|Commander / EDH||Legal|
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|Ravnica Allegiance (RNA)||Uncommon|
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At the beginning of your end step, untap all lands you control.
Wilderness Reclamation Discussion
2 weeks ago
Tuvasa is an intriguing general, particularly with enchantments that have flash or built-in recursion. These might interest you: Hanna, Ship's Navigator , Lunar Force , Vanishing (protects your general from everything without removing her auras), Flickerform , Wilderness Reclamation , Vernal Equinox , Jolrael's Favor , Serpent Skin , Mystic Veil , Mark of Eviction , Seal Away , Flickering Ward , Broken Fall , Molting Skin , Seal of Cleansing
2 weeks ago
Cutting cards is a tough thing to decide, but I'll give you some of my thoughts. I don't think you need
, but should instead run another counterspell like
. I'm also not a fan of
because there doesn't really seem to be a lot of mana dumps you could do on your opponents turn- if you decide to remain on this route
is a great flicker creature with flash that you can dump on each of your opponents turns. I think running
Jace, Wielder of Mysteries
is a bit redundant and is too much of a dead draw when you are going to be drawing labman and playing him for free with
Venser, the Sojourner
also doesn't seem too essential to the deck because his exile doesn't really synergize with Chulane.
You could get away with cutting one of your board wipes or all of them. Chulane plays with a pretty creature heavy strategy and those wipes will probably be dead in your hand- throw in a Selfless Spirit or something similar then you have a one-sided wipe if you like.
If you add Cloudstone Curio then I'd throw in a Trophy Mage to grab it or your sphere.
I also think you can get away with cutting some lands. cEDH normally floats around 30 lands and more casual decks at 34. I'd remove Temple of the False God and the temples because you really want lands that come in untapped to drop Chulane ASAP. I would substitute Thought Vessel for a mana dork. Ideally handsize shouldn't matter because once you go off with Aluren / Cloudstone Curio , the game should be over.
I know you asked for things to cut and I just gave you more to add on-top of that, but these changes should really improve the deck. You can checkout my list, which is a lot more competitive, to see if there are any combos or pricey cards you want to add. Let me know if you have any questions!
3 weeks ago
Seedborn Muse as well, but she's a little pricier ($5-6 USD).
Seems like running all 5 of the elemental Force creatures would be fun and flavorful too.
3 weeks ago
I do not think Vedalken Orrery is that scary of a card, and certainty do not think that it is worthy of a ban. First and foremost, not every deck wants to run Vedalken Orrery . Orrery's main value comes from allowing you to leave mana open during your opponents' turns for counterspells or other instant-speed interactions, then, if you do not need to use instant-speed interaction, still having the opportunity to play permanents on the end step before your turn begins.
For that to really shine, you need a critical mass of instant-speed interaction. While Orrery still has some utility in decks that don't hit that critical mass--such as surprising someone with a blocker or sorcery removal--the added value it brings does not necessarily justify spending four mana, which is a high enough mana cost that you are quite possibly unable to play any other cards alongside Orrery.
Ultimately, Orrery is a powerful card, but it is not all that gamebreaking on its own right.
Seedborn Muse and Wilderness Reclamation are also powerful cards, yes, but I do not think they are banworthy either. For them to be effective, you need to either run an extremely large volume of instant-speed cards to take advantage of their benefits, or you need to run another enabler, such as Orrery, so you can play things at instant-speed. Unwinding Clock has the same issues as Seedborn Muse and Wilderness Reclamation , but also requires you to have fielded a whole host of artifacts, thus requiring additional build constraints. These are cards that are powerful if built-around, but they do require fairly significant build-arounds to make shine. As such, they are not worthy of bannings either.
Bear Umbra and Sword of Feast and Famine (which you did not mention) also require significant build-around to get to work. Sure, they go infinite with Aggravated Assault and some other cards--but that's not dangerous in their own right. Both cards require you to have a creature you can safely attack with, and, on their own, only get you one additional main phase worth of casting. That's strong, but it's not something that an opponent can't recover from.
For all of the above, I think it is reasonable for the Rules Committee to keep them in the game--they're powerful, but most require your deck to be built in a specific way or for you to dedicate slots to other cards. The RC has made it very clear that they don't want to limit players' options too much with bannings--they don't want to ban cards that require significant deck-building investments, but rather cards that, exclusively on their own with no other deckbuilding constraints, warp the format.
Which brings me to Prophet of Kruphix , which is "turbo banned." As I said above, Seedborn Muse only becomes really scary when you have Vedalken Orrery also in play. That's what makes Prophet worthy of a ban--it takes two different cards, each fine on their own, but devastating together, and mashes them into a single card. It can be slotted into almost any Green/Blue deck and automatically makes that deck better, without any consideration to other deckbuilding constraints.
TL;DR - Most of the cards listed as needing to be banned are powerful, but still need additional support before they are devastating. The only one on your list that should be banned is Prophet, and that's because it is both "power" and "additional support" all rolled into one card--which is precisely why it already is banned.
Still, while I disagree with your conclusions, as always I enjoyed reading your thoughts!
3 weeks ago
I will agree that the ability to untap all permanents, or all lands, or all non-lands is a HUGE advantage. seedborn muse is at the top of the list of cards that go into most green decks I make. That said, not every deck can take full advantage of the benefits, just as not every deck can take full advantage of, say Hypersonic Dragon or Teferi, Time Raveler 's +1 ability. If everyone and their grandmother are building the deck around one card (as we saw with paradox engine), then it makes sense to ban it; behold, to paraphrase the the EDH rules committee: "That $#!t don't fly".
