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I get that it looks slow. It's not meant to be speedy agro. That's why I was looking at your own deck! =)

I'm not sure how fast modern is these days, or if everybody plays mainly speed agro. I'm totally out of the meta circle.

I wasn't really thinking this deck could be super successful or anything, just different and fun to play.

That said, when I originally had this deck in standard a lot of people said it was pretty lame and wouldn't work (when posted online), but I was literally already winning tournaments with it. It did really well versus agro and mid-range.

I understand that doesn't translate to modern. At all, lol.

I will probably take the deck a long with me as a side deck to play between rounds or before/after a tournament, and that should help me start to get a feel for the meta and what I'm dealing with, what additional adjustments I need to make, or if I should just give up on it.

Thanks again for the advice! I will take all of it into consideration! =)

September 19, 2022 9:16 p.m.

Said on Land of the …...

#2

Update!

Land Removed: Bojuka Bog, Forge of Heroes, Khalni Garden, Mountain

Land Added: Forest, Vivid Crag, Vivid Grove, Vivid Marsh

Creatures Removed: Borderland Explorer, Emissary of Grudges

Creatures Added: The Gitrog Monster, Elvish Rejuvenator

Enchantment Removed: Retreat to Valakut

Sorcery Removed: Worm Harvest

Sorcery Added: Pirate's Pillage, Regrowth

Instant Removed: Fury Storm

Instant Added: Unleash the Inferno

September 18, 2022 2:49 p.m.

Said on Forest Tribal, LoL...

#3

Thanks, Daigar.

It's been mentioned for my Elfball deck, and I agree it's a mean card that can help win games for any mono-green deck. I would use this if I were playing in a tournament, but for most any other game I prefer to try to stay as focused as I possibly can on synergy or answers. Hall of Gemstone is neither, and isn't fun for the rest of the table, it's just a form of control and slowing the game down, and honestly it's not really fun for 'me' and doesn't do anything for the deck in and of itself.

But, yeah, it's a powerful card can make somebody's day not so good, and I consider it more on the competitive side that I rarely play. So, for now, it's not going in my own personal deck. But feel free to use it yourself! =)

September 18, 2022 2:23 a.m.

Said on Woodland's Wrath...

#4

Your other suggestions look pretty good. Thank you for those, you know the deck very well!

September 17, 2022 9:23 p.m.

Said on Woodland's Wrath...

#5

The Bond Beetle was to sub in for the Young Wolf if I need to also put in Grafdigger's Cage. I'll see what I can do, or maybe I just won't use Grafdigger's ... it seems a little problematic with the deck atm. Not sure, lol.

September 17, 2022 9:22 p.m.

Said on Don't Let Em …...

#6

Thank you so much for the speedy reply!

I did pull Narnam Renegade's for some Young Wolf already in my list, simply because I had Young Wolf already, so now I feel better about trading in the fetch lands for some forests. That was good tech that I didn't even see, lol. I do have some fetch lands I was planning on possibly adding to thin the deck if I felt I needed it, but now I'll consider Narnam more seriously for his ability than I did before and think about it all together.

To replace some of the land, I'm thinking of 2x Llanowar Reborn, 1x Oran-Rief, the Vastwood, 1x Pendelhaven since I had them. Right now I'm unsure, because some come into play untapped and feels slow for this deck, but I see your recommendations also have some that come in tapped.

Thanks for the ideas on the sideboard!

I'll take all of that into consideration as I tinker with the deck. I hope you don't mind, I listed my own version here but linked back to you and this deck for credit, so I hope more people find yours. =) Woodland's Wrath

September 17, 2022 8:27 p.m.

Said on Don't Let Em …...

#7

I've been out of modern for a very long time, so I'm not as keen on some of the current strats out there. That said, I've been very interested in doing one of the modern tournaments at my LGS. My thought was turn an old favorite standard deck of mine that was hugely successful back in the day, and tune it for modern.

That deck is this one: Gruul's Closet - A Primer ... it's not as fast as yours, as it's more mid-rangey, and obviously adds red.

But I'm really interested in your deck, as it's right up my alley and feels like a deck I would build myself!

Can you tell me what the fetch lands are for? Is it just to thin your deck of land in hopes of drawing more creatures in the mid-game?

Another question I have is what would you suggest as the best substitutes for cards in the sideboard that are more than $6? The Collector Ouphe, Endurance, and Veil of Summer represent about $200 that I would not be able to justify to run the deck. I'm sure I could find some subs myself, but in your experience if those cards did not exist and cost was an issue, what would you run to support your deck?

Thank you for your time.

September 17, 2022 3:20 p.m.

I feel Yedora, Grave Gardener could do some work in this deck.

Since you have a morph theme going on, when Yedora is in play any creature that dies comes back as a face-down creature, but is a forest face up, and you can pay the morph cost to bring the creature out, so it's like having ramp that feeds into creatures that refuse to stay down. Bonus is that when your commander is out, each creature that dies and comes back as a forest gets you even more card draw. Crazy synergy.

I bring it up because I've been playing Yedora lately with Forest Tribal, LoL, and it's fun. I love the look of your deck and now I wanna play that one, too! Thanks for sharing!

September 14, 2022 2:51 a.m. Edited.

Said on Forest Tribal, LoL...

#10

Oh, and as for summoning sickness versus lands ...

