Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced. (The types of mana are white, blue, black, red, green and colourless.)
Whenever you cast a creature spell, draw a card.
|Have (2)||gildan_bladeborn , metalmagic|
|Want (6)||Darui , alibube , pksword1 , woundeddragon32 , Corpse_Casanova , Swerdly|
Printings View all
|Commander 2017 (C17)||Rare|
|Oath of the Gatewatch (OGW)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Zendikar Resurgent Discussion
1 week ago
Thank you for your detailed response, it is much apprecaited as always. There are only 2 themes, land and power, Eldrazi used to be a theme. The 2x Kozilek's are to refill my hand once I drop all my lands, the ulamog is there for removal. My main goal in this deck is to get azusa out on T3, T2 if I get some ramp. Then use one of the many land tutors to search for either kozilek to refill my hand.
The sprinkle of going wide I recently tried to add as it fueled cradle but you are right, going wide doesn't work well. Its very hit or miss, 60% miss. I think by taking out going wide, and perhaps maybe Ulamog (I still need 2x Kozilek's for card draw, badly). Yes, I don't run a lot of interaction myself, I use the excuse of being green and hoping my opponents will kill each other. Not the best strategy, but a fun one.
Zendikar Resurgent - It's been helpful, but I can cut it. Its one of those cards I pay 7 mana for and unless I use it the same turn, they blow it up or else things get out of hand too quickly.
Shamanic Revelation - Super hit or miss. When it works, it works, when it doesn't, it draws me one card. I should note its super fun with rude awakening, but yeah, it's my primary cut for sure.
MAYBE Regal Force - Only ever good with Avenger, Baloths and Titania as it does not synergize with field of the dead of even rude awakening sadly. I want your thoughts on this as it is one of my targets for tooth and nail. Tooth and nail usually goes Greenwarden + Ulvenwald --> Cradle/Deserted temple, bringing back T&N. Then next turn cast T&N to bring Avenger + Regal. Outside of that, it draws me maybe 1-3 cards otherwise. Idk if it's worth it or what to replace it with.
MAYBE Ulamog, the Ceaseless Hunger - I like him because I use him with Sanctum to find either Kozilek. But its 10 mana to exile 2 cards and eat a path to exile. Costs a lot?
Mind's Eye - I'm unsure about cutting this. With all of the wheels and card draw in my meta, this has saved me from many tight spots. If I were to cut it, I might replace it with a Memory Jar, or perhaps just add in memory jar in place of one of the above cards.
Boundless Realms - WAY too good to ignore. Landfall triggers with baloths, field of the dead triggers, thinning the deck and ramping. This card has been an allstar and even with my relatively low basic count, it still puts in work.
Lightning Greaves - So simple.....idk why I haven't thought of it? Let me give that some serious consideration. I'm pretty sure you're right. Plus its nice to have an additional haste outlet, whether its to swing with only 1 creature after G-waving my entire deck onto the field and they remove akromas, or to give whatever land came onto the battlefield haste from rude awakening.
Crashing Drawbridge - I would add concordant crossroads before I add this. I don't need too much haste, it's not so much aggro as is value.
Green Sun's Zenith - EVERYONE recommends this card to me, I feel like I should add it just for that reason. Finding only green creatures is what bothers me, but I can definitely see it's potential. I'm going to seriously consider this as I think you are right, similar to lightning greaves.
Dryad Arbor - The potential T1 ramp with GSZ does not outweight the fragility of the land as a creature and it's lack of haste. I've often found decks that use GSZ to get Arbor T1 often just boardwiped quickly in my experience, it has happened time and time again in my meta.
Finale of Devastation - The concept of more creature tutors is intriguing for sure. It also acts as a late game haste outlet/finisher which is nice to have. I like the flexibility of it. Again, needs serious consideration. Thank you for bringing this (and others) to my attention.
Ancient Greenwarden - With life from the loam, CoW, Ramunap, I wasn't sure if I needed more redundancy. However, I think you're right. It's second ability is nice with baloths, field, avenger so I'm excited to see how that works. I'm most probably adding this.
Nissa, Vastwood Seer - Already in the deck, a pet card of mine. Not that impactful, but lowkey and helpful enough to give you value without being a target :)
For the distinction of going tall vs wide, I agree, taller is better. I've considered Return of the Wildspeaker, still not sure. Let me think about it. Prowling serpopod is nice, but I try not to put in too many slots just to deal with one of the many colors which I may or may not deal with. I have boseju and cavern for anti blue, I feel it is usually enough. Azusa fills the spot of wayward, hence me not running exploration/burgeoning despite my relatively high land count. I already put most of my lands on the field, so I don't need more land drops, I just need more card draw, desperately. Kogla is cool, nice synergy with Azusa too. Seems like more of a beater that doesn't have synergy with the deck unlike Multani/Ulvenwald, so it doesn't seem right at the moment. Then again, I should add more interaction in the deck so I will see...
Your comments have been very thought provoking, I need time to process it.
1 week ago
This is a very interesting deck I think. It’s different in that almost half your deck is lands. Also, you have a lot of different ideas going on here: land matters, power matters, eldrazi aggro, with a sprinkle of going wide. That probably creates a challenging deckbuilding balancing act. You might be spreading yourself too thin by having all those things in one deck. Especially because you have so few spots for supporting themes because your high land count. My main tip is: see if you can reduce the amount of themes for a higher focus and synergy. I've found that taking out one or two of such themes out and use them as the inspiration for a new deck can be very rewarding.
What I also noticed is that your list is quite a “glass cannon” kind of build. If it works, it works well, but I expect it is also relatively susceptible to be blown out by interaction. You also don't run a lot of interaction yourself. That’s not really my thing, as my meta would punish me too hard for trying. This tells me we play in very different environments, so take my suggestions with a grain of salt ;).
There a few cards here I would consider to cut:
- Zendikar Resurgent, Shamanic Revelation: These don’t synergize with your themes very well. You only run about 20 creatures, so resurgent is not going to draw that many cards. And with only 4 token makers, shamanic revelation is not really ideal either.
- Mind's Eye: I don’t think this card is worth running in edh anymore. Especially in green. Very slow and expensive.
- Boundless Realms: You don’t run a lot of landfall pay-offs. Perhaps a card that is a payoff by itself is a better use here.
Cards I would consider adding for better consistency
- Lightning Greaves: protects Azusa early and facilitates your eldrazi win-con later.
- Crashing Drawbridge: Another great haste enabler to facilitate your eldrazi aggro plan
- Dryad Arbor, Green Sun's Zenith and Finale of Devastation: in this deck I imagine you want access to Ramunap Excavator probably every game, so running GZS and FoD are a no-brainer imo. Adding Dryad Arbor is the icing on the cake to also have 2 more rampant growths in your deck for when Cow or Ramunap are already in your hand. I’d probably cut a few of the land tutors to make room for them: Sylvan Scrying and Realms Uncharted. I would also rate creature tutors over Seek the Horizon, because ramunap + any fetch draws you more lands.
- Ancient Greenwarden: another ramunap effect that can be tutored up and has a high power.
- Nissa, Vastwood Seer Flip: I like this card for increasing consistency.
Lastly, I would make a choice between growing tall and going wide. The power matters theme is probably a better match than the going wide one, as your Eldrazi aggro plan is already matching with that (however, landfall supports the going-wide route very well, so you could really go either way). Here are some contenders to consider if you decide to go for power matters:
- Return of the Wildspeaker: alternative to Shamanic revelation if you decide to embrace going tall.
- Prowling Serpopard, Wayward Swordtooth, Kogla, the Titan Ape: utility and hate creatures that support your strategy, while also providing a high power for your power matter cards.
Hope there are some ideas here that match with your vision for the deck.
GL & HF!
2 weeks ago
Quartzwood Crasher is one I've recently put into my Xenagos deck, and I like how easily gigantic the tokens get.
Zendikar Resurgent would be really strong in your deck because it gives you card draw and the mana to cast those cards.
2 weeks ago
I had built a Fog Tribal Questing Beast deck a while back. Getting some of the better ones like Spike Weaver, who has really dropped since it shot up to $20 with the release of Atraxa.
Constant Mists is a great investment too. These are probably some of the best repeatable effects that allow you to attack and not care about your opponent's creatures.