The ability to cast ANY spell at flash, however, is something that every deck can take advantage of. By waiting on specific triggers, certain combinations otherwise impossible become disgustingly good. At the end of opponent's turn? cast Phage the Untouchable , and respond to it with Supreme Verdict . Field wipes, phage resolves, untap & swing. Sure, it's an over-the-top example, but it does illastrate the point nicely. Hell, for ages I had a deck of "bad cards" just so I could run Barren Glory and respond to it with Kaervek's Spite . the ability to flash that at the end of an opponent's turn massivly reduces the chances an opponent can do something about it. I think (or possibly just hope, but who knows) that wizards has discovered that Vedalken Orrery and Leyline of Anticipation aren't what people should have (it may be what they want, but that's another thing entirely). In war of the spark, we saw Vivien, Champion of the Wilds , Teferi, Time Raveler , and Emergence Zone , all good examples of what _should_ work as a flash mechanic - ones that have limitations built in - they have to remain in play, are on attackable, damageable permanents, or are a one-time, sac to activate effect. Quicken , Scout's Warning , and Savage Summoning are all other good examples of this mechanic being used. Now, Wilderness Reclamation is actually _waaaaaay_ lower on my threat-meter for one, simple reason - it only untaps once. Honestly, the Isochron Scepter + Dramatic Reversal combo is far more dangerous in my book, simply due to the ability to untap creatures as well as mana rocks. In a multi-player format, the difference between it and Seedborn Muse or Unwinding Clock is huge. Speaking of Unwinding Clock , this is one of the cards that also don't have as much of a problem with - to get the full effect of this card, you're typically going to have to build your deck as an artifact deck. and in a format with Vandalblast , Bane of Progress , Shatterstorm , Nevinyrral's Disk , Akroma's Vengeance ...well, the list goes on. And since most people run Sol Ring (I'll confess to a love/hate relationship with that card, but thats a story for another time), most decks will run at least _one_ artifact removal (or steal) effect on the assumption that their opponent's will also be running it.
anyway, just my two cents as a response.
4 weeks ago
Hey, Thank you for your precious input, I appreciated it! You're right: protection is key, so I decided to follow your idea and I included Mother of Runes and Spellskite . Then I changed some things, added Eight-and-a-Half-Tails for additional protection coupled with Smothering Tithe and Wilderness Reclamation for more utility, and Hall of Heliod's Generosity . Still need to test the changes though.
1 month ago
1 month ago
@Ataraxey Yeah, a budget list is a great idea. I'll let you know when I've got something together. The latest changes have been a response to a shift in the meta. Overall decks have gotten faster, stronger, and more synergistic over the years - which has been great, don't get me wrong! But even jamming casual games this deck struggles to keep up lately. I realized that I was relying on Mayael to hold the game plan together a bit too much, and whiffing in this new meta is very punishing. In short, I've had to adjust the way I play the deck. That probably means it's time to update the primer too. I'm still organizing my thoughts, but here's the basics:
1) DRAW MORE CARDS. I never used to run much card draw because I had always considered Mayael to be a card advantage engine in her own right. This is wrong. In reality, activating her ability typically means choosing not to play cards from your hand that turn. That really only generates value in slow, grindy games, and frankly most games don't last long enough to see that pay off. This was the first change I made, and over time it lead me to make changes #2 and #3.
2) MAYAEL IS A LATE GAME PLAY. Okay, so when is it smartest to play Mayael and activate her? Two basic scenarios. One: you're out of gas, and she'll help you dig for it. And two: you have enough mana to use her ability while still playing from your hand. That usually means waiting until you have 9+ mana at your disposal. You've got to think of her as (primarily) a late game closer. Of course, you may be able to steal a game here and there by deploying her early, but that strategy requires careful assessment and a good knowledge of your opponents' decks.
3) SHORTEN THE CLOCK. And we arrive at the most salient point. We need to get to that 9+ mana threshold as quickly as we can. That means making the most of our early turns ramping. I've come to believe that ramp is the most crucial element to keep in an opening hand. We can also speed things up artificially with cards like Wilderness Reclamation - play from the hand on our turn, activate Mayael on opponents' turns. I've also cut out a lot of beefy guys that do nothing but wall us in and don't really affect the board. We've got very tight slots for our creature choices, and they really need to have good ETBs or threaten to close out the game. So, out with Sigarda, Host of Herons and in with Cavalier of Flame . Oh, and Vedalken Orrery deserves a nod here too. Flash is no joke with all these big creatures, and denying your opponents a turn to respond feels like it speeds up our clock. This is also why haste is so important.
There are a few more ideas I've been mulling over, and if they bear fruit I'll talk about them in the future. But this is where I'm at right now, and I'm rather pleased with how the deck is developing. It's never really finished, which is one of the things I love most about this format.
@Rene_the_great The mana base of this deck is where I have the least wiggle room. It runs near perfect every game right now, and the only real flex slot I have is currently held by Rogue's Passage . That card ends games. I love Wirewood Lodge , but does it end more games than Passage? Probably not. I think it definitely has merit in budget builds though.
Wilderness Reclamation occurrence in decks from the last year
All decks: 0.32%
All decks: 0.08%
Commander / EDH:
All decks: 0.02%