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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 |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Wrap in Vigor
Instant
Regenerate each creature you control.
clayperce on
Faldorn, Dread Wolf Herald
5 months ago
First off, the deck looks VERY solid. So please take these comments as "brainstorming", not "recommendations". But here are a few thoughts:
Multi-pip spells: Maybe take a hard look at Hugs, Grisly Guardian, Etali, Primal Conqueror, and Tlincalli Hunter, just bc multi-pips are always difficult to cast. I love using Salubrius Snail's manabase tool when I'm tweaking decks, and it reports they're not coming down until Turn 6 (for Hugs) or Turn 9 (for Etali and the Hunter) ... and in Bracket 3 that may be too late to make a difference. Of course you have a bunch of spells that allow creatures to tap for mana, but that leads to probably my only real concern for the deck:
Weakness to board-wipes: It may not be an issue in your meta, but it seems like board wipes might be a problem. Maybe add some more protection (e.g., Wrap in Vigor)? And honestly, maybe take out Blasphemous Act?
Ramp: Maybe take a look at either more Ramp (especially 1-drops) or less?
- For a 3-drop Commander, I like going T1 Ramp T2 Commander, which means we want something like 12x sources of T1 Ramp (which--ignoring mulligans--gives us a 66% chance of having it in our opener). Unless we're in a meta where we need protection, in which case I like 11x sources of T1 or T2 Ramp + 10x 1-drop protection spells (for a 67% chance of having one in hand on T3 when we cast our Commander).
- Alternately, it might be worth dropping the T1 and T2 Ramp almost entirely, focusing on just being able to go T1 Value Creature, T2 Value Creature, T3 Commander ...
- If you end up wanting to lean into T1 Ramp, I like Arbor Elf, Gilded Goose, Krosan Wayfarer, Llanowar Elves, Springleaf Drum, Utopia Sprawl, Wild Growth, and maybe Simian Spirit Guide and Elvish Spirit Guide. Green Sun's Zenith is great in this role too, allowing us to search for Dryad Arbor on T1. All that is oc a very Green-heavy Ramp package though, so that might make it more difficult to cast some of your current Red 2- and 3-drops ... so again, please treat this all as brainstorming rather than recommendation!
Lands: I'm not a fan of Cinder Glade ... it seems to ALWAYS enter tapped at the most inconvenient times :-D Maybe a Cragcrown Pathway or Fire-Lit Thicket instead?
Final thoughts: Escape to the Wilds, maybe? Raphael, Most Attitude might be good too.
Cheers!
capwner on
U, Ulasht, Ulashte me (PreDH)
7 months ago
Never heard of PreDH, that's pretty awesome! I used to play Ulasht, he's/it's super cool and I am a fan of the janky fungus cards used to combo with it. A few recs that worked well for me in that deck:
Mana Echoes - just goes wild with mana
Ivy Lane Denizen - replaces counters on your ulasht and can go infinite
Goblin Sharpshooter - another good thing to equip with Basilisk Collar, also synergizes well as you are saccing your saprolings
Earthcraft makes a ton of mana and you even have Squirrel Nest already, or are you avoiding inf combos on purpose? EDIT oh earthcraft is crazy expensive now I don't remember it being quite so much XD
Wort, the Raidmother always felt great for the big boost to Ulasht count and ability to conspire say a GSZ to pull out multiple combo pieces
and I remember cards like Heroic Intervention being pretty important because the deck was so creature reliant and I even used Wrap in Vigor and Fresh Meat because green prot spells suck
Our decks look pretty different, I think yours is more midrangey and chill/casual with more cool on-flavor cards and less combo, which is totally valid! However if you are looking for a boost you could possibly consider a few of these. +1 for the cool oldschool format and commander
DubMC on
9 months ago
Heart Warden would fit well here. There's a few cards you could upgrade that are still budget options, like trade out Mending Touch for Wrap in Vigor. Anytime you have a deck with lots of cheap costs I recommend adding more card draw like Beast Whisperer and Harmonize. I'd personally take out the weaker effects like Giant Growth and Armillary Sphere for things like Kodama's Reach and Cultivate. Fun idea!
Kazierts on
Surgical Slimestomp
1 year ago
Interesting idea to exile your own extract yourself to boost Slime Against Humanity. However, this deck seems rather fragile to boardwipes. For a list so focused on combat, it would be a good idea to have some more protection in case of a boardwipe. The first ones that come to mind are Wrap in Vigor and Dark Dabbling.
Also, I don't think Umori, the Collector is the best commander for it. Sure, you get a discount for each slime, but that seems very week. For , considering you only have 3 creatures, you could run Old Stickfingers and dump almost your entire deck and you wouldn't need to exile most of your copies.
I cannot think of a lot of utility lands of the top of my head, but Oran-Rief, the Vastwood would probably be a good way to pump the slimes while also being hard to interact.
TheMadRocketeer on
Who's Counting?
1 year ago
capwner, Those are all good suggestions.
Archetype of Endurance
is in my Maybe list and probably ought to be in the deck. I wish I had Heroic Intervention and Asceticism; I may need to go look for some. I've got a Wrap in Vigor somewhere in one of my decks; I may need to dig it out and borrow it for this one.
capwner on
Who's Counting?
1 year ago
Mono-green isn't known for protection spells but it does have Heroic Intervention which is solid, and, if you're really creature-reliant, perhaps Wrap in Vigor, Asceticism, Archetype of Endurance
, and Yavimaya Hollow. You do have access to a lot of anti-counterspell cards with Allosaurus Shepherd, Veil of Summer, Dosan the Falling Leaf, as well as land tutors to find Cavern of Souls and Boseiju, Who Shelters All, though obviously these cards are better in decks that build around a single creature type or have powerful instants/sorceries.
Nunu312 on
Bealoth elfball
2 years ago
This deck is pretty cool, I love me some goad. It does run pretty good as well.
But I do feel it's also quite fragile, lacks card draw and has a bunch of deckbuilding traps in it. The only real way to protect your commander is Swiftfoot Boots, Tyvar's Stand Wrap in Vigor and two of those are instants that mean you need untapped mana. Given you are going to be getting him out on turn 4-5 and then pumping him up turn 5-6, he will be quite vulnerable to any form of damage or control. And given his ability, he is going to be a target for the whole table.
There are quite a few more instants that are good for protection, the standout being Heroic Intervention that will protect your whole board state. For ongoing protection Asceticism is a little expensive but it comes online at about the right time and is quite strong. I don't think you need much more but that goes hand in hand with the next thing.
Actually getting to these is going to be pretty unreliable though as you have 3ish sources of card draw. Given an average game might go 15 turns (lot of variance I know), that's 23 cards. You will be seeing about 1 source of card draw every 3 games. The deck thinning from dropping extra land helps, but I would recommend about 10 cards that have some form of drawing, meaning you should bump into one by at least turn 3 every game. These might just be things like Commander's Sphere, War Room
or Collector's Vault, but red has some good ones like Cathartic Reunion. There are a lot of options here and it's just good to get up to a certain critical mass.
You might also be able to make yourself a little more resistant to control with some recursion (people are going to be killing Raised by Giants), Eternal Witness being the green standard but I'm sure you can find an elf like version.
As for the traps I mentioned... Those are things like:
Guild Artisan, Which requires you to attack with your commander, and gives you two mana. Your commander might attack 2-4 times after turn 8? It's not hard to replace, but its surprising how slow some cards that seem good can be.
Farhaven Elf is similarly pretty good, but your deck doesn't benefit from having it over Llanowar Elves, which only costs 1. The only difference is that land doesn't die easy... but unless someone is trying wipe the board or you really need a blocker, neither do the 1/1 elves.
Same for Kodama's Reach and co compared to the 2 cost versions like Three Visits. The extra land in hand is nice, but the one land in play a turn earlier is often nicer. These could speed the whole deck up by at least a turn.
Hope this helps
BlueTorche on
!!! Chatterfang and the hungry Crew !!!
2 years ago
In my personal decklist (Chatterfang Casual EDH), I have 3 win cons :
-
Lifedrain (with Bastion of Remembrance, Zulaport Cutthroat and Blood Artist), which is the most reliable one, as it usually kills all my opponents at once. With Chattefang, it's easy to reach 20+ drains, which is huge in late game.
-
Big tokens (with cards like Creakwood Liege, Return of the Wildspeaker, Craterhoof Behemoth (more expensive this one)), which can easily kill your opponent if you have 10+ squirrel on the battlefield. Garruk, Cursed Huntsman isn't a bad addition in the deck, but I think it's a bit "slow", as it will need at least 1 full turn of table before having the emblem. Your opponents will usually focus it and kill it during this time.
-
Commander Damage, it doesn't happen often (to be honest, I never killed someone with commander damage in more than 20 games). But it is useful if you play against a lifegain deck or a stax deck. Commander damage can easily be done when you buff all your squirrels (including Chatterfang), and you can also sacrifice X squirrels to give +X/-X to Chatterfang. It's also why I suggested Yavimaya, Cradle of Growth, which make your commander unblockable (and is a good land anyway). The BLB card The Odd Acorn Gang you put in the deck also helps this win condition.
Additionally, Pitiless Plunderer and Warren Soultrader are cards that wins you the game always all the time you'll play it with Chatterfang, as they'll give you almost-infinite mana and ETB/LTB trigger.
Another win condition would be to add Ivy Lane Denizen, which combo with Scurry Oak and give you an infinite/infinite creature and infinite 1/1 squirrels. You may need to add some creature tutor to get both of the cards at the same time (I would suggest Chord of Calling, Dig Up, Diabolic Tutor and Fauna Shaman as buget card. You may also add more expensive card like Vampiric Tutor or Demonic Tutor).
As you say, with the new BLB card, it may exist other win conditions, which can involve food token.
I think you shouldn't focus on one particular win condition. Having more than one way to win can make your deck more reliable (that is my opinion, it may not be true). However, focusing on 1 or 2 win conditions will help you cut some card and having a better deck (it's a question of perfectly balance, as all think should be).
I will also suggest you Acorn Harvest which give you squirrel (not a very strong card, but for 6 mana it creates you 4 squirrels (8 with Chatterfang), not bad).
As cut suggestions, I would suggest Acorn Catapult (which I find very expensive, just to create 1 Squirrel by turn), Cloakwood Hermit (as it need "creature card" put in your graveyard. However, token aren't cards (rule 111.6. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card) so it doesn't work (I thought about this card when a friend suggests it to me, I was disappointed to learn this rule :( )) and Squirrel Mob (on paper, the card seems good in the deck, but fill the board with tokens is better than having a big creature that will be blocked by anything). I also find Squirrel Sanctuary a bit slow (but it combos with Earthcraft, which I don't have because of its price, but make Squirrel Sanctuary strong). Wrap in Vigor is literally a Golgari Charm in less good (its only advantage is that is cost instead of ). Toski, Bearer of Secrets is also a card I find a bit slow. I bought it for my deck, but it never convinced me, and I would prefer Driven / Despair to it, which can also help you win, or other draw cards (Village Rites, Plumb the Forbidden...). Finally, Putrefy is not the most relevant card in the deck, as you already have a lot of Artifact/Enchantment removal, and Chatterfang is a creature removal. You may prefer Nature's Claim or Maelstrom Pulse as removal, or add more token synergy card (you can also add Crack Open, which is similar to Pest Infestation in the deck (I need to buy Pest Infestation, it seems incredible in a Chatterfang deck))
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