Card Choices: Below you can find a brief summary of why I play the cards in my list as well as my opinions on some cards that I've played in the past or have considered to play before. Click on the spoiler to see the extended review.
Terastodon: One of mono green's better choices of removal. Removing multiple targets from multiple players is fantastic. Cheating him out early can land screw an opponent out the game. He can additionally hit your old, boring permenants that you no longer need for cute elephants should you need them.
Woodfall Primus: Another one of green's better removal options with the benefit (or downside) of not giving other players creature tokens. My desire to lower my mana curve and lack of many sacrifice outlets in the current list are the biggest part of my decision to not include him.
Craterhoof Behemoth: He's usually used to win games. Tooth and Nail him in with Avenger of Zendikar for a massive Overrun effect or cast on a field of creatures you've amassed for a good chunk of damage. You'll also cast him if you need to kill someone with Jedit with commander damage. You should always be killing at least one person with him the turn you cast him.
Regal Force: Blue has nothing on green's card draw. This is usually the same thing as a Blue Sun's Zenith for the same amount of mana: Draw 4 cards. This will also leave behind a beatstick. You and also put him onto the field alongside Avenger of Zendikar to draw 10-16 cards easily.
Avenger of Zendikar: A mass of chump blockers, Skullclamp fodder, a reasonable sized army, and high synergy piece with a few other cards for - as far as green is concerned - the low cost of seven mana.
Duplicant: Creature removal that green desperately needs. Being tutorable and easily recurred are big bonus.
Deadwood Treefolk: A second copy of Eternal Witness. Trigger when it leaves and enters the battlefield is excellent but the fact that it can't retrieve non-creatures is a bit of a bummer.
Rampaging Baloths: A 6/6 for six that produces more 4/4 creatures for playing lands is nice. The tokens are just the right size to gain cards off of Greater Good. My inability to make good use of the tokens and lack of need for generic beatsticks are a large part of my reason to not include this creature.
Hydra Broodmaster: A six mana creature with seven power is already nice but being able to pump itself and produce reasonably sized tokens is nice too. I don't play it because I can't make good use of the tokens and I'm not the biggest fan of run of the mill poking sticks.
Brutalizer Exarch: Your choice of either a worldly tutor or non-creature tuck effect. His biggest allure is ability to tuck away non animated Theros Gods. If such cards are not seen in your meta or you do not care about them than play something else in this spot.
Bane of Progress: A mass removal effect for artifacts and enchantments. It's usually going to gain you about as much card advantage as a Woodfall Primus would. If you're worried that you will be hit to hard in the process than you can easily drop this creature.
Steel Hellkite: It flies, blocks creatures equipped with swords, pumps itself, and decimates the opponent's board. Repeatable removal in green is highly desirable.
Thragtusk: A good body that leaves a buddy behind when it dies. I'd play it mainly for the life gain but he's quite solid with Greater Good.
Genesis: Long term card advantage. Plays well with Fauna Shaman and Survival of the Fittest. From my experience Genesis will usually buyback Eternal Witness in order to get other non-creatures that are in your graveyard, Yavimaya Drayd so you can give non green players Forests for Jedit, or Spike Weaver so that you can buy some time. But to be honest, if you can buyback any creatures just once than Genesis has already done a lot for you.
Acidic Slime: All purpose green removal and fantastic chump blocker.
Wolfir Silverheart: The most important thing when piloting Jedit is to be able to kill an opponent in 3 or hits. Wolfir Silverheart guarantees a 3HKO and makes a 2HKO much more likely.
Nessian Game Warden: A reasonable body that gives you the best creature in the 5+ top cards of your library. How could a mono green deck resist?
Masked Admirers: Repeatable, albeit expensive, card draw. It's a good thing to pitch to Fauna Shaman and Survival of the Fittest. I run it since it's good when you need to win a game of attrition but it is entirely cuttable.
Nylea, God of the Hunt: The most important thing when piloting Jedit is to be able to kill an opponent in 3 or hits. Nylea, God of the Hunt guarantees a 3HKO and makes a 2HKO much more likely.
Eternal Witness: What's better than having a second copy of a spell you've used? Having a second of a spell you used on a Skullclampable body.
Courser of Kruphix: Reveals the top card of your library to produce card advantage. Life gain is not irrelevant.
Yavimaya Dryad: Ramps you or enables forestwalk on a non green player. It has forestwalk itself so it's a good attacker with a Sword of Synonym of Antonym. It's also a Skulclamp target.
Dosan the Falling Leaf: His main use is to protect Jedit from instant speed removal. He's alright in metas where there is a lot of counter magic but be careful as he also protects any combo players from counters and removal as well.
Rofellos, Llanowar Emissary: An impressive ramp effect. Allows for a turn three Jedit or a turn four Terastodon. It's also a Skullclamp target but it provides you with so much mana that it's not usually worth trading this in for cards.
Ulvenwald Tracker: Repeatable removal. I don't run a lot large creatures and as a result I don't have many good creatures to fight with. If you feel that you have enough fat creatures fight with than I suggest running him.
Joraga Treespeaker: It's a green Sol Ring more or less. It's one of the better cards to play on turns one through three.
Birds of Paradise: A turn one mana excellent and a flying body that can hold a piece of equipment.
Sylvan Safekeeper: A green Mother of Runes. Protects Jedit from removal
All is Dust: A (mostly creature) wrath effect for mono green. Play it.
Beast Within: Truly all purpose removal in green. The ability to hit creatures is really important.
Deglamer, Unravel the Aether: Instant speed artifact and enchantment removal. Putting Gods into the deck to where they can't be easily retrieve is great. Though putting any artifact of enchantment back in the library is great as it's a lot harder to retrieve something from the deck than it is the graveyard.
Nature's Claim: Cheap instant speed artifact and enchantment removal with functionally no drawback. It's better in more competitive metas or in metas where stax or tax strategies are played and every mana matters.
Krosan Grip: Instant speed artifact and enchantment removal that really hits combo hard. If combo decks aren't popular in your meta a cheaper alternative is worth considering.
Regrowth: It's a Demonic Tutor that searches your graveyard. A second copy of any piece of removal or any threat is really good.
Revive: Basically the same thing as Regrowth except it can't return artifacts. I already run four graveyard retrieval effects and didn't feel I needed - or had room for - a fifth.
Harmonize: Green card draw that is on par with blue card draw. Very underrated. Run it. Play it. Enjoy it.
Hunter's Insight: Attack with some beefy creatures, target the biggest one that doesn't get blocked, and hope the target creatures doesn't get hit by a removal spell. Thanks to Jedit you should be able to get five from this thing pretty easily.
Soul's Majesty: This is similar to Hunter's Insight but requires two more mana. I prefer being able to play my card draw spell and do other things in the same turn and the additional mana kind of hurts that. If you find getting a direct hit in for Hunter's Insight to be too hig of a hoop than this might be your cup of tea.
Hunter's Prowess: It has all the downsides of both Hunter's Insight and Soul's Majesty. It does pump Jedit to the vital 7 power range for a 3HKO and Jedit does have reasonable evasion so it is something that you can consider.
Momentous Fall: Prevents Jedit from getting tucked while drawing you five or more cards. Any creature with three or more power is good target though. The life is an added bonus but it's not irrelevant so don't forget it's there.
Natural Order: It's a good tutor but not fantastic. It allows for a turn 3-4 Terastodon pretty reliably if you want one. It can also sac a Plant token from Avenger or Zendikar and grab Craterhoof Behemoth in order to take someone out. When this card is cast you should indend to take someone of the game with it. Or at the very least keep yourself in the game by searching for Spike Weaver..
Chord of Calling: Green tutors that can cheat creatures into play are the best but instant speed ones that allow you to use creatures as mana are better. End of turn Chord of Calling into Rofellos, Llanowar Emissary in order to vomit your hand is the most amusing. However, using Chord of Calling as an instant speed removal spell is probably the best. Ambush attacking creatures with Acidic Slime is a decent trick but an instant speed Duplicant is invaluable in a deck with next to no creature removal.
Green Suns' Zenith: Turn one Dryad Arbor is a solid play but cheating any creature into play for just one more mana is fine - if not exactly what you need.
Cultivate & Kodama's Reach: Three mana ramp that ensures you hit your next land drop. Cultivate and Kodama's Reach are in competition with Nature's Lore and Three Visits. There's not a huge difference from going from 2 to 4 mana or from 3 to 5 mana so either set is fine.
Nature's Lore & Three Visits: Two mana ramp that gives you a turn two play and eats up less of your turn in the mid to late game. Nature's Lore and Three Visits are in competition with Cultivate and Kodama's Reach. There's not a hugh difference from going to 2 to 4 mana or from 3 to 5 mana so either set is fine.
Into the North: A two mana ramp spell that can grab Mouth of Ronom and Scrying Sheets. I think Mouth of Ronom is overcosted and Scrying sheets is rather bad so I don't bother running it.
Sol Ring: It's the best mana ramp in the format and very few decks can't make use of it. Play it until you die or it gets banned - whichever comes first.
Mana Crypt: It's the best mana ramp in the format and very few decks can't make use of it. Play it until you die or ti gets banned - whichever comes first.
Sensei's Divining Top: In a colors that can tutor and shuffle frequently it's a good way to smooth your draws.
Oblivion Stone: A (mostly creature) wrath effect in mono green. Play it.
Nevinyrral's Disk. A (mostly creature) wrath effect in mono green. Play it.
Spine of Ish Sah: Potentially repeatable all purpose removal for green. Seven mana is a lot for targeted removal however.
Brittle Effigy: Instant speed creature removal in mono green is needed but this isn' t the greatest. It's playable if you want more creature removal but you're not missing anything if you decide to skip on it.
Bithing Pod: A silly tutor. Kind of requires you to build around it when playing it but green has so many good creatures that it isn't a problem. Being able to trade in a useless creature for a bigger, better one is nothing to scoff at. Unfairly eats removal.
Skullclamp: Trade in X/1 creatures for cards. Put on any creature and profit from blocking, Birthing Pod, or Greater Good. Put Jedit at 6+ power. It does everything
Sword of X & Y: These all put Jedit at seven power so that he can conveniently 3HKO people. They will also buff your creatures and the evasion they give makes even your dorkiest creature a potential threat. All are playable but I've excluded Sword of Body and Mind and Sword of Light and Shadow
because pro green isn't need and milling your opponents is soooo bad in this format and I already have enough recursion.
Swiftfoot Boots: Gives Jedit haste and Hexproof. A few other creatures benefit from this as well.
Lightning Greaves: Gives Jedit haste and Shroud. A few other creatures benefit from this as well.
Crucible of Worlds: Reuse fethclands or cycle lands. Worth consider if land destruction is played in your meta.
Mind's Eye: Alternative card draw should you desire it.
Staff of Nin: Alternative card draw should you desire it.
Seer's Sundial: Alternative card draw should you desire it.
Lignify: A green Doom Blade. Making any creature a non-threat is great but you play this because it takes away the creature's abilities. Use this on commanders when you can but remind the idiots you're playing with not to send larger creatures in the direction of the enchanted commander. A commander hit by Lignify is no threat until it goes to the graveyard.
Utopia Vow: A green Pacifism. This is nowhere near as good as Lignify. A Pacifism effect is not enough of an effect in this format but green has little in terms of creature removal is it's worth noting.
Earthcraft: It turns all of your creatures into mana dorks. It combo with Squirrel Nest but that's not what makes it noteworthy. Earthcraft will provide you with a ton of mana and allows for early big mana plays assuming you have creatures. It's a ramp spell that you get to keep using and early Jedit is and early Jedit.
Greater Good: Card draw ahoy!!! Blue sucks at card draw and don't let anyone tell you otherwise. Greater Good turns all of your would-be-dead creatures into a pile of cards. Green has a lot of creatures with good power to mana cost ratios. This list plays Skullclamp and a bunch of effects that boost power for Jedit or any other creature. You will have a lot of power on board. You will draw a lot of cards for a onetime investment of four mana. Meanwhile blue is playing its cute cantrips and and wishing it had the ramp that green did for it's draw x spells. Blue is the inferior color! Green is the best color!! Green for master race!!!!
But, no, seriously. Greater Good is a very power draw effect. Combined with green's naturally large creatures and Jedit's desire for a couple of extra power you will out draw everyone with ease.
Sylvan Library: You basically cast Brainstorm every draw step but, you know, with the option of not putting the cards back. If there are cards you don't want on top than your plethora of tutors, ramp effects, and fethchlands aren't going to help.
Survival of the Fittest: Repeatable creature tutoring. Can help set up Genesis, Deadwood Treefolk and Eternal Witness. Try to cast with at least one -preferably two - mana available so that you can get an activation or two before it eats a removal spell.
Pattern of Rebirth: Enchant your weak, pathetic creature, and trade it in for a big, strong creature.
Or enchant your big creature, sac that creature to Greater Good and get an even better creature.
Karn Liberated: Repeatable all purpose removal in green. Play it.
Garruk Wildspeaker: A better version of Skyshroud Claim. Untapping Gaea's Cradle or a utility land is great but as long as he's untapping lands he's doing his job. Whenever you have the chance make a Beast token whenever the extra two mana is irrelevant.
Garruk, Primal Hunter: Always try to plus this Garruk before you use his -3 ability. His ability doesn't target so if put a beast on the field the turn before and your giant creature dies in response to the -3 effect than you will still draw at least three cards. It will also give you the chance to -3 him again later. Don't feel bad if you can't protect him for a whole round. If you really need to draw cards with him than don't hesitate to use him as a Soul's Majesty.
Gaea's Cradle: If you have at least one creature it's no worse than a forest. If you have more than one creature it is amazing. If you have access to it than play it.
Temple of the False God: Two mana from a single land. It's awesome. Green prefers its ramp to be in the form of putting lands onto the battlefield so this Temple should always produce mana.
Oran-Rief, the Vastwood: I play it so that I can pump Jedit's power up to 6 so he can 4HKO. That said, it's really good with any creature and Spike Weaver gets a little bit of extra mileage out of it.
Jedit was my first commander and is still my favorite. While the deck has come a long way from my first draft I'm still looking for cards to fill the missing holes. I'm just not entirely sure what those holes might be though. :/
This is mainly a green good stuff deck that uses Jedit to kill off an opponent or two with general damage when needed. One of the things I'm looking for is a reliable way to pump Jedit so that I can turn him from a four turn clock to a three turn clock.
I feel that I can handle most deck types fairly well but if there are things I'm missing that should be in here because they're too good or fill a useful niche than let me knowar
Rampaging Baloth wasn't doing anything - it never attacked itself and its tokens were never relevent. Treespeaker isn't particularly similar but I'm hoping the pseudo Sol Ring will be helpful
Neither haste nor hexproof was relevant to any of my creatures. The additional protection and +2/+2 that the sword provides should be more relevant most of the time - especially for Jedit.
Strip Mine and Wastland are enough. I have more draw power than I thought so Reliquary Tower is quite useful.
Currently I'm contemplating whether or not I want to add Nylea, God of the Hunt. She'll give Jedit +2/+2 for an easier commander kill and is easily tutorable but she'll rarely ever do more than that. I'm also thinking about removing Worldly Tutor. The card disadvantage is displeasing but the utility of the effect is enticing - I'm torn on what to do.
Gaea's Liege might make an interesting addition to the deck. You wouldn't even need to attack with it. While I was looking for it, I also found Gaea's Anthem and Gaea's Embrace[/CARD]. Both would boost Jedit into a powerful threat.
Ulvenwald Tracker is a little clunky and rather unimpressive. Most of my creatures aren't that big and really commit too much to the board so he's not as good as he could be. Scavenging Ooze was added in its place in an attempt to fill out the noticeably missing graveyard hate.
With more Gods being released this seem like the better removal spell to me. Not going to the graveyard is a plus when I have limited graveyard and can't combat recursion. That said, this change is entirely undoable. If I find my self wanting more direct artifact or enchantment hate then I'll switch back.
Defense hasn't been trigger as often as it used to. I thought I'd replace it with Patter of Rebirth instead. It's not as rewarding but looks to be more reliable. I may add some sac lands if I find it to be clunky. Maybe I'll switch back to Defense of the Heart. I don't know
I'm looking to replace Woodfall Primus. Now that Sylvan Primordial is banned I thought I'd try to lower my curve a little bit. Primus is my least exciting eight drop. I just don't have anything to repalce him with.
Gaea's Liege might make an interesting addition to the deck. You wouldn't even need to attack with it. While I was looking for it, I also found Gaea's Anthem and Gaea's Embrace[/CARD]. Both would boost Jedit into a powerful threat.
Oh. Sorry. I never saw this. In my earliest drafts of this deck I was running Geaa's Liege but after playing with it for a while I found it to be clunky and really unimpactful for a six drop. It was taken out in favor of something. Besides, green is a really popular color in EDH so between that and Thelonite Monk and Yavimaya Dryad I feel pretty comfortable with my Forestwalk situation.
Gaea's Embrace and Strength of Tajuru put all of my eggs are in one basket. One of the cool thing about playing with Jedit is that he can sneak in some commander damage kills. People generally ignore him until they're about to die to him. Strength and Embrance put a bigger target on him and he already cost so much that I don't want to cast to many more times.
Fireshireaker and Gaea's Anthem seem ok though. Anthem will only pump by 1 but a 4HKO is still better than a 5HKO. It's a global pump too which might be nice. Fireshrieaker is more mana to invest in the Jedit voltron and my mana is already tied up tight. The Swords can at least be put on other creatures well enough but Fireshrieker only seems worth it on Jedit.
Journey into Nyx has been released and I wanted to try out a new toy. Changes have been made and the list updated.
- Woodfall Primus
+ Bane of Progress
Eight drops are expensive and by the time I can cast Woodfall Primus lands are usually no longer relevant. Bane of Progress will usually do the same job and sometimes do it better but always for a lower cost.
- Dryad Arbor
+ Wood Elves
I didn't feel like list could make good use of Dryad Arbor. Chose Wood Elves to replace it. Admittedly there isn't much difference.
- Krosan Grip
+ Regrowth
As I've become more familiar with the combos that need artifact and enchantment removal to be stopped I can now disassemble those combos earlier. The Split Second of Krosan Grip isn't very relevant now. Regrowth was added because I wanted another Eternal Witness.
- Into the North
+ Oracle of Mul Daya
I wanted more creatures for more reliable Fauna Shaman and Survival of the Fittest activations. Oracle of Mul Daya provides a similar role.
- Nature's Lore
+ Courser of Kruphix
I wanted more creatures for more reliable Fauna Shaman and Survival of the Fittest activations. Courser of Kruphix provides a similar role.
- Worldly Tutor
+ Nessian Game Warden
I wanted more creatures for more reliable Fauna Shaman and Survival of the Fittest activations. Nessian Game Warden provides a similar role.
- Sensei's Divining Top
+ Mana Crypt
No such thing as too much mana accelerants. Sensei's Divining Top hasn't been doing much recently. I'm usually able to just tutor for what I need. This is an entirely reversible change.
Brittle Effigy, Spine of Ish Sah, and Mouth of Ronom are overcosted for what they do. They were replaced for lands that can buff Jedit and cast him faster. I didn't realize I removed Yavimaya Hollow to be honest. It's been replaced with a Forest but I may change that back.
Additionally I've added some explanation of the cards I'm running, have ran before, or have or am considering running. If anyone is interested.
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00 Jedit Ojanen of Efrava
Creatures: 30
08 Terastodon
08 Craterhoof Behemoth
07 Regal Force
07 Avenger of Zendikar
06 Duplicant
06 Deadwood Treefolk
06 Brutalizer Exarch
06 Bane of Progress
05 Genesis
05 Acidic Slime
05 Wolfir Silverheart
05 Nessian Game Warden
04 Spike Weaver
04 Thelonite Monk
04 Masked Admirers
04 Master of the Wild Hunt
04 Nylea, God of the Hunt
04 Solemn Simulacrum
03 Wood Elves
03 Farhaven Elf
03 Fierce Empath
03 Eternal Witness
03 Courser of Kruphix
03 Yavimaya Dryad
03 Yavimaya Elder
02 Scavenging Ooze
02 Sakura-Tribe Elder
02 Rofellos, Llanowar Emissary
Instants and Sorceries: 14
01 All is Dust
01 Beast Within
01 Unravel the Æther
01 Deglamer
01 Regrowth
01 Harmonize
01 Hunter's Insight
01 Momentous Fall
01 Natural Order
01 Tooth and Nail
01 Chord of Calling
01 Green Sun's Zenith
01 Cultivate
01 Kodama's Reach
Artifacts: 09
01 Sol Ring
01 Mana Crypt
01 Oblivion Stone
01 Nevinyrral's Disk
01 Skullclamp
01 Sword of Fire and Ice
01 Sword of Feast and Famine
01 Sword of Light and Shadow
Enchantments: 05
01 Lignify
01 Greater Good
01 Sylvan Library
01 Survival of the Fittest
01 Night Soil
Planeswalkers: 03
01 Karn Liberated
01 Garruk Wildspeaker
01 Garruk, Primal Hunter
Lands: 38
27 Forest
01 Windswept Heath
01 Wooded Foothills
01 Verdant Catacombs
01 Misty Rainforest
01 Gaea's Cradle
01 Oran-Rief, the Vastwood
01 Okina, Temple to the Grandfathers
01 Temple of the False God
01 Wasteland
01 Strip Mine
01 Reliquary Tower
Card Choices: Below you can find a brief summary of why I play the cards in my list as well as my opinions on some cards that I've played in the past or have considered to play before. Click on the spoiler to see the extended review.
Terastodon: One of mono green's better choices of removal. Removing multiple targets from multiple players is fantastic. Cheating him out early can land screw an opponent out the game. He can additionally hit your old, boring permenants that you no longer need for cute elephants should you need them.
Woodfall Primus: Another one of green's better removal options with the benefit (or downside) of not giving other players creature tokens. My desire to lower my mana curve and lack of many sacrifice outlets in the current list are the biggest part of my decision to not include him.
Craterhoof Behemoth: He's usually used to win games. Tooth and Nail him in with Avenger of Zendikar for a massive Overrun effect or cast on a field of creatures you've amassed for a good chunk of damage. You'll also cast him if you need to kill someone with Jedit with commander damage. You should always be killing at least one person with him the turn you cast him.
Regal Force: Blue has nothing on green's card draw. This is usually the same thing as a Blue Sun's Zenith for the same amount of mana: Draw 4 cards. This will also leave behind a beatstick. You and also put him onto the field alongside Avenger of Zendikar to draw 10-16 cards easily.
Avenger of Zendikar: A mass of chump blockers, Skullclamp fodder, a reasonable sized army, and high synergy piece with a few other cards for - as far as green is concerned - the low cost of seven mana.
Duplicant: Creature removal that green desperately needs. Being tutorable and easily recurred are big bonus.
Deadwood Treefolk: A second copy of Eternal Witness. Trigger when it leaves and enters the battlefield is excellent but the fact that it can't retrieve non-creatures is a bit of a bummer.
Rampaging Baloths: A 6/6 for six that produces more 4/4 creatures for playing lands is nice. The tokens are just the right size to gain cards off of Greater Good. My inability to make good use of the tokens and lack of need for generic beatsticks are a large part of my reason to not include this creature.
Hydra Broodmaster: A six mana creature with seven power is already nice but being able to pump itself and produce reasonably sized tokens is nice too. I don't play it because I can't make good use of the tokens and I'm not the biggest fan of run of the mill poking sticks.
Brutalizer Exarch: Your choice of either a worldly tutor or non-creature tuck effect. His biggest allure is ability to tuck away non animated Theros Gods. If such cards are not seen in your meta or you do not care about them than play something else in this spot.
Bane of Progress: A mass removal effect for artifacts and enchantments. It's usually going to gain you about as much card advantage as a Woodfall Primus would. If you're worried that you will be hit to hard in the process than you can easily drop this creature.
Steel Hellkite: It flies, blocks creatures equipped with swords, pumps itself, and decimates the opponent's board. Repeatable removal in green is highly desirable.
Thragtusk: A good body that leaves a buddy behind when it dies. I'd play it mainly for the life gain but he's quite solid with Greater Good.
Genesis: Long term card advantage. Plays well with Fauna Shaman and Survival of the Fittest. From my experience Genesis will usually buyback Eternal Witness in order to get other non-creatures that are in your graveyard, Yavimaya Drayd so you can give non green players Forests for Jedit, or Spike Weaver so that you can buy some time. But to be honest, if you can buyback any creatures just once than Genesis has already done a lot for you.
Acidic Slime: All purpose green removal and fantastic chump blocker.
Wolfir Silverheart: The most important thing when piloting Jedit is to be able to kill an opponent in 3 or hits. Wolfir Silverheart guarantees a 3HKO and makes a 2HKO much more likely.
Nessian Game Warden: A reasonable body that gives you the best creature in the 5+ top cards of your library. How could a mono green deck resist?
Spike Weaver: He wins games. Shut up and run him.
Thelonite Monk: Enables forest walk. It also removes opposing Gaea's Cradle, [cardCabal Coffers][/card], Maze of Ith, Plains, Islands, Swamps, and Mountains. A bit of a gimmick but it does it's job…decently.
Masked Admirers: Repeatable, albeit expensive, card draw. It's a good thing to pitch to Fauna Shaman and Survival of the Fittest. I run it since it's good when you need to win a game of attrition but it is entirely cuttable.
Master of the Wild Hunt: Produces creatures with for no additional investment. Mainly a removal effect. Do note that Wolfir Silverheart is also a wolf.
Nylea, God of the Hunt: The most important thing when piloting Jedit is to be able to kill an opponent in 3 or hits. Nylea, God of the Hunt guarantees a 3HKO and makes a 2HKO much more likely.
Solemn Simulacrum: Ramps and replaces itself. It's the best target in the four mana slot on the Birthing Pod chain.
Oracle of Mul Daya: Ramps and removes the top cards of the library to produce card advantage.
Thrun, the Last Troll: An alternative beatstick to Jedit. This list plays a lot of pump and Thrun is just as capable of benefiting from it.
Wood Elves: Ramps and a Skullclamp target.
Farhaven Elf: Ramps and a Skullclamp target.
Fierce Empath: Fatty tutor and a Skullclamp target.
Eternal Witness: What's better than having a second copy of a spell you've used? Having a second of a spell you used on a Skullclampable body.
Courser of Kruphix: Reveals the top card of your library to produce card advantage. Life gain is not irrelevant.
Yavimaya Dryad: Ramps you or enables forestwalk on a non green player. It has forestwalk itself so it's a good attacker with a Sword of Synonym of Antonym. It's also a Skulclamp target.
Yavimaya Elder: Ensures land drops, chump blocks, draws a card, and is a Skullclamp.
Dosan the Falling Leaf: His main use is to protect Jedit from instant speed removal. He's alright in metas where there is a lot of counter magic but be careful as he also protects any combo players from counters and removal as well.
Sylvok Replica: Artifact and enchantment removal that doesn't fold to Torpor Orb. It's also a Skullclamp target.
Fauna Shaman: Repeatable creature tutoring. Can help set up Genesis, Deadwood Treefolk and Eternal Witness.
Scavenging Ooze: Graveyard hate.
Sakura-Tribe Elder: Ramp effect and good chump blocker
Dawntreader Elk: Ramp effect and decent chump blocker.
Viridian Zealot: Artifact and Enchantment removal that doesn't fold to Torpor Orb. Also a Skullclamp target.
Rofellos, Llanowar Emissary: An impressive ramp effect. Allows for a turn three Jedit or a turn four Terastodon. It's also a Skullclamp target but it provides you with so much mana that it's not usually worth trading this in for cards.
Ulvenwald Tracker: Repeatable removal. I don't run a lot large creatures and as a result I don't have many good creatures to fight with. If you feel that you have enough fat creatures fight with than I suggest running him.
Joraga Treespeaker: It's a green Sol Ring more or less. It's one of the better cards to play on turns one through three.
Birds of Paradise: A turn one mana excellent and a flying body that can hold a piece of equipment.
Elvish Mystic, Fyndhorn Elves, Llanowar Elves: Turn one mana accelerant and a Skullclamp target. Playable but not impressive.
Arbor Elf: Turn one mana accelerant and Skullclamp target. Functionally the same as Elvish Mysitc and friends but a little bit better if you're running mana doubling effects like Mana Replection, Caged Sun, Gauntlet of Power, or Extraplanar Lens.
Sylvan Safekeeper: A green Mother of Runes. Protects Jedit from removal
Beast Within: Truly all purpose removal in green. The ability to hit creatures is really important.
Deglamer, Unravel the Aether: Instant speed artifact and enchantment removal. Putting Gods into the deck to where they can't be easily retrieve is great. Though putting any artifact of enchantment back in the library is great as it's a lot harder to retrieve something from the deck than it is the graveyard.
Nature's Claim: Cheap instant speed artifact and enchantment removal with functionally no drawback. It's better in more competitive metas or in metas where stax or tax strategies are played and every mana matters.
Krosan Grip: Instant speed artifact and enchantment removal that really hits combo hard. If combo decks aren't popular in your meta a cheaper alternative is worth considering.
Regrowth: It's a Demonic Tutor that searches your graveyard. A second copy of any piece of removal or any threat is really good.
Revive: Basically the same thing as Regrowth except it can't return artifacts. I already run four graveyard retrieval effects and didn't feel I needed - or had room for - a fifth.
Harmonize: Green card draw that is on par with blue card draw. Very underrated. Run it. Play it. Enjoy it.
Hunter's Insight: Attack with some beefy creatures, target the biggest one that doesn't get blocked, and hope the target creatures doesn't get hit by a removal spell. Thanks to Jedit you should be able to get five from this thing pretty easily.
Soul's Majesty: This is similar to Hunter's Insight but requires two more mana. I prefer being able to play my card draw spell and do other things in the same turn and the additional mana kind of hurts that. If you find getting a direct hit in for Hunter's Insight to be too hig of a hoop than this might be your cup of tea.
Hunter's Prowess: It has all the downsides of both Hunter's Insight and Soul's Majesty. It does pump Jedit to the vital 7 power range for a 3HKO and Jedit does have reasonable evasion so it is something that you can consider.
Momentous Fall: Prevents Jedit from getting tucked while drawing you five or more cards. Any creature with three or more power is good target though. The life is an added bonus but it's not irrelevant so don't forget it's there.
Natural Order: It's a good tutor but not fantastic. It allows for a turn 3-4 Terastodon pretty reliably if you want one. It can also sac a Plant token from Avenger or Zendikar and grab Craterhoof Behemoth in order to take someone out. When this card is cast you should indend to take someone of the game with it. Or at the very least keep yourself in the game by searching for Spike Weaver..
Tooth and Nail: It puts your two most relevant creatures not in your graveyard onto the battlefield. Avenger of Zendikar and either Regal Force or Craterhoof Behmoth are the most common things to get. Eternal Witness and Spike Weaver or a utility removal creature in order to stabilize and buyback Tooth and Nail are common as well.
Chord of Calling: Green tutors that can cheat creatures into play are the best but instant speed ones that allow you to use creatures as mana are better. End of turn Chord of Calling into Rofellos, Llanowar Emissary in order to vomit your hand is the most amusing. However, using Chord of Calling as an instant speed removal spell is probably the best. Ambush attacking creatures with Acidic Slime is a decent trick but an instant speed Duplicant is invaluable in a deck with next to no creature removal.
Green Suns' Zenith: Turn one Dryad Arbor is a solid play but cheating any creature into play for just one more mana is fine - if not exactly what you need.
Cultivate & Kodama's Reach: Three mana ramp that ensures you hit your next land drop. Cultivate and Kodama's Reach are in competition with Nature's Lore and Three Visits. There's not a huge difference from going from 2 to 4 mana or from 3 to 5 mana so either set is fine.
Nature's Lore & Three Visits: Two mana ramp that gives you a turn two play and eats up less of your turn in the mid to late game. Nature's Lore and Three Visits are in competition with Cultivate and Kodama's Reach. There's not a hugh difference from going to 2 to 4 mana or from 3 to 5 mana so either set is fine.
Into the North: A two mana ramp spell that can grab Mouth of Ronom and Scrying Sheets. I think Mouth of Ronom is overcosted and Scrying sheets is rather bad so I don't bother running it.
Mana Crypt: It's the best mana ramp in the format and very few decks can't make use of it. Play it until you die or ti gets banned - whichever comes first.
Sensei's Divining Top: In a colors that can tutor and shuffle frequently it's a good way to smooth your draws.
Oblivion Stone: A (mostly creature) wrath effect in mono green. Play it.
Nevinyrral's Disk. A (mostly creature) wrath effect in mono green. Play it.
Spine of Ish Sah: Potentially repeatable all purpose removal for green. Seven mana is a lot for targeted removal however.
Brittle Effigy: Instant speed creature removal in mono green is needed but this isn' t the greatest. It's playable if you want more creature removal but you're not missing anything if you decide to skip on it.
Bithing Pod: A silly tutor. Kind of requires you to build around it when playing it but green has so many good creatures that it isn't a problem. Being able to trade in a useless creature for a bigger, better one is nothing to scoff at. Unfairly eats removal.
Skullclamp: Trade in X/1 creatures for cards. Put on any creature and profit from blocking, Birthing Pod, or Greater Good. Put Jedit at 6+ power. It does everything
Sword of X & Y: These all put Jedit at seven power so that he can conveniently 3HKO people. They will also buff your creatures and the evasion they give makes even your dorkiest creature a potential threat. All are playable but I've excluded Sword of Body and Mind and Sword of Light and Shadow
because pro green isn't need and milling your opponents is soooo bad in this format and I already have enough recursion.
Swiftfoot Boots: Gives Jedit haste and Hexproof. A few other creatures benefit from this as well.
Lightning Greaves: Gives Jedit haste and Shroud. A few other creatures benefit from this as well.
Crucible of Worlds: Reuse fethclands or cycle lands. Worth consider if land destruction is played in your meta.
Mind's Eye: Alternative card draw should you desire it.
Staff of Nin: Alternative card draw should you desire it.
Seer's Sundial: Alternative card draw should you desire it.
Lignify: A green Doom Blade. Making any creature a non-threat is great but you play this because it takes away the creature's abilities. Use this on commanders when you can but remind the idiots you're playing with not to send larger creatures in the direction of the enchanted commander. A commander hit by Lignify is no threat until it goes to the graveyard.
Utopia Vow: A green Pacifism. This is nowhere near as good as Lignify. A Pacifism effect is not enough of an effect in this format but green has little in terms of creature removal is it's worth noting.
Earthcraft: It turns all of your creatures into mana dorks. It combo with Squirrel Nest but that's not what makes it noteworthy. Earthcraft will provide you with a ton of mana and allows for early big mana plays assuming you have creatures. It's a ramp spell that you get to keep using and early Jedit is and early Jedit.
Greater Good: Card draw ahoy!!! Blue sucks at card draw and don't let anyone tell you otherwise. Greater Good turns all of your would-be-dead creatures into a pile of cards. Green has a lot of creatures with good power to mana cost ratios. This list plays Skullclamp and a bunch of effects that boost power for Jedit or any other creature. You will have a lot of power on board. You will draw a lot of cards for a onetime investment of four mana. Meanwhile blue is playing its cute cantrips and and wishing it had the ramp that green did for it's draw x spells. Blue is the inferior color! Green is the best color!! Green for master race!!!!
But, no, seriously. Greater Good is a very power draw effect. Combined with green's naturally large creatures and Jedit's desire for a couple of extra power you will out draw everyone with ease.
Sylvan Library: You basically cast Brainstorm every draw step but, you know, with the option of not putting the cards back. If there are cards you don't want on top than your plethora of tutors, ramp effects, and fethchlands aren't going to help.
Survival of the Fittest: Repeatable creature tutoring. Can help set up Genesis, Deadwood Treefolk and Eternal Witness. Try to cast with at least one -preferably two - mana available so that you can get an activation or two before it eats a removal spell.
Pattern of Rebirth: Enchant your weak, pathetic creature, and trade it in for a big, strong creature.
Or enchant your big creature, sac that creature to Greater Good and get an even better creature.
Defense of the Heart: A second copy of Tooth and Nail. It can activate earlier but it's easy to play around.
Rancor: Puts Jedit at seven power to enable a 3HKO. Resistant to removal and reusable.
Night Soil: Repeatable, selective graveyard hate.
Garruk Wildspeaker: A better version of Skyshroud Claim. Untapping Gaea's Cradle or a utility land is great but as long as he's untapping lands he's doing his job. Whenever you have the chance make a Beast token whenever the extra two mana is irrelevant.
Garruk, Primal Hunter: Always try to plus this Garruk before you use his -3 ability. His ability doesn't target so if put a beast on the field the turn before and your giant creature dies in response to the -3 effect than you will still draw at least three cards. It will also give you the chance to -3 him again later. Don't feel bad if you can't protect him for a whole round. If you really need to draw cards with him than don't hesitate to use him as a Soul's Majesty.
Forest: You need them so play them
Wooded Foothills, Windswept Heath, Verdant Catacombs, Misty Rainforest: Fetchlands enable landfall triggers and shuffle your library for Sensei's Divining Top and Sylvan Library. The fewer of these effects you have the less useful these effects are.
Gaea's Cradle: If you have at least one creature it's no worse than a forest. If you have more than one creature it is amazing. If you have access to it than play it.
Yavimaya Hollow: Protects Jedit from removal.
Temple of the False God: Two mana from a single land. It's awesome. Green prefers its ramp to be in the form of putting lands onto the battlefield so this Temple should always produce mana.
Ancient Tomb: It's like two lands in one.
Oran-Rief, the Vastwood: I play it so that I can pump Jedit's power up to 6 so he can 4HKO. That said, it's really good with any creature and Spike Weaver gets a little bit of extra mileage out of it.
Okina, Temple to the Grandfathers: It's used to pump Jedti's power up to 6 so he can 4HKO.
Cathedral of War: Pumps Jedit's power up to 6 so he can 4HKO assuming he attacks alone.
Reliquary Tower: Green had the potential to draw a lot of cards. In those situation you'll want this land.
Wasteland: Kills utility Lands
Strip Mine: Kills utility Lands and occasionally basics.
Tectonic Edge: Budget Wasteland.
Encroaching Wastes: Budget Wasteland
Ghost Quarter: Budget Wasteland
Jedit was my first commander and is still my favorite. While the deck has come a long way from my first draft I'm still looking for cards to fill the missing holes. I'm just not entirely sure what those holes might be though. :/
This is mainly a green good stuff deck that uses Jedit to kill off an opponent or two with general damage when needed. One of the things I'm looking for is a reliable way to pump Jedit so that I can turn him from a four turn clock to a three turn clock.
I feel that I can handle most deck types fairly well but if there are things I'm missing that should be in here because they're too good or fill a useful niche than let me knowar
-- Rampaging Baloths
+ Joraga Treespeaker
Rampaging Baloth wasn't doing anything - it never attacked itself and its tokens were never relevent. Treespeaker isn't particularly similar but I'm hoping the pseudo Sol Ring will be helpful
-- Genesis Wave
+ Chord of Calling
Genesis wave has more potential blowouts but Chord of Calling is more consistant and finds what I'm looking for without fail.
-- Lightning Greaves
+ Sword of War and Peace
Neither haste nor hexproof was relevant to any of my creatures. The additional protection and +2/+2 that the sword provides should be more relevant most of the time - especially for Jedit.
-- Desert Twister
+ Brittle Effigy
Twister only hit creatures anyway and Brittle Effigy is better and can be paid of several turns.
-- Scrying Sheets
+ Gaea's Cradle
Scrying Sheets never hit and Gaea's Cradle is quite impressive
-- Tectonic Edge
+ Reliquary Tower
Strip Mine and Wastland are enough. I have more draw power than I thought so Reliquary Tower is quite useful.
Currently I'm contemplating whether or not I want to add Nylea, God of the Hunt. She'll give Jedit +2/+2 for an easier commander kill and is easily tutorable but she'll rarely ever do more than that. I'm also thinking about removing Worldly Tutor. The card disadvantage is displeasing but the utility of the effect is enticing - I'm torn on what to do.
Fireshrieker would help too, I imagine. So would Strength of the Tajuru.
- Sylvan Primordial
+ Nylea, God of the Hunt
Sylvan Primordial got banned and was looking for a way to pump Jedit by 2 power. Ta da! Space found.
- Joraga Treespeaker
+ Rofellos, Llanowar Emissary
Rofellos is just a better Joraga Treespeeker I don't know why I didn't think of it sooner
-Ulvenwald Tracker
+Scavenging Ooze
Ulvenwald Tracker is a little clunky and rather unimpressive. Most of my creatures aren't that big and really commit too much to the board so he's not as good as he could be. Scavenging Ooze was added in its place in an attempt to fill out the noticeably missing graveyard hate.
- Nature's Lore
+ Unravel the Æther
With more Gods being released this seem like the better removal spell to me. Not going to the graveyard is a plus when I have limited graveyard and can't combat recursion. That said, this change is entirely undoable. If I find my self wanting more direct artifact or enchantment hate then I'll switch back.
- Defense of the Heart
+ Pattern of Rebirth
Defense hasn't been trigger as often as it used to. I thought I'd replace it with Patter of Rebirth instead. It's not as rewarding but looks to be more reliable. I may add some sac lands if I find it to be clunky. Maybe I'll switch back to Defense of the Heart. I don't know
I'm looking to replace Woodfall Primus. Now that Sylvan Primordial is banned I thought I'd try to lower my curve a little bit. Primus is my least exciting eight drop. I just don't have anything to repalce him with.
Oh. Sorry. I never saw this. In my earliest drafts of this deck I was running Geaa's Liege but after playing with it for a while I found it to be clunky and really unimpactful for a six drop. It was taken out in favor of something. Besides, green is a really popular color in EDH so between that and Thelonite Monk and Yavimaya Dryad I feel pretty comfortable with my Forestwalk situation.
Gaea's Embrace and Strength of Tajuru put all of my eggs are in one basket. One of the cool thing about playing with Jedit is that he can sneak in some commander damage kills. People generally ignore him until they're about to die to him. Strength and Embrance put a bigger target on him and he already cost so much that I don't want to cast to many more times.
Fireshireaker and Gaea's Anthem seem ok though. Anthem will only pump by 1 but a 4HKO is still better than a 5HKO. It's a global pump too which might be nice. Fireshrieaker is more mana to invest in the Jedit voltron and my mana is already tied up tight. The Swords can at least be put on other creatures well enough but Fireshrieker only seems worth it on Jedit.
- Woodfall Primus
+ Bane of Progress
Eight drops are expensive and by the time I can cast Woodfall Primus lands are usually no longer relevant. Bane of Progress will usually do the same job and sometimes do it better but always for a lower cost.
- Dryad Arbor
+ Wood Elves
I didn't feel like list could make good use of Dryad Arbor. Chose Wood Elves to replace it. Admittedly there isn't much difference.
- Krosan Grip
+ Regrowth
As I've become more familiar with the combos that need artifact and enchantment removal to be stopped I can now disassemble those combos earlier. The Split Second of Krosan Grip isn't very relevant now. Regrowth was added because I wanted another Eternal Witness.
- Into the North
+ Oracle of Mul Daya
I wanted more creatures for more reliable Fauna Shaman and Survival of the Fittest activations. Oracle of Mul Daya provides a similar role.
- Nature's Lore
+ Courser of Kruphix
I wanted more creatures for more reliable Fauna Shaman and Survival of the Fittest activations. Courser of Kruphix provides a similar role.
- Worldly Tutor
+ Nessian Game Warden
I wanted more creatures for more reliable Fauna Shaman and Survival of the Fittest activations. Nessian Game Warden provides a similar role.
- Sensei's Divining Top
+ Mana Crypt
No such thing as too much mana accelerants. Sensei's Divining Top hasn't been doing much recently. I'm usually able to just tutor for what I need. This is an entirely reversible change.
- Pattern of Rebirth
+ Night Soil
I have enough tutoring going on. I do not have enough grave hate.
- Brittle Effigy
- Spine of Ish Sah
- Mouth of Ronom
- Yavimaya Hollow
+ Oran-Rief, the Vastwood
+ Okina, Temple to the Godfathers
+ Temple of the False Gods
+ Forest
Brittle Effigy, Spine of Ish Sah, and Mouth of Ronom are overcosted for what they do. They were replaced for lands that can buff Jedit and cast him faster. I didn't realize I removed Yavimaya Hollow to be honest. It's been replaced with a Forest but I may change that back.
Additionally I've added some explanation of the cards I'm running, have ran before, or have or am considering running. If anyone is interested.