|Commander / EDH||Legal|
Printings View all
|Zendikar Expeditions (EXP)||Mythic Rare|
|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card and put it onto the battlefield. Then shuffle your library.
|Have (6)||Brutus1 , Luckeyawesome , Regulus1010 , MrShhh , , lorddarkstar|
|Want (24)||jasper123 , rapha_seraph , 801Hellfire , paulcalypse , SkylordAleksander , DerClyde , TogTMW , Feenecks , ScienceSchmience , Isaia , Pilladas , TheBob58 , Txport , OshKoshTheJosh , Lotus_Waste , Jbarino , sonnet666 , Bensoup , Kiamelik , metalmagic , Forkbeard , PhinnRobyn , lorddarkstar , Lavatails|
Windswept Heath Discussion
1 week ago
Okay here I go I might tweak it more but this is the only change I did.
What I have in my deck vs yours...
Mizzium Skin Added Protection
Windswept Heath swamped out a land that could come in tapped
Fog Bank great for that tron or a bigger mob
Aura Shards just broken in this deck kill everything!
Congregation at Dawn tutor for Tetsuko
Slaughter the Strong Another board whip but not mine!
Teyo, the Shieldmage Hexproof plus wallsnot to bad...
And here is what I don't have in mine...
Thallid Shell-Dweller I really do this this is poop and we can have a better card I hate saplings lol
Meekstone Our walls are bigger than most creatures. With Tys out we run through them anyways.
Sacred Rites Deffo not to many ways for this to go wrong.
Sunpetal Grove open hand means this could come in tapped and not a fan of tapped chanced duals this is a fast deck.
Perimeter Captain not to keen on this card but who knows it's an option.
Wall of Deceit it's ability is poop. pulled him out.
This is our only differences in our decks. Like I said it's too strong to play with my friends, so I've been trying more casual decks for fun.
1 week ago
Why are you running Evolution Sage ? What are you proliferating? Sorry if I’ve missed something...
Also I think you could run some more utility lands.
- Windswept Heath etc
Use Golos to get fetch lands which you can then crack to fetch more lands to get double landfall triggers?
1 week ago
Deadpoo111, I have not considered Bolas's Citadel , but it does look interesting. It could get a lot of artifacts out quickly, for sure, and the sac outlet part of it could be useful, but I'd have to run it to see if I'd like to use that part of it. Its worth considering.
Thanks for the suggestions, and the upvotes! The deck just made "top ranked," so thanks!
2 weeks ago
Idk this is a random suggestion. Replace Golgari Rot Farm for Windswept Heath . Also replace Burgeoning for Exploration although I understand this is not budget, and probably is not worth it for the money unless you get it turn one and then the whole game can change drastically.
2 weeks ago
I feel like the major issue isn't really the secondary win-con, a lot of cEDH decks deal a lot of self-inflicted damage, so having Scapeshift into a bunch of mountains and Valakut can blow an opponent or two out of the water, and the set up of Coralhelm, Valakut, and Storm Cauldron with a 'land into play effect' is quite powerful. It's more of your counter magic and mana base.
What you have in terms of counters isn't terrible, but you could be running a little bit more. My suggestion would be cutting Dispel and a couple of lands for Pyroblast and then just better blue counter magic, such as Pact of Negation , either of the blue forces, and potentially something simple, like Negate.
As for the mana base, just try to work towards slowly upgrading your fetches to eventually having more than just the four fast fetches you have already. Windswept Heath should be the first pickup, and then working towards work towards the Zendikar cycle (Ignoring Marsh Flats as it isn't in your colors), and cut the cards like Evolving Wilds and maybe a basic or two as you go.
Besides that, you shouldn't be running Locus of Rage in cEDH, he's a powerful card in more casual pods, especially as a commander, but 7 mana is a lot in cEDH. Though personally I think you should cut most of the elementals besides Tideforce in favor of cheap mana dorks to accelerate your game-plan even further and an Imperial Recruiter as it grabs Tideforce as well as all your 'land into play' effects.
For the most part though, the deck seems good, not as fast as my own, but with some changes and upgrades to the mana base, you are quite close to a powerful deck.
2 weeks ago
My first thought is 2 Windswept Heath instead of 2 Forest. You'll have more access to red mana and you'll be able to get something back with W6 more often. Or 2 more Prismatic Vista. Either works.
I playtested and got the nut draw of turn 2 pillage + stirrings into turn 3 Chandra + liquimetal, and if I'd drawn another land the turn I would have had Karn + Liquimetal on turn 3.
1 month ago
The deck should remain mostly green. The biggest change is that the manabase will get expensive. Because you have cards that care about forests, the only real option is Breeding Pool and fetchlands. Windswept Heath is the cheapest fetch. Wooded Foothills comes next for green fetchlands.
1 month ago
Either of these would fit the theme of your deck better and would assist you in casting and running the deck.
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Recommended Land Additions/Swaps:
Cavern of Souls
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.
A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.
Windswept Heath occurrence in decks from the last year
All decks: 0.73%
All decks: 1.07%
Commander / EDH:
All decks: 0.2%
GW (Selesnya): 1.73%
GU (Simic): 0.63%
WUB (Esper): 0.63%
RGW (Naya): 2.04%
BGW (Abzan, Junk): 3.6%
GWU (Bant): 1.32%
BUG (Sultai): 0.77%