Creature — Human Druid
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 1 life and you gain 1 life.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Witherbloom Apprentice Discussion
3 days ago
Kind of noticed your deck idea is lacking on pest token generation and a strong consistent closer. I have tried and witnessed a couple variants and see you are missing some of the strong combo pieces that would likely help your build.
Would suggest putting the Hunt for Specimens in your main board and putting a couple copies of Pest Summoning in your side. This will help give you some more sources of token generation access to you main board outside of Sedgemoor Witch but also give you more tokens if played after the witch is on board.
Another strong spell Plumb the Forbidden will give you explosive turns of damage as a sac outlet for your tokens and spell stacks to create tokens with your Sedgemoor Witch or great amounts of drain with Witherbloom Apprentice . The spell also doubles as a way to sacrifice your board in response to a sweeper to refill your hand (be mindful not to sacrifice Witherbloom Apprentice or you won't get spell drain triggers).
The enchantment Bastion of Remembrance is also highly recommended as this makes sure you get life drain to happen even if you don't have Vito or Dina on board. The enchantment also is not legendary meaning you can get multiple triggers unlike the creature options.
If you feel you need more draw, then I would suggest Village Rites . It is a cheap draw spell that has combat trick potential and can be used to give you a response to removal.
Personally I am not a big fan on the Witherbloom Command and would cut from these to make room for the suggestion as most of its options are very restricting for sorcery speed.
Pending on how you want to drain your opponent I would suggest trimming some copies of Dina, Soul Steeper and Vito, Thorn of the Dusk Rose if you need the extra card slots, or trimming/cutting Witherbloom Apprentice . Personally I am fan of the apprentice, but the decks more focused on Sedgemoor Witch sometimes skip on it.
Hope these suggestions help. Let me know if you have any questions and I can get into more details on the cards I suggested.
4 days ago
readaf Witherbloom Apprentice is but one card in the deck--if the combo included my commander, or I had more tutors I might consider it, but as is I don't want to add a card that only has synergy with one piece of the puzzle.
Thanks for the comment!
6 days ago
I'd say take out those cards mentioned above and inserting more removal spells or the like to trigger Sedgemoor Witch and Witherbloom Apprentice . Affecting the opponent's board will help you reach that W.
Nice deck nonetheless!
1 week ago
1 week ago
Magecraft triggers with every copy of Grapeshot or Ground Rift , which is going to be interesting. I can't wait to kill with Witherbloom Apprentice / Weather the Storm in limited, but I don't envy constructed players figuring out lumimancer storm.
1 week ago
1 week ago
1 week ago
@Raging_Squiggle, the cards you suggested removing have benefitted me countless times in cEDH though. Personally, I'd rather remove Terminate first. Holding up less mana every turn to address multiple threats is better as it gives me more flexibility. If you want to advance your boardstate it's better to hold up two 1's and a 2 than two 2's and a 3. Finding ways to do things cheaper without need for ramp is in a way card advantage as I see it and it mitigates how severe a discard cost is when you build your deck around flexibility than tempo. As I said I like playing more reactively than proactively. As for my experiences Lightning Axe 's removal capabilities in commander I find to be on par with Lightning Bolt 's capability in 60 card formats - not capable of removing everything but efficient enough to not get in the way of doing two things at once. Sinister Concoction is telegraphed removal which is incredibly undervalued in multiplayer settings as no one willingly wants to have it proc on their best card in hand, and having that kind of chilling effect on a whole table for one mana is pretty strong. And then there's Molten Vortex which is probably the best thing on earth for removing hatebear after hatebear and bypassing counter spells in blue combo decks. Losing lands to it may seem steep, but the cost is nothing when your opposition is locking you down and locking you out in the first place and if its a dead card I pitch it to the Lightning Axe or Sinister Concoction anyway.
Personally I've grown to loathe "non-black" removal spells. It's not just this combo but its also The Gitrog Monster and Kaalia of the Vast and Nekusar, the Mindrazer and Opposition Agent . I acknowledge there are a lot of non-black targets I can use it on instead, but picking between a Doom Blade and a Murder when Lightning Axe / Dismember takes out more of them for less mana sums up my approach to this. And I do run Chaos Warp , Anguished Unmaking and Generous Gift along with a slew of boardwipes for anything bigger - I just didn't mention I ran them here when the focus of my thread is on small and early game threats where the heavier removal isn't as apt at addressing these problems.
Still, even without the mana ramp the combo can come down on turn three by casting the cards on consecutive turns or on turn four by playing them all at once, and we are talking about competitive black which has plenty of tutors. In the early game holding up 2 or 3 mana for only one answer every turn I find to be a waste. It's not just this combo either as I'm in the company of decks that are looking to end or lock the game before turn six if left in a vacuum. At the same time I still want to acknowledge other non-aggressive strategies do exist and striking the balance is difficult when one set of cards is too slow for my current meta and another set don't go far enough for everything outside of that meta. Personally, I think the small spells still have some merit in all cases whereas the larger spells become an annoying liability when you're put on the clock. It's another reason why I value being reactive than proactive, to value flexibility over tempo, because I'd need to pick a different commander entirely if I want to match the speed my competitors play at. However, my opponents lose much more value than I do when they go headfirst into certain strategies only for them to be thwarted such as with the Witherbloom Apprentice + Chain of Smog combo or with the Auriok Salvagers + Lion's Eye Diamond combo or the Worldgorger Dragon + Animate Dead combo or anything that relies on Doomsday . My deck is built to address this kind of madness, but when I make card decisions I still want to keep more normal metas in mind when picking cards. Cards like Magma Spray and Fatal Push are incredibly narrow, I know that, but what I need to know is which card of that set is the best for taking on problems outside of my own meta.