I would really suggest typing out our deck using the custom categories. I tend to split mine into:
(Roughly 10x) Mana Acceleration
(Roughly 10x) Card Draw
Deck Control (like tutors)
(Roughly 10x) Removal / Protection Effects
Recursion (copy effects, returning stuff from the graveyard)
Ideally you want to make sure you have at least 10 mana acceleration effects and 10 card draw effects. Different commanders can allow you to drop the number of creature card draw effects you have.
Have a look at the card draw package I have in my wolf deck. Green is my most played colour. Their enchantments are just SO STUPIDLY POWERFUL. And people don't run enough enchantment removal. They do run creature board wipes though. So investing heavily into creatures can be... risky.
Elemental Bond should be an easy replace over Shapers' Sanctuary. The Sanctuary just doesn't trigger reliably enough. From my experience, single target removal isn't very strong in commander - unless you're playing in CEDH. But considering the difference between what you could draw vs. what you will draw with Elemental Bond. You're garenteed to draw with the bond. With the Sanctuary, you're just hoping that someone will target one of your creatures. It might happen, but when one is determined just based on your own creatures, it will trigger much more often.
Nissa, Who Shakes the World might be a good pick-up for your deck since you have so many forests.
3 weeks ago
Here's a bigass combo for the new Omnath, Locus of Creation:
The basis of the combo is Ruin Ghost + Retreat to Coralhelm + any haste enabler + any land that taps for or more. This means you trigger Omnath infinite times, but as many people have pointed out, his trigger doesn't do anything after the third time (as in he doesn't specify what to do after the third resolution of the ability). The easiest way to remedy this is to blink Omnath, in this case with Deadeye Navigator and Omnath himself -- every second trigger gives you , so you can use the blue and any other to flicker him and start over. Still, this isn't infinite mana though, because Ruin Ghost's activation is specifically , so we need a mana doubler of some kind, in which case we win!
Here's a list of all the cards:
Omnath, Locus of Creation + Ruin Ghost + Retreat to Coralhelm + Deadeye Navigator + Mass Hysteria + any land that taps for or more + something in the vein of Zendikar Resurgent. And none of it requires , so you can put this into your EDH Omnath deck. (And yes there are probably easier ways to go infinite with Omnath, but I wanted to include the Coralehelm Ghost combo.)
4 weeks ago
Some other X spells I think you could use
Torment of Hailfire pretty much just kills or cripples each opponents.
Animist's Awakening can become a huge ramp spell after dumping a lot into it.
Comet Storm is another spell that once you hit a critical mass of mana you can wipe people out.
I’d also maybe add some mana doublers for your deck so you can really get there with your big spells. Stuff like Mirari's Wake , Vorinclex, Voice of Hunger , and Zendikar Resurgent would be good to add.
1 month ago
multimedia thanks for the advice, I do agree my mana base is a bit slow so I am going to grab those five battle lands. I’ll also take the three triomes. And as for tutors, I generally try to stay away from them because I don’t really like them, I for the most part prefer the randomness of top decking. I feel pretty good on card draw as well, there isn’t a lot of removal in my playgroup and I can quite frequently get out my commander pretty quickly which is a pretty good card draw engine, plus I already have some other card draw through Dragon's Hoard, Zendikar Resurgent, Kiora, Behemoth Beckoner, and some of the sarkhans to name a few. But thank you for all the suggestions
1 month ago
My suggestion (as an avid elf summoner) is to add blue. Either Edric, Spymaster of Trest
Kinnan, Bonder Prodigy, in the command zone.
All of the elves that tap for multiple mana and all of the one costed dorks.
Then you want the ones that tutor or draw cards and the rest of the lords.
Now for the fun part!!
Staff of Domination Intruder Alarm Concordant Crossroads Umbral Mantle Sword of the Paruns To give you haste and infinite Untaps/mana with you various mega mana dorks, priests of Titania and their ilk.
Toss in and alt win con, in the form of Altar of Dementia to sac infinite pumped elves on and mill the table when combat is not an option.
Fill the rest of the slots with your favourite utility elves and removal. And guess what!!!??
No Sol Ring!!! Honestly it just slows the elves down. 35 land mostly green and decent quality untapped duals, 4/5 Islands and maybe a creeping renaissance to get your goodies back in a pinch. Maybe not a top tier cedh build but you will be able to win consistently (in a vacuum) pull out turn 4/5 victories, often by combo mill but easily with a flood of hasty murderous pointy ear kill squad.