I have a G/W Commander deck that I either play in multiplayer commander games OR in normal multiplayer games (let them take their 60 cards 4-of-each decks...I dont care).
I want to add a Call the Gatewatch to the deck (tutors are good in commander decks) but I dont know which card to remove...everything is good and I have a hard time choosing.
Sigarda, Host of Herons is the commander...she's offering added protection and she's a decently big creature to have around.
Let me know what you would change in this deck. Thanks.
Before you think of removing any Forest or Plains...know that most of them are Unlimited...I hope that will have you hesitate =)
I love cards that are strong early game AND end game...cards that do 2 for 1, 3 for 1, X for 1...or have a real strong effect...it's what I tried to build the deck around.
Yeah...that's my problem exactly...but tutors are good in Commander decks...especially with 5 planeswalkers with different uses (mana, board control, draw, spot removal)
I've been working for many years on this deck and every time its a bit harder to find something to remove.
No he's right. The card sucks and will make your deck weaker. PWers are powerful but lose most of their luster when you have to pay an extra 3 for them. Unlike Demonic Tutor et al. Call is neither cheap nor flexible and it can't fetch good answers to problems that you're facing. Obviously if you have 11 mana then you can Call for Ugin but that's a far cry from Demonic Tutor for Toxic Deluge or Mystical Tutor for Devastation Tide. The reality is that the last thing that that deck is another slow cards that doesn't do anything to impact the board/interact with its adversaries because, let's face it, it's already greedy as sin. If anything the deck needs more early game ramp such as Wild Growth, Utopia Sprawl, Nature's Lore, Three Visits, etc. and fewer ulta-greedy lategame bombs such as Mindslaver and Tower of Fortunes. I sometimes feel like the king of greed but looking at your 34 land deck with every 8+ drop every printed, no 1 CMC ramp, no 2 CMC ramp, very little card draw, etc. has me scratching my head. The deck needs less fat and more speed + consistency, and yes, that's true even if your games are slow + casual.
FWIW Nature's Lore is the most broken card that no EDH decklist contains. It's virtually 1 CMC since the land ETBU and yes, it can fetch Duals/Shocklands/Battlelands/Murmuring Bosk/etc. There's literally no reason to ever exclude it as it is orders of magnitude more powerful that 3+ CMC alternatives such as Cultivate.
I went for Cultivate and friends because of my 2-for-1 mentality...trying to go for 1 card that gives me two...but you are right that Nature's Lore is worth paying. What would you remove for it ?
I have a feeling that you are going to tell me to remove Lightning Greaves but I like the speed and protection it gives me.
I would cut Seedguide Ash, Yosei, the Morning Star, Angel of the Dire Hour, Elemental Bond, Privileged Postion, Skullclamp, Lightning Greaves, Commander's Sphere, Mindslaver, Tower of Fortunes, Sylvan Reclamation, Fated Retribution (why O.O?) and Valorous Stance if you handed me this deck and asked you for tips on improving it.
But why though? I get that there's not a lot of clamp fodder but simply drawing another fatty when your fatty dies is an easy way to grind people out.
His deck has like ~4 cards that cost >= 4 mana that fuel it. Moreover, my concern isn't "what will he do when he starts jamming 8 drops" but "how many games is he going to lose with 7 cards in hand because he didn't cast meaningful spells for the first 4 turns of the game." The deck needs more cards that have a relevant impact on the game for a low sum of mana and fewer win-more bombs that won't win games that he'd otherwise lose. Clamp is literally worthless in his bad draws (i.e. when he stalls on mana) and by the time that it's activate his hand should so clogged with fat that he shouldn't have to worry about cards.
Anyways, again, all I'm saying is that if you were to hand me this deck I'd cut Clamp in a heartbeat. If you want to put it on a creature and hope it dies, good on you, that's just not a winning line in my book.
I want to add a Call the Gatewatch to the deck (tutors are good in commander decks) but I dont know which card to remove...everything is good and I have a hard time choosing.
Sigarda, Host of Herons is the commander...she's offering added protection and she's a decently big creature to have around.
Let me know what you would change in this deck. Thanks.
