I built my first Commander Deck around Mana Acceleration. I was hoping you guys could help me fine tune it.
My commander is Surrak Dragonclaw and im splashing blue for control and card draw and red for or Direct damage and creatures with haste or do damage on entrance.
My plan is to get my big creatures out as fast as possible and beat down the opponent with shear brute force.
I am also a big fan of creatures that search out lands, Wood Elves & Sakura Tribe-Elder and inexpensive cards that dig into the top of the library like Coiling Oracle (and there's a pile in U that do similiar things), the idea being that your creatures are all more than just a dude.
Then there's a lot of options but top-of-the-library cards are very good, either for extending your hand or allowing you to clear away lands in order to get to creature spells faster: Lurking Predators, Oracle of Mul-Daya, Courser of Kruphix, Vizir of the Menagerie, Garruk's Horde, Future Sight, Nissa Vastwood Seer (the flip version from Origins). The ones that allow you to play lands off your library especially as they can draw you into creatures more quickly and you can always sandbag a couple of lands in hand in case someone gets frisky with mass land destruction.
I'd also look to add in cards that you can sink mana into like Khamal Fist of Krosia or Ant Queen.
What else? I don't think you have a non-creature way of killing artifacts & enchantments, you should include 1-2. Lightning Greaves & Swiftfoot Boots are always good adds if you have them. Do you interact with graveyard much? If not, maybe a couple of ways for you to block other players from doing it would be useful. Ground Seal, Tormod's Crypt, that sort of thing.
I don't think I suggested anything to expensive, you should have acces to most or all of that in the common / uncommon / bulk-rare bins of your LGS and a few from the trade binders. You can always add in some creature tutors in green or card draw in blue if that's the direction you want to go.
Sorry if that's a bit good-stuff-y advice but it's the sort of things that are universally useful in a green based deck. Unless I have a very strict theme that calls for me to build differently, these would be the cards I start with, even in non-budget builds, to set up my bigger plays earlier. Then, as I play, I'd add more or less of these cards to fine-tune.
I am also a big fan of creatures that search out lands, Wood Elves & Sakura Tribe-Elder and inexpensive cards that dig into the top of the library like Coiling Oracle (and there's a pile in U that do similiar things), the idea being that your creatures are all more than just a dude.
Then there's a lot of options but top-of-the-library cards are very good, either for extending your hand or allowing you to clear away lands in order to get to creature spells faster: Lurking Predators, Oracle of Mul-Daya, Courser of Kruphix, Vizir of the Menagerie, Garruk's Horde, Future Sight, Nissa Vastwood Seer (the flip version from Origins). The ones that allow you to play lands off your library especially as they can draw you into creatures more quickly and you can always sandbag a couple of lands in hand in case someone gets frisky with mass land destruction.
I'd also look to add in cards that you can sink mana into like Khamal Fist of Krosia or Ant Queen.
What else? I don't think you have a non-creature way of killing artifacts & enchantments, you should include 1-2. Lightning Greaves & Swiftfoot Boots are always good adds if you have them. Do you interact with graveyard much? If not, maybe a couple of ways for you to block other players from doing it would be useful. Ground Seal, Tormod's Crypt, that sort of thing.
I don't think I suggested anything to expensive, you should have acces to most or all of that in the common / uncommon / bulk-rare bins of your LGS and a few from the trade binders. You can always add in some creature tutors in green or card draw in blue if that's the direction you want to go.
Sorry if that's a bit good-stuff-y advice but it's the sort of things that are universally useful in a green based deck. Unless I have a very strict theme that calls for me to build differently, these would be the cards I start with, even in non-budget builds, to set up my bigger plays earlier. Then, as I