All cards, essentially, can be considered to have summoning sickness ... think of it as having a dormant virus, that only becomes active within creatures. So, if a new card on the battlefield isn't a creature but becomes one, it activates the sickness and can not attack or use any abilities that require tapping unless it gains haste or otherwise says it can, and it must be in play at the start of your upkeep in order to overcome the virus ... err, sickness.

September 13, 2022 3:31 a.m. Edited.

Said on Forest Tribal, LoL...

#11

Thanks, SmirkyDog593 for the suggestions. =)

@Blargatron Morph absolutely works with creatures turned into face-down forests, as Blargatron says.

Here is the direct word from the Principal Magic Editor at WoTC:

https://twitter.com/WotC_Matt/status/1380938110809202691?s=20

September 13, 2022 3:03 a.m. Edited.

Said on Forest Tribal, LoL...

#12

Thanks for the comment, SmirkyDog593. =)

For Mortarpod to work, it seems we'd need to also add haste. In order to equip it to a land, it would have to be a creature, in order to sacrifice it, it needs to be a creature, and in order for our commander to bring it back, the land has to be a creature. So, if we have a continuous effect that turns our lands into creatures to do all that, then come back into play with summoning sickness. Thus, we are unable to tap the new lands for mana to continue to equip Mortarpod and going near-infinite enough to kill everybody. Unless, of course, we initiate an infinite mana effect prior to do doing so, so there's a lot more moving pieces to get that concept working. Unless I'm wrong, lol.

Spitting Spider honestly doesn't excite me for the cost, and it absolutely requires our basic commander/enchantment combo in play in order for it to work. That's not necessarily bad, but if I were that concerned about flyers I'd rather the removal not be as conditional. I think I'd prefer a good old fashioned Hurricane or maybe Arashi, the Sky Asunder that's the same cost as the spider. Silklash Spider is pretty efficient, too.

I do like your suggestion of Perilous Forays, thank you!

I also like Nemata, Grove Guardian, but the cost is high. I know we can get a ton of mana, but it's at the expense of maybe not doing something else. I'll have to think on it, but I like it!

Evolutionary Leap is pretty great, yeah! Thanks!

Altar of Dementia was already in the Maybe pile, so I agree. ;)

September 12, 2022 9:35 p.m.

Said on Forest Tribal, LoL...

#13

Thank you, both Basshunter & SufferFromEDHD

I may use Gaea's Touch, I think I have one if I search through green box.

I have a love/hate relationship with level-up cards. I love the idea, hate it when I actually play them, so I'm not so sure I'll use Joraga Treespeaker. I have her in my Elfball deck, but it's so mana hungry I rarely get past the first level. In this deck, Llanowar Visionary has a place with the early card draw along with ramp, and Devoted Druid is here for even faster mana ramp that doesn't require additional mana pumped into her to get an extra early green mana. I can also drop a +1 counter on her to reset, and I don't care if she dies because she's coming back (or will eventually come back). Joraga just wants too much from me when I want to cast other things early in the game. YMMV

Yavimaya, Cradle of Growth is indeed good. When I get one, I'll probably add it in, maybe in place of Mosswort Bridge.

Mana Web is brutal, indeed. I'd probably only use it if I wanted to play with a more competitive pod or in a tournament. It's great, but maybe a bit hardcore to play with friends. Although I do have a buddy that loves his $12 counter spell deck that this would be great against, lol. It's situational, for me, based on power level or deck types I expect to play against.

Hidden Path and Nature's Cloak could both be great, and almost feel like cheating in a deck like this, lol. If I find that I can't get my creatures through reliably, I might just do this. However, one of the beauties of this deck is that you almost WANT to get blocked a lot of the time. If I'm attacking with a boatload of lands, and my commander is out, I want my opponent to block so I can kill of his smaller creatures. I want him to make decisions. And I don't care if my Forests die, as they're coming right back to the table ... Untapped and ready to block for me (to which they can die again, come back, and by my turn have lost summoning sickness and I'm ready to read & repeat). By having Forestwalk, I get more damage in, sure ... but I lose my pseudo Vigilance that's built in with the recursion that makes this deck fun. So, for now, I keep the Forestwalk out. That said, I'm more likely to want a sorcery/instant for Forestwalk for a surprise win condition, such as Nature's Cloak.

Scarwood Bandits is always fun. However, it doesn't have much synergy with the deck and I would prefer the deck to stay more focused. Lots of fun cards in green to toss in for flavor, though, and this would be great if I went on a little tangent.

September 12, 2022 2:10 p.m.

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MorgothLORD124

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Finished Decks 46
Prototype Decks 9
Drafts 0
Playing since Limited Edition Beta
Points 570
Avg. deck rating 6.71
T/O Rank 52
Helper Rank 209
Favorite formats Commander / EDH, 1v1 Commander, Commander: Rule 0
Suppressed formats Standard, Legacy, Pre-release, MTGO, Unformat, Unknown, Heirloom, Vintage, Archenemy, Planechase, Vanguard, Modern, Pauper, Noble, Casual, Hero, Quest Magic RPG, Quest Magic, Block Constructed, Limited, Duel Commander, Tiny Leaders, Highlander, Magic Duels, Penny Dreadful, Frontier, Leviathan, Pauper EDH, Canadian Highlander, Brawl, Arena, Oathbreaker, Custom, Oldschool 93/94, Pioneer, Historic, Jumpstart, Gladiator, Premodern, Alchemy, Pauper Duel Commander
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