming Splendor if you still want haymakers.
Also given the colors you're in an the quality of the land base, I think something like a Life from the Loam package with the GW bicycle land + monocolor cycling lands could give an alternative draw engine that is less vulnerable to removal and fills the graveyard for resurgent belief.
To that end I also think you don't really need arcane signet or archaeomancer's map with your land base and the colors you're in. An enchantment deck is already pretty blown out by a destroy all nonland permanents wipe so maybe just land ramp would be better. Alternatively, aura ramp like Wild Growth also alleviates the Siona problem.
1 month ago
Also, I'm looking for opinions on where to steer this deck if anywhere. There are so many viable Beasts that it's been hard for me to make card choices. Then you have cards like Fierce Empath which could be useful. So, advice is more than welcome. Thanks! (If someone could guide me in how to format this into a list, that'd also be appreciated. Sorry for the current format.)
1 month ago
You should definitely have Wild Growth in your deck instead of Overgrowth. This will make your mana and opening hands much better.
Cartouche of Strength is excellent removal for you.
Elephant Guide is a great option for your build since it will leave you with a 3/3 elephant at worst. I think it would be much stronger than Leafcrown Dryad.
1 month ago
TriusMalarky thanks for the suggestions! I do appreciate a turn one mana source always, and Utopia Sprawl and Wild Growth are great for that. And while as an elves player in both modern and commander I greatly appreciate dorks, I don't really care for them with Tuvasa because they don't really synergize with the deck's game plan. By using ramp-chantments I can push my enchantment count to almost forty, allowing me to always easily draw cards. Its also worth noting that I don't really need Tuvasa out at all if I have another enchantress. Argothian Enchantress and Satyr Enchanter are strictly better as far as drawing cards goes, and can come down on turn two themselves. Tuvasa is helpful mostly as an enchantress I can always have access to if others fail, who also has the option of knocking someone out Voltron style if they give me the chance. Its not uncommon to have a near perfect game while having never cast her though, so trying to get her out on turn two at all costs isn't really my goal here. I also can very much appreciate the auras which draw cards strategy- I had losts of fun playing Mono Blue Tempo with Curious Obsession in standard a couple of years ago, and that strategy can be great in blue-green tempo decks in commander also. That being said, it isn't really my goal here as I am taking more of a control approach and thus aren't attacking much. I do think all those suggestions do point to the fact that Tuvasa can be played well a lot of different ways, and what you're suggesting could make for a great deck, it'd just be different than I've gone with here.
1 month ago
Awesome deck, I love Ruxa, both art and mechanics, WotC did a good decision with this card! Maybe I try to play him in the future when I end with other deck projects.
*I think you mistaked by putting Desert of the Fervent (It's not legal in your deck due to color identity. Maybe you wanted to put Desert of the Indomitable ) You also did well by removing Farseek . It's an awesome ramp card, very good in any multicolor deck, but useless in mono green as it can't search forests.
Another land card you could use is Bonders' Enclave , similar to war room. In your deck your commander has 4 power and many other creatures and tokens will have it too so will be easy to use.
I also think Arcane Signet (Again, nice card but better in non-mono green decks) is not necessary in your deck, unless your playgroup plays heavy Mass Land destruction. If that's not the case, better add Nature's Lore or just Rampant Growth . They will grant you ramp in form of lands, wich usually are more durable than an artifact, and in your deck you play Landfall cards like Rampaging Baloths. Or if you just want to be fast, Wild Growth .
Hope something is useful! :)
2 months ago
@Sandilini yep, the inclusion of card draw like Beast Whisperer and Guardian Project really encourages you to go all in on creature ramp. Those little synergies add up! Wild Growth and Utopia Sprawl are obviously great, but I've definitely noticed an improvement after swapping them out for dorks. As for Yavimaya Hollow , I just seldom found myself being able to activate Winding Canyons . Hollow's ability is cheaper and more often relevant. The corner case with Wrath of God / Day of Judgment has seldom come up. The truth of the matter is that I have a textless foil promo Wrath of God, and I just enjoy looking at the art :)
2 months ago
Grubbernaut: Apologies for the super later response, but that is in fact a good suggestion. I think I had one of those Wild Growth enchantments in here at one point, which is why I wanted something like Benefaction. Now that I dropped that BS, you're totally right though. I should look to upgrade my draw spells for consistency.
Great advice and thanks for stopping by! (And Happy Easter!) =)
2 months ago
Derevi is a great choice for the general. The strategy I would go for personally when it comes to Derevi is low-cost evasive creatures, Coastal Piracy effects, and land auras like Fertile Ground . The little dudes hit to draw you cards and untap your lands. This leads to snowballing damage as you are able to play more small doods, leading to exponentially more damage, draw power, and mana each turn.
Here are some other cards that would fit with such a strategy: Signal Pest , Topplegeist , Bident of Thassa , Reconnaissance , Ohran Frostfang , Edric, Spymaster of Trest , True Conviction , Wild Growth , Wolfwillow Haven , Soltari Foot Soldier , Gudul Lurker , Mist-Cloaked Herald , Slither Blade , Triton Shorestalker