Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Landfall — Whenever a land enters the battlefield under your control, create a 2/2 green Elemental creature token.
Licecolony on Roccofall: Realmrazer EDH
1 month ago
Love it. Why no Scute Swarm or Tireless Tracker? Also, this might be an unusual option, but I like Turntimber Basilisk in this deck specifically. Lastly, Vandalblast.
Also unsure why you have Whitemane Lion or Zendikar's Roil or Primeval Bounty or Inspiring Leader or Retreat to Kazandu.
Wouldn't Retreat to Emeria or Felidar Retreat have anthem-like effects in this deck?
shock7123 on Omnath Whole Lotta Lands
2 months ago
Finally, another 4c Omnath player!
Omnath, Locus of Creation is a fun commander that gives you access to the grand majority of all the landfall effects to ever come out in Magic. I will say, though, there are a few things you could add if you wanted to make this deck more competitive. Not sure if that was your plan or not, but here are some suggestions I would make:
Geode Rager can help keep your opponents off your back and swinging at each other, making it easier for you to win. As long as you have a couple landfall token generators out, it isn't too hard to win in a 1v1 situation with this commander.
Felidar Retreat + Kodama of the East Tree + Simic Growth Chamber is a combo that allows you to win the game with literal infinite landfall triggers and infinite tokens being created. You can sub out Simic Growth Chamber for any of the Ravnica bounce lands (of which you have access to 7 total in your colors, including Guildless Commons.) You can also swap out Felidar Retreat for any landfall token generator like Zendikar's Roil, Rampaging Baloths, heck, even Scute Swarm will work. You just need to create a token of some kind whenever a land enters the battlefield under your control.
Valakut Exploration is a great way to give yourself some temporary card advantage while also pinging your opponents for whatever you don't end up casting. Careful with this card, though, as if you don't cast whatever is exiled with it, you don't get it back.
Retreat to Coralhelm can let you tap down creatures you don't want attacking you or give you card selection via a ton of scry effects.
Nissa, Voice of Zendikar is a solid 3-drop walker that lets you get some chump blockers out early, pump any tokens you control, or gain a bunch of life and draw a bunch of cards.
Ancient Greenwarden is a solid effect. It lets you get your fetch lands out of your graveyard to find another land, easy two landfall triggers per turn with that. It also acts as a Panharmonicon for landfall, which is amazing in this deck. With just this, your commander, and a Myriad Landscape or Fabled Passage, you can gain 8 life and add 8 mana for free to your mana pool each turn.
Azusa, Lost but Seeking makes it so that you can consistently get three landfall triggers per turn with just a Ravnica bounce land in your hand. You may not grow the amount of lands in your deck, but it does allow you to get that 4 damage trigger off from your commander consistently.
Tireless Tracker and Tireless Provisioner are the GOAT in a landfall deck. All the treasures, food, or clues you could ever hope for.
Trench Behemoth is a solid value engine that lets you return lands to your hand to protect itself while also forcing a creature to attack whenever you get a landfall trigger. If you have enough tokens, you can take out their big threats if they decide to swing at you with it.
I love my Omnath deck, as I've had it since I pulled a foil version of him from a Zendikar Rising prerelease box. If you want other suggestions, I'm happy to help!
multimedia on Muldrotha: Budget Elemental Tribe!
3 months ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.
- Eternal Witness: recursion.
- Sakura-Tribe Elder: ramp.
- Satyr Wayfinder: self-mill.
- Siren Stormtamer: protection.
- Dockside Chef: draw and sac outlet.
- Plaguecrafter: removal.
- Haywire Mite: removal.
Catpocolypse on The Island Awakened
3 months ago
Alright, a 2 for 1 response comment.
First, @king-saproling. I really don't think that Crucible of Worlds is the right card to drop. Because this list runs so many fetches, effects that allow you to play more than just Forests from your graveyard are very necessary. What do you think about dropping Zendikar's Roil instead? The list loses some token generation, but with Titania you have more than enough of that, and Perilous Forays adds another layer to the recursion engine.
Second, @TheOfficialCreator: Sylvan Scrying is a good card that I'm pretty sure flew under my radar because I misread it for a basic land tutor... yeahhhh, oops. But anyway, I'm thinking of slotting that in for Far Wanderings because during playtesting, Far Wanderings preformed much worse than I would have hoped and the effect without the Threshold ability active is not worth the cost.
Kret on Muldrotha: Budget Elemental Tribe!
4 months ago
Soul of the Harvest, Fertilid, Mulldrifter and Shriekmaw are good budget elementals.
Wolfbriar Elemental is a nice mana sink in the late game.
Consider adding backgrounds like Master Chef or Scion of Halaster.
You are running Joint Exploration. Consider similar cards like Explore or Growth Spiral. They can let your deck gain some early velocity.
If you play multiple elementals with evoke then a card like Village Rites becomes useful because you can cast it in response to the evoke trigger and draw 2. Card like Evolutionary Leap could also be used in response to evoke trigger to draw a fresh elemental
Zendikar's Roil can let you go wide with elementals.
Tatyova, Steward of Tides makes your lands into 3/3/ elementals
Kenrith's Transformation is a great removal spell that replaces itself and can be recurred.
Tezzeret's Gambit draws 2 cards and proliferates.
Nissa, Voice of Zendikar puts counters on each creature for just 3 mana
Cards I would replace:
- cards with kicker and Vine Gecko (they are generally worse cards than regular budget ramp spells like Rampant Growth or Cultivate)
- 6 forests because you have low mana curve (I would cut the land count to something like 36 lands, but you could also swap them for dual lands with basic land types from Kaldheim - Woodland Chasm, Dominaria United - Haunted Mire, Temple cycle - Temple of Malady or bounce lands - Golgari Rot Farm
- Titania, Protector of Argoth because there is only one card -> Harrow that can proc her ability to make elementals
I would also cut some of the elementals that don't have any useful abilties like Jaddi Lifestrider, Healer of the Glade, Glade Watcher, Floodhound, Offalsnout, Smolder Initiate and Slitherwisp.
Hope you find some of the suggestions helpful.
jarncards on Hungry Man
6 months ago
sorry last one. Verdant force is kinda overcosted for what he does.
Zendikar's Roil cost more than some but if you can get multiple landfalls its faster
Omnath, Locus of Rage can make your devours work even harder for you
Cool desperate things you can do before devouring Titania, Protector of Argoth, Devastating Summons, Firecat Blitz for its flashback
Corrus555 on Green/blue sea monsters copy
6 months ago
Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.
My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.
lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/
Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.
Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate
The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.
Tutor for your big guysFierce Empath This will pay for itslef in one turn Lotus Cobra Good long game card in my opinion that can be used for sac outlet and mana sink to pay into Tireless Tracker
Lands I like Terrain Generator Temple of the False God Hinterland Harbor cheaper than dual shocks, Thats Breeding Pool this is a dual shock land.
Late game cards that are VeRy NiCe but extra Praetor's Counsel Tooth and Nail
To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample
Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.
Maximariusmagillius on Simic Lands
7 months ago
Hey I really appreciate the time taken for these suggestions! I know I could definitely cut some lands from here but the plan was to put as many lands in a deck as I could and have it run well. Most of the non-basic lands I have in here have a way to provide creatures or become them for defense in the early game. I would like to put more fetch lands in here, I am going to look into those.
This deck has been an ongoing project of mine and I have been tuning it a little over time, it is not something I would like to put a lot of money into. It's also one of my earliest decks I have built so it's far from perfect.
I tried not to put instants and sorceries that would only fetch one or two lands, I felt that it could be replaced with something that either gets more, or a permanent that helps out multiple times. That being said, it goes to show I am a huge fan of permanents and free things or stuff that gives you free things each turn. I am going to add Primal Surge to the sideboard and will get them to add for the next deck update.
I specifically try not to have instant win-cons in my decks as my group is very casual. Things like Laboratory Maniac, Jace, Wielder of Mysteries, and Enter the Infinite would do just that. I am a fan of building up to something big and eventually ridiculous. Most of my decks are pretty susceptible to heavy control, but as I mentioned before we play casual.
I am also going to add Nissa, Vital Force, Zendikar's Roil, Tireless Provisioner, and Druid Class as these are perfect. I already have Avenger of Zendikar and The Mending of Dominaria in the deck. I also took out Retreat to Coralhelm because it did not really do enough for me.
There is already a insane amount of card draw and now that Aesi is the commander its even more. As it is I have milled myself out a couple of times with this deck and I am trying not to put too much more card draw.
This was a great help and gave me a lot of stuff to look at! I am very thankful of the time you took!
|Want (6)||MarshCasualty , Amaterasu312 , MisfitGamer , danthepenguin , LordHoldemort , JasperShiba|