
Combos Browse all Suggest
- Phyrexian Altar + Woodfall Primus + Zameck Guildmage
- Blasting Station + Mikaeus, the Unhallowed + Woodfall Primus
- Ashnod's Altar + Mikaeus, the Unhallowed + Woodfall Primus
- Renata, Called to the Hunt + Viscera Seer + Woodfall Primus
- Carrion Feeder + Renata, Called to the Hunt + Woodfall Primus
- Blasting Station + Renata, Called to the Hunt + Woodfall Primus
- Altar of Dementia + Renata, Called to the Hunt + Woodfall Primus
- Phyrexian Altar + Renata, Called to the Hunt + Woodfall Primus
- Ashnod's Altar + Renata, Called to the Hunt + Woodfall Primus
- Juniper Order Ranger + Viscera Seer + Woodfall Primus
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Woodfall Primus
Creature — Treefolk Shaman
Trample
When this enters the battlefield, destroy target noncreature permanent.
Persist (When this dies, if there were no -1/-1 counters on this, return this to the battlefield under this creature's owner's control with a -1/-1 counter on this.)
legendofa on
Volrath Commander ChatGPT Decklist
2 weeks ago
I'm curious what a less-developed bot would come up with, or if you asked another bot for advice on this deck. There are some cards here I don't quite understand. Death's Shadow is out of place (not even a Varolz, the Scar-Striped line), Dead Weight is underwhelming, there's not enough ramp or counters other than -1/-1, and there are some bits and pieces that never quite come together into a unified whole (Yawgmoth, Thran Physician + Woodfall Primus is so close to being awesome).
Wickked on
Henzie "Gatling" Torre
6 months ago
coinfliplarry Olivia is not meant to be blitzed in, her haste makes it so she immediately affects the board without the use of blitz. Olivia does exile the creature that you bring back if and when she dies, and theres a good chance she will die because if she's not taken care of the creatures shes bringing back will certainly overwhelm our opponents with value and combat damage. When Olivia brings back creatures if those creatures die due to anything other then Olivia's clause they don't get exiled. For instance I'll swing with Olivia and bring back a Woodfall Primus, now you have a new body for your Ghoulcaller Gisa, Birthing Pod, Industrial Advancement, or one of my favorites Bramble Sovereign. So you can get the extra value from the creature and it will go right back to your yard if sac'd or in this case back to the battlefield due to the persist on woodfall. Then the next turn the creature is usually sitting back in your yard waiting for Olivia to attack again. If you don't have a sac outlet for additional value you can just start bring back fatties for beats and while a kill spell on Olivia will obviously stop the pain train, thats the case for all non etb cards. Her haste pretty much ensures that you should usually be able to get at least one attack trigger in. My playgroup has learned the hard way that Olivia is a kill on sight creature in the mid to late game. Bringing back creatures for free every turn that are already attacking is an effect that should not be overlooked especially in a deck whose graveyard is usually filled with beaters, I would suggest the next time you play with the deck think to yourself what if I draw Olivia, and the different possibilities it brings. Drana, the Last Bloodchief is also a legendary vampire in your deck so that would help keep Olivia's clause going if they both happen to b on the field at the same time, even if this is rare.
DawnsRayofLight on
Graveyard Shift
6 months ago
It may seem janky, but many of the sagas work well in Muldrotha
2 of the above are recurring board wipes
Perpetual Timepiece for protection and more mill
Hermit Druid can help the turbo aspect of the deck, especially if you play Thassa's Oracle and related cards
Jeweled Lotus Is helpful for casting/recasting Muldrotha
Some other combos you could consider:
Mikaeus, the Unhallowed and Melira, Sylvok Outcast combo well with persist creatures like River Kelpie, Woodfall Primus, Glen Elendra Archmage, Putrid Goblin, and Puppeteer Clique as infinite sac targets.
Melira also works with Devoted Druid for infinite mana
Mikaeus also combos with Walking Ballista (and a sac outlet) or Triskelion
Walking Ballista is a good outlet for infinite mana as is Finale of Devastation
grizzlybair on
Meren Upgraded
7 months ago
i'm using Blood Bairn and Terastodon as placeholders for Carrion Feeder and Woodfall Primus
Gidgetimer on Did Saffi Eriksdotter really die?
9 months ago
That -6 is pretty busted. Undying would stop Geralf's Messenger shenanigans in an Abzan deck, but would also enable Woodfall Primus shenanigans. Granting recursion abilities is pretty strong overall because they are pretty easy to bust wide open.
llamahero on
Treasure Zoo
9 months ago
Infinite-ish Combat: Hellkite Charger + Savage Ventmaw
Infinite Combat #1: Hellkite Charger+Savage Ventmaw+Wulfgar of Icewind Dale with infinite /
Infinite Combat #2: Hellkite Charger + Grand Warlord Radha + 5 additional creatures. More than 5 additional makes infinite /
Infinite Combat Extras:
-add Azra Oddsmaker or Gallia of the Endless Dance to draw entire deck.
-add Ognis, the Dragon's Lash for infinite tapped treasures
-add Professional Face-Breaker for infinite untapped treasures and impulse draws
-add Legion Warboss for infinite hasty Goblin 1/1 R
Shock Persist Combo: Murderous Redcap + Falkenrath Aristocrat or Immersturm Predator + Grumgully, the Generous or Rhythm of the Wild, choosing +1/+1
Bramblecrush Persist Combo: Woodfall Primus + Falkenrath Aristocrat or Immersturm Predator + Grumgully, the Generous or Rhythm of the Wild, choosing +1/+1
Persist Combo Extra:
- add Sek'Kuar, Deathkeeper for infinite 3/1 Graveborns
montanaflash23 on
Toolbox PreCon
9 months ago
First round of updates is on a 25$ budget. Swaps I am testing and in no particular order of swapping:
Kodama's Reach --> Daemogoth Woe-Eater
Thriving Grove --> Demonlord Belzenlok
Lifecrafter's Bestiary --> Gamekeeper
The Beamtown Bullies --> Elemental Bond
Bellowing Mauler --> Greater Good
Artisan of Kozilek --> Riveteers Ascendancy
Deathbringer Regent --> Feldon of the Third Path
Migration Path --> Hornet Queen
Mosswort Bridge --> Jaxis, the Troublemaker
Spinerock Knoll --> Workshop Warchief
Dodgy Jalopy --> Gadrak, the Crown-Scourge
Swamp --> Ognis, the Dragon's Lash
Thriving Moor --> Professional Face-Breaker
Thriving Bluff --> Rampant Rejuvenator
Commander's Sphere --> Cultivate
Woodfall Primus --> Junji, the Midnight Sky
Caldaia Guardian --> Underworld Sentinel
Mezzio Mugger --> Kardur, Doomscourge
Turf War --> Ravenous Chupacabra
Next of Kin --> Blessed Respite
Wave of Rats --> Kazuul's Fury
 Flip
Grime Gorger --> Acidic Slime
Stalking Vengeance --> Llanowar Wastes
Ca1m_down on
BlitzKrieg
10 months ago
Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:
Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil
"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher
Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap
I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.
Things in your current list that I'm a little skeptical of:
Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.
Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).
Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.
Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.
All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)
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