When I first developed this deck, it was actually about land destruction and control. It sounded great at first, and seemed legit, but I ended up ramping all the time regardless, and never really wanted to play cards like ArmageddonCataclysm cause why do that if I was ahead? Even when I wasn't ahead... I felt like I am not to far from the best board state to actually wanna do it. The current deck list is very explosive, and still has resource denial, but not as it's main point. It's more like acidic slime where I get something and they lose out, thus keeping my lead and furthering my board state, while hindering them. I thought about cards like gaddock, and linvala, etc. I feel like Dromoka, and maybe other effects should be in here though.
So without further ado, the reason I came on here and posted this deck is basically to ask for help. Currently I feel like deck runs well, but not as good as it should. I want to add Concordant Crossroads type effects in here, but then I hate to as well cause it can really help your opponents more than you at times. I know that you never just play that card to play it, and it's real worth is into something like [[Genesis Wave]], or as a finisher. I always just have uneasy feelings about it.
I also want to add Yeva, Nature's Herald so that way I can make use of Seedborne, cause atm seedborne has little to no use in there. There is also Amulet of Vigor but not sure on that as well.... just so many things...
Okay, I never played a Karametra or any other Landfall-deck, but here are some thoughts reagarding your list:
I don't know what you want to accomplish. You ramp. Okay. Then you have many lands. Okay. But how do you win going from there? Dropping a big creature doesn't win you the game in EDH, even if it's Kozilek.
I have a Karametra Commander deck that I'm fine tuning at the moment. I built my deck as a combiniation of landfall and Titania, Protector of Argoth style of deck. Think of it as a landfall and land destruction matters deck. One suggestion I can fully recommend are the four creatures the modern soul sisters deck are built around, Soul Warden, Soul's Attendant, Auriok Champion and Serra Ascendant.
They are non-threatening (except for a early game serra) so I can build an early life buffer. They give me cheap creatures to look for with Green Sun's Zenith and Chord of Calling. They also can basically be free to cast if I have Karametra out and Amulet of Vigor, and they coincidentally happen to shut down decks that use temporary token production as a win condition (like Splinter Twin and Kiki-Jiki, Mirror Breaker) as well as halving or completely nullifying an opposing Purphoros, God of the Forge ability damage.
Reap and Sow is also an under utilized and under appreciated card that I would recommend for you to try out.
They are non-threatening (except for a early game serra) so I can build an early life buffer. They give me cheap creatures to look for with Green Sun's Zenith
Your deck has only 35 lands (equivalent to < 22 in a 60 card deck!), and only crucible, Regal Force, and Greater Good to fuel Exploration and Azusa. I have a hard time imagining these two providing much value, especially with your commander ramping you as it does.
While, as pointed out above, it doesn't seem like you're building towards much with your ramp, perhaps the likes of Soul of the Harvest and Primordial Sage can give gas?
As far as bombs go, I could also see Admonition Angel being rather threatening.
Scion of the Ur-Dragon; Teferi, Temporal Archmage; Karador, Ghost Chieftain; Prime Speaker Zegana; Maelstrom Wanderer; Sliver Overlord; Zirilan of the Claw; Volrath the Fallen; Thromok the Insatiable
For some reason I forgot about the green creature text in GSZ, but yes I also run Essence Warden, so it never is a problem. I just couldn't for the life of me remember the card's name.
I also forgot to mention one of the best one drops you can run in Karametra, Sylvan Safekeeper. Especially if Titania is also in the deck somewhere, and it combos well with the whole Second Sunrise landfall trick I mentioned above.
Sorry guys have been busy and haven't had time to respond, but I'll reserve this spot now to respond. I might even be lazy and respond after this comment.
I don't know what you want to accomplish. You ramp. Okay. Then you have many lands. Okay. But how do you win going from there? Dropping a big creature doesn't win you the game in EDH, even if it's Kozilek.
It can if you attack with it... last time I checked death by combat is still a thing. Though you should probably run Concordant Crossroads
Agree, both should he in here and Survival is 100% better than Fauna
The green ramp spells don't make much sense to me, since Karametra turns any creature into exactly this.
I could be wrong, but the cheap ramp is probably to play Karametra earlier, however these can probably be mana dorks
Realm Seekers, is that card really good? I mean, I think you want to search for non-basics, but isn't he too clunky?
Realm Seekers is like Multani, Maro-Sorcerer that can search lands! You get a huge dude + any specialty land you want? Doesn't seem all the clunky to me. Again the Original Poster did say he's on the beat down plan.
Bow gives you utility (especially the putting 4 cards back in your library) and Deathtouch is big in an attack focused deck. Win a creature with deathtouch and trample is blocked, you only have to assign 1 point of combat damage to the blocking creature, not matter how much toughness it has since only 1 point of deathtouch is needed to be lethal. That means the rest of the damage tramples over to the defending player!
You're bashing Farseek type cards but you're recommending Solemn? Granted Solemn draws you 2 cards out of your deck, but that's not what's needed here. More draw like Primordial Sage is better for this deck then the Simulacrum. He should be running Karmic Guide though.
Again, you question the function of cards like Realm Seekers but then you recommend a card that does the same thing (Expedition Map) Granted it's cheaper, but it doesn't give you a body, let alone a Huge one. Emeria Angel I second. He should also be running Nissa, Worldwaker as well as the new Nissa. And Garruk, Caller of Beasts is insane in a deck like this
I don't know what you want to accomplish. You ramp. Okay. Then you have many lands. Okay. But how do you win going from there? Dropping a big creature doesn't win you the game in EDH, even if it's Kozilek.
It can if you attack with it... last time I checked death by combat is still a thing. Though you should probably run Concordant Crossroads
A huge swing by big creatures can certainly win you the game. But then, why play Karametra? This game plan doesn't need her really all that much. And also, he's playing green-white. That means, he hasn't much gas or in other words, if his opponent handles his big threats he has a big problem. Another point is, to win by combat you need to have ways to come through via attacking. And I'm not really convinced that Nylea's Bow is the most efficient way of accomplishing that.
The green ramp spells don't make much sense to me, since Karametra turns any creature into exactly this.
I could be wrong, but the cheap ramp is probably to play Karametra earlier, however these can probably be mana dorks
I think that they are there to play Karametra earlier, too. But why play Nature's Lore or Three Visits over Sakura-Tribe Elder or Farhaven Elf? If each creature spell ramps later and he needs ramp early, why not in the form of creatures?
You're bashing Farseek type cards but you're recommending Solemn? Granted Solemn draws you 2 cards out of your deck, but that's not what's needed here. More draw like Primordial Sage is better for this deck then the Simulacrum. He should be running Karmic Guide though.
Ehmmm... How in the world does a 6-drop that needs to stay on the battlefield compare to a 4-drop that begs to be sacced with respect to Birthing Pod? Granted, card draw in green-white is a good thing (only that Primordial Sage wouldn't draw you much cards in my meta), but that isn't my point. His 4-drops are Angel of Finality (conditional), Nylea, God of the Hunt (isn't always a creature and saccing an indestructible creature is a bit pointless), Oracle of Mul Daya (needs to stay on the battlefield), Polukranos, World Eater (I could accept that, making it monstrous than saccing it after having killed something, but I think the card is in general not so good in EDH) and Restoration Angel (flipping something, than saccing sounds okay). That doesn't sound really convincing.
And where did I bash ramp spells? I just don't think they are better than ramp with some legs in this deck.
Again, you question the function of cards like Realm Seekers but then you recommend a card that does the same thing (Expedition Map) Granted it's cheaper, but it doesn't give you a body, let alone a Huge one. Emeria Angel I second. He should also be running Nissa, Worldwaker as well as the new Nissa. And Garruk, Caller of Beasts is insane in a deck like this
I don't question the function of Realm Seekers, I question its mana cost! Searching for non-basics with a body is excellent. But stopping a Cabal Coffers via Wasteland or a huge creature via Maze of Ith is not something you choose, but it's your opponent who dictates that! And 9 mana in total isn't something to sneeze at, even in Karametra (at least, in the first turns).
As I said in my overview statement of the deck, I win through dmg, and swinging. I also need to get my general out turn on turn 2-4. That's why there's certain ramp spells in there that are low costing. Also in a meta of speed, wrath > hallowed. Terminus seems ok, I'll think about it. Also with wrath, and grave hate, it just makes more sense.
Also should people not like you if you play ex-card be an excuse to not play something. If they don't like it.. they can go **** themselves. If they are mad you aren't playing to them, then you should be mad they expect you to dumb ***** down. It's EDH, play what ever the hell you want within legality of rules. I understand people who play the game for lulz and play super crazy yolo *****. That's fine, but don't be mad when you get ***** on by a deck that has actual synergy and is built to win.
Death Touch and trample makes it so I can get through for dmg. That's why Bow of Nylea is in there plus for recursion and nylea. She's not there for a primary pumper, but has the ability to pump if needed. She's an indestructible aura for 4, and is usually a 6/6 beat stick for 4 as well. Bow is also another way to get more cards into my deck again if needed, or if I got mana open.... sure I'll put a +1/+1 counter on something, maybe I want a little life gain? It has numerous uses, and synergy in the beat down plan. Death touch tokens is pretty good.
While Solemn is a great staple.. I'd rather something else in that spot, like Resto Angel, Nylea, Angel of Finality, etc in a 4 drop slot. I already have other creatures than can draw me cards with ETB, plus with my general out, I can get land drops anyways into play tapped. I'd rather have a more impacting 4 drop. Polukranos is probably gonna go bye bye, but he was in there as additional removal, and ways to deal with tokens etc. This deck gets a lot of mana pretty easily, and I can even activate his ability multiple times in response to them responding. Which I have done, but I'd rather just do something else in 4 drop or higher spot now.
You are right, karmic guide should be in here, and I am going to put it in. I'll probably remove polukranos for him tbh. That being said... some of the other cards you suggested are not that great in this deck, but I understand why you posted it. In most other decks it makes sense, where they don't have the options to. Sylvan scrying? Rather Crop Rotation it does way more for this deck, and for 1 less. I also already have:
All which do more for this deck, putting lands into play, or have a body to it and put it to my hand > over pay 2 and put it into my hand. Same reason I won't play expedition map. That being said, I should probably think about maze of ith. Probably nissa too.. speaking of planeswalkers... that 6 or 5 mana Garruk would be good here too.
Thanks much for replying and helping with your suggestions and insight. SOrry for the super late response. Things have just been ***** lately and I'm sorry I couldn't reply sooner :/
I don't know what you want to accomplish. You ramp. Okay. Then you have many lands. Okay. But how do you win going from there? Dropping a big creature doesn't win you the game in EDH, even if it's Kozilek.
It can if you attack with it... last time I checked death by combat is still a thing. Though you should probably run Concordant Crossroads
A huge swing by big creatures can certainly win you the game. But then, why play Karametra? This game plan doesn't need her really all that much. And also, he's playing green-white. That means, he hasn't much gas or in other words, if his opponent handles his big threats he has a big problem. Another point is, to win by combat you need to have ways to come through via attacking. And I'm not really convinced that Nylea's Bow is the most efficient way of accomplishing that.
The green ramp spells don't make much sense to me, since Karametra turns any creature into exactly this.
I could be wrong, but the cheap ramp is probably to play Karametra earlier, however these can probably be mana dorks
I think that they are there to play Karametra earlier, too. But why play Nature's Lore or Three Visits over Sakura-Tribe Elder or Farhaven Elf? If each creature spell ramps later and he needs ramp early, why not in the form of creatures?
Nylea's bow does a lot of work in this deck. I can't tell you how many times it's kept me in the game and putting things I need back into my deck. Getting windfalled after you get your ***** bounced makes me sad. It's pretty nice to get that back into my deck, and ooh look.. green sun zenith in hand... wonder what I can do, hell any tutor. That being said.. yeah Karmic Guide just got put into this deck. More recursion is always good.
Also let me say this... Sakura-Tribe elder is a 2 drop.. let's you search for a BASIC LAND and put into play TAPPED. Now.... if I'm trying to ramp.... early game... and and I want my commander out faster. Why the hell would I not run a Three Visists, Nature's Lore? 2 mana search your deck for a forest card (Savannah, Temple Garden, hell even a dryad arbor if I have a Cradle sitting in my hand) and put into play, and NOT TAPPED... so I played a spell for 2... but can use that land right away.. and play another dork right away... or maybe a sol right away.. or maybe exploration right away... which just ramped me harder? It's also great mana fixing too, early game. Let's say I get no plains early.. but hey I got that three visits, forest, top, sol, ancient tomb. I'm keeping that *****, even without the top. Karametra needs to come out fast, turn 3 is goal (this deck can do it turn 2 though), and if by turn 5.... well **** this game I'm doing it wrong. They are good cards yes... they are.. but I don't have karametra always right off the bat to play cards like that. So the more ramp abilities in the deck, that can accelerate me faster over all... means I can get them opening hand.
Farhaven is a 3 drop... put basic into play tapped... it great with karametra out.. but I need things that will let me ramp into her faster without her out on the table. This deck doesn't wanna be just be playing her turn 5... hell I don't like playing her turn 4 either.
Also let me say this... Sakura-Tribe elder is a 2 drop.. let's you search for a BASIC LAND and put into play TAPPED. Now.... if I'm trying to ramp.... early game... and and I want my commander out faster. Why the hell would I not run a Three Visists, Nature's Lore? 2 mana search your deck for a forest card (Savannah, Temple Garden, hell even a dryad arbor if I have a Cradle sitting in my hand) and put into play, and NOT TAPPED... so I played a spell for 2... but can use that land right away.. and play another dork right away... or maybe a sol right away.. or maybe exploration right away... which just ramped me harder? It's also great mana fixing too, early game. Let's say I get no plains early.. but hey I got that three visits, forest, top, sol, ancient tomb. I'm keeping that *****, even without the top. Karametra needs to come out fast, turn 3 is goal (this deck can do it turn 2 though), and if by turn 5.... well **** this game I'm doing it wrong. They are good cards yes... they are.. but I don't have karametra always right off the bat to play cards like that. So the more ramp abilities in the deck, that can accelerate me faster over all... means I can get them opening hand.
Farhaven is a 3 drop... put basic into play tapped... it great with karametra out.. but I need things that will let me ramp into her faster without her out on the table. This deck doesn't wanna be just be playing her turn 5... hell I don't like playing her turn 4 either.
I fully understand this. My reasoning was simply that in green-white you draw in most cases one card per turn (I assume neither your Skullclamp nor your Greater Good will stick long on the table). But then drawing into Three Visits and Nature's Lore is extremely bad. If that doesn't happen to you, then everything is alright. But I would hate this happening to me.
1x Karametra, God of Harvest
Creature (34)
1x Acidic Slime
1x Angel of Finality
1x Arbor Elf
1x Avacyn, Angel of Hope
1x Avacyn's Pilgrim
1x Avenger of Zendikar
1x Azusa, Lost but Seeking
1x Bane of Progress
1x Birds of Paradise
1x Craterhoof Behemoth
1x Elesh Norn, Grand Cenobite
1x Elvish Mystic
1x Eternal Witness
1x Fauna Shaman
1x Genesis
1x Iona, Shield of Emeria
1x Karmic Guide
1x Knight of the Reliquary
1x Kozilek, Butcher of Truth
1x Nylea, God of the Hunt
1x Oracle of Mul Daya
1x Polukranos, World Eater
1x Qasali Pridemage
1x Rampaging Baloths
1x Realm Seekers
1x Regal Force
1x Restoration Angel
1x Seedborn Muse
1x Sun Titan
1x Terastodon
1x Vorinclex, Voice of Hunger
1x Wall of Blossoms
1x Wall of Omens
1x Wood Elves
1x Aura Shards
1x Defense of the Heart
1x Exploration
1x Greater Good
1x Mirari's Wake
1x Sylvan Library
Instant (8)
1x Beast Within
1x Chord of Calling
1x Eladamri's Call
1x Enlightened Tutor
1x Krosan Grip
1x Path to Exile
1x Swords to Plowshares
1x Worldly Tutor
Land (35)
1x Ancient Tomb
1x Boseiju, Who Shelters All
1x Command Tower
1x Dryad Arbor
1x Dust Bowl
1x Flooded Strand
10x Forest
1x Gaea's Cradle
1x Homeward Path
1x Marsh Flats
1x Nykthos, Shrine to Nyx
7x Plains
1x Savannah
1x Strip Mine
1x Sunpetal Grove
1x Temple Garden
1x Verdant Catacombs
1x Wasteland
1x Windswept Heath
1x Wooded Foothills
1x Austere Command
1x Genesis Wave
1x Green Sun's Zenith
1x Nature's Lore
1x Primal Command
1x Skyshroud Claim
1x Three Visits
1x Tooth and Nail
1x Triumph of the Hordes
1x Wrath of God
Artifact (6)
1x Birthing Pod
1x Bow of Nylea
1x Crucible of Worlds
1x Sensei's Divining Top
1x Skullclamp
1x Sol Ring
When I first developed this deck, it was actually about land destruction and control. It sounded great at first, and seemed legit, but I ended up ramping all the time regardless, and never really wanted to play cards like Armageddon Cataclysm cause why do that if I was ahead? Even when I wasn't ahead... I felt like I am not to far from the best board state to actually wanna do it. The current deck list is very explosive, and still has resource denial, but not as it's main point. It's more like acidic slime where I get something and they lose out, thus keeping my lead and furthering my board state, while hindering them. I thought about cards like gaddock, and linvala, etc. I feel like Dromoka, and maybe other effects should be in here though.
So without further ado, the reason I came on here and posted this deck is basically to ask for help. Currently I feel like deck runs well, but not as good as it should. I want to add Concordant Crossroads type effects in here, but then I hate to as well cause it can really help your opponents more than you at times. I know that you never just play that card to play it, and it's real worth is into something like [[Genesis Wave]], or as a finisher. I always just have uneasy feelings about it.
I also want to add Yeva, Nature's Herald so that way I can make use of Seedborne, cause atm seedborne has little to no use in there. There is also Amulet of Vigor but not sure on that as well.... just so many things...
Also if you wish to play test it to see how it runs pls go here and try it out. Yes I know it's gold fishing, but sometimes that helps
BUWMerieke Ri BeritWUB
BUWMerieke Ri BeritWUB
BUWMerieke Ri BeritWUB
BUWMerieke Ri BeritWUB
BUWMerieke Ri BeritWUB
And now a list of cards that I think you should at least consider:
They are non-threatening (except for a early game serra) so I can build an early life buffer. They give me cheap creatures to look for with Green Sun's Zenith and Chord of Calling. They also can basically be free to cast if I have Karametra out and Amulet of Vigor, and they coincidentally happen to shut down decks that use temporary token production as a win condition (like Splinter Twin and Kiki-Jiki, Mirror Breaker) as well as halving or completely nullifying an opposing Purphoros, God of the Forge ability damage.
Reap and Sow is also an under utilized and under appreciated card that I would recommend for you to try out.
Other tricks I run are Zuran Orb and/or Cataclysm and Second Sunrise for a ton of landfall triggers and ETB triggers in general. I'm always sure to have Grand Abolisher or Dragonlord Dromoka out before attempting this just to be safe.
None of them are green, but you could GSZ for Essence Warden.
Your deck has only 35 lands (equivalent to < 22 in a 60 card deck!), and only crucible, Regal Force, and Greater Good to fuel Exploration and Azusa. I have a hard time imagining these two providing much value, especially with your commander ramping you as it does.
While, as pointed out above, it doesn't seem like you're building towards much with your ramp, perhaps the likes of Soul of the Harvest and Primordial Sage can give gas?
As far as bombs go, I could also see Admonition Angel being rather threatening.
How hard is it to get seven of nine plains into play?
I also forgot to mention one of the best one drops you can run in Karametra, Sylvan Safekeeper. Especially if Titania is also in the deck somewhere, and it combos well with the whole Second Sunrise landfall trick I mentioned above.
BUWMerieke Ri BeritWUB
It can if you attack with it... last time I checked death by combat is still a thing. Though you should probably run Concordant Crossroads
Agree, both should he in here and Survival is 100% better than Fauna
I could be wrong, but the cheap ramp is probably to play Karametra earlier, however these can probably be mana dorks
Realm Seekers is like Multani, Maro-Sorcerer that can search lands! You get a huge dude + any specialty land you want? Doesn't seem all the clunky to me. Again the Original Poster did say he's on the beat down plan.
Bow gives you utility (especially the putting 4 cards back in your library) and Deathtouch is big in an attack focused deck. Win a creature with deathtouch and trample is blocked, you only have to assign 1 point of combat damage to the blocking creature, not matter how much toughness it has since only 1 point of deathtouch is needed to be lethal. That means the rest of the damage tramples over to the defending player!
I think she's in here to combo with the bow, for the deathtouch trample combo
You're bashing Farseek type cards but you're recommending Solemn? Granted Solemn draws you 2 cards out of your deck, but that's not what's needed here. More draw like Primordial Sage is better for this deck then the Simulacrum. He should be running Karmic Guide though.
Granted he should probably be running all 3, but wrath synergizes with his general (indestructible) and is cheaper (outside of miracle)
Again, you question the function of cards like Realm Seekers but then you recommend a card that does the same thing (Expedition Map) Granted it's cheaper, but it doesn't give you a body, let alone a Huge one. Emeria Angel I second. He should also be running Nissa, Worldwaker as well as the new Nissa. And Garruk, Caller of Beasts is insane in a deck like this
A huge swing by big creatures can certainly win you the game. But then, why play Karametra? This game plan doesn't need her really all that much. And also, he's playing green-white. That means, he hasn't much gas or in other words, if his opponent handles his big threats he has a big problem. Another point is, to win by combat you need to have ways to come through via attacking. And I'm not really convinced that Nylea's Bow is the most efficient way of accomplishing that.
I think that they are there to play Karametra earlier, too. But why play Nature's Lore or Three Visits over Sakura-Tribe Elder or Farhaven Elf? If each creature spell ramps later and he needs ramp early, why not in the form of creatures?
Ehmmm... How in the world does a 6-drop that needs to stay on the battlefield compare to a 4-drop that begs to be sacced with respect to Birthing Pod? Granted, card draw in green-white is a good thing (only that Primordial Sage wouldn't draw you much cards in my meta), but that isn't my point. His 4-drops are Angel of Finality (conditional), Nylea, God of the Hunt (isn't always a creature and saccing an indestructible creature is a bit pointless), Oracle of Mul Daya (needs to stay on the battlefield), Polukranos, World Eater (I could accept that, making it monstrous than saccing it after having killed something, but I think the card is in general not so good in EDH) and Restoration Angel (flipping something, than saccing sounds okay). That doesn't sound really convincing.
And where did I bash ramp spells? I just don't think they are better than ramp with some legs in this deck.
I don't question the function of Realm Seekers, I question its mana cost! Searching for non-basics with a body is excellent. But stopping a Cabal Coffers via Wasteland or a huge creature via Maze of Ith is not something you choose, but it's your opponent who dictates that! And 9 mana in total isn't something to sneeze at, even in Karametra (at least, in the first turns).
Also, I second Titania, Protector of Argoth. Sounds like a perfect fit!
Also should people not like you if you play ex-card be an excuse to not play something. If they don't like it.. they can go **** themselves. If they are mad you aren't playing to them, then you should be mad they expect you to dumb ***** down. It's EDH, play what ever the hell you want within legality of rules. I understand people who play the game for lulz and play super crazy yolo *****. That's fine, but don't be mad when you get ***** on by a deck that has actual synergy and is built to win.
Death Touch and trample makes it so I can get through for dmg. That's why Bow of Nylea is in there plus for recursion and nylea. She's not there for a primary pumper, but has the ability to pump if needed. She's an indestructible aura for 4, and is usually a 6/6 beat stick for 4 as well. Bow is also another way to get more cards into my deck again if needed, or if I got mana open.... sure I'll put a +1/+1 counter on something, maybe I want a little life gain? It has numerous uses, and synergy in the beat down plan. Death touch tokens is pretty good.
While Solemn is a great staple.. I'd rather something else in that spot, like Resto Angel, Nylea, Angel of Finality, etc in a 4 drop slot. I already have other creatures than can draw me cards with ETB, plus with my general out, I can get land drops anyways into play tapped. I'd rather have a more impacting 4 drop. Polukranos is probably gonna go bye bye, but he was in there as additional removal, and ways to deal with tokens etc. This deck gets a lot of mana pretty easily, and I can even activate his ability multiple times in response to them responding. Which I have done, but I'd rather just do something else in 4 drop or higher spot now.
You are right, karmic guide should be in here, and I am going to put it in. I'll probably remove polukranos for him tbh. That being said... some of the other cards you suggested are not that great in this deck, but I understand why you posted it. In most other decks it makes sense, where they don't have the options to. Sylvan scrying? Rather Crop Rotation it does way more for this deck, and for 1 less. I also already have:
All which do more for this deck, putting lands into play, or have a body to it and put it to my hand > over pay 2 and put it into my hand. Same reason I won't play expedition map. That being said, I should probably think about maze of ith. Probably nissa too.. speaking of planeswalkers... that 6 or 5 mana Garruk would be good here too.
Thanks much for replying and helping with your suggestions and insight. SOrry for the super late response. Things have just been ***** lately and I'm sorry I couldn't reply sooner :/
BUWMerieke Ri BeritWUB
Nylea's bow does a lot of work in this deck. I can't tell you how many times it's kept me in the game and putting things I need back into my deck. Getting windfalled after you get your ***** bounced makes me sad. It's pretty nice to get that back into my deck, and ooh look.. green sun zenith in hand... wonder what I can do, hell any tutor. That being said.. yeah Karmic Guide just got put into this deck. More recursion is always good.
Also let me say this... Sakura-Tribe elder is a 2 drop.. let's you search for a BASIC LAND and put into play TAPPED. Now.... if I'm trying to ramp.... early game... and and I want my commander out faster. Why the hell would I not run a Three Visists, Nature's Lore? 2 mana search your deck for a forest card (Savannah, Temple Garden, hell even a dryad arbor if I have a Cradle sitting in my hand) and put into play, and NOT TAPPED... so I played a spell for 2... but can use that land right away.. and play another dork right away... or maybe a sol right away.. or maybe exploration right away... which just ramped me harder? It's also great mana fixing too, early game. Let's say I get no plains early.. but hey I got that three visits, forest, top, sol, ancient tomb. I'm keeping that *****, even without the top. Karametra needs to come out fast, turn 3 is goal (this deck can do it turn 2 though), and if by turn 5.... well **** this game I'm doing it wrong. They are good cards yes... they are.. but I don't have karametra always right off the bat to play cards like that. So the more ramp abilities in the deck, that can accelerate me faster over all... means I can get them opening hand.
Farhaven is a 3 drop... put basic into play tapped... it great with karametra out.. but I need things that will let me ramp into her faster without her out on the table. This deck doesn't wanna be just be playing her turn 5... hell I don't like playing her turn 4 either.
BUWMerieke Ri BeritWUB
I fully understand this. My reasoning was simply that in green-white you draw in most cases one card per turn (I assume neither your Skullclamp nor your Greater Good will stick long on the table). But then drawing into Three Visits and Nature's Lore is extremely bad. If that doesn't happen to you, then everything is alright. But I would hate this happening to me.
BUWMerieke Ri BeritWUB