1 Yavimaya Elder
1 Eternal Witness
1 Solemn Simulacrum
1 Acidic Slime
1 Sigarda, Host of Herons
1 Seedguide Ash
1 Duplicant
1 Greenwarden of Murasa
1 Yosei, the Morning Star
1 Angel of the Dire Hour
1 World Breaker
1 Avenger of Zendikar
1 Elesh Norn, Grand Cenobite
1 Emeria Shepherd
1 Krosan Tusker
1 Regal Force
1 Pelakka Wurm
1 Angel of Serenity
1 Avacyn, Angel of Hope
1 Vorinclex, Voice of Hunger
1 Woodfall Primus
1 Kozilek, the Great Distortion
1 Ulamog, the Ceaseless Hunger
1 Ulamog, the Infinite Gyre
1 Emrakul, the Promised End
Enchantment (9)
1 Quarantine Field
1 Grasp of Fate
1 Aura Shards
1 Elemental Bond
1 Parallax Wave
1 Frontier Siege
1 Mirari's Wake
1 Privileged Position
1 Zendikar Resurgent
1 Sol Ring
1 Skullclamp
1 Lightning Greaves
1 Commander's Sphere
1 Staff of Domination
1 Tower of Fortunes
1 Mindslaver
Planeswalker (5)
1 Garruk Wildspeaker
1 Nissa, Worldwaker
1 Ajani, Mentor of Heroes
1 Elspeth, Sun's Champion
1 Karn Liberated
Spells (20)
1 Path to Exile
1 Swords to Plowshares
1 Wildest Dreams
1 Valorous Stance
1 Martial Coup
1 Council's Judgment
1 Cultivate
1 Kodama's Reach
1 Wrath of God
1 Momentous Fall
1 Harmonize
1 Explosive Vegetation
1 Skyshroud Claim
1 Sylvan Reclamation
1 Austere Command
1 Selvala's Stampede
1 Phyrexian Rebirth
1 Boundless Realms
1 Fated Retribution
1 Tooth and Nail
9 Forest
8 Plains
1 Command Tower
1 Savannah
1 Sunpetal Grove
1 Krosan Verge
1 Sungrass Prairie
1 Wooded Bastion
1 Selesnya Sanctuary
1 Windswept Heath
1 Canopy Vista
1 Wastes
1 Myriad Landscape
1 Blighted Woodland
1 Sea Gate Wreckage
1 Kor Haven
1 Yavimaya Hollow
1 Thespian's Stage
1 Maze of Ith
Before you think of removing any Forest or Plains...know that most of them are Unlimited...I hope that will have you hesitate =)
I love cards that are strong early game AND end game...cards that do 2 for 1, 3 for 1, X for 1...or have a real strong effect...it's what I tried to build the deck around.
Kain
I've been working for many years on this deck and every time its a bit harder to find something to remove.
FWIW Nature's Lore is the most broken card that no EDH decklist contains. It's virtually 1 CMC since the land ETBU and yes, it can fetch Duals/Shocklands/Battlelands/Murmuring Bosk/etc. There's literally no reason to ever exclude it as it is orders of magnitude more powerful that 3+ CMC alternatives such as Cultivate.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I have a feeling that you are going to tell me to remove Lightning Greaves but I like the speed and protection it gives me.
I would add things like Green Sun's Zenith, Wild Growth, Utopia Sprawl, Eladamri's Call, Nature's Lore, Sakura-Tribe Elder, Sylvan Library, Beast Within, Courser of Kruphix, Tireless Tracker, Oracle of Mul Daya, Titania, Protector of Argoth, Ulvenwald Hydra, Sun Titan.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
His deck has like ~4 cards that cost >= 4 mana that fuel it. Moreover, my concern isn't "what will he do when he starts jamming 8 drops" but "how many games is he going to lose with 7 cards in hand because he didn't cast meaningful spells for the first 4 turns of the game." The deck needs more cards that have a relevant impact on the game for a low sum of mana and fewer win-more bombs that won't win games that he'd otherwise lose. Clamp is literally worthless in his bad draws (i.e. when he stalls on mana) and by the time that it's activate his hand should so clogged with fat that he shouldn't have to worry about cards.
Anyways, again, all I'm saying is that if you were to hand me this deck I'd cut Clamp in a heartbeat. If you want to put it on a creature and hope it dies, good on you, that's just not a winning line in my book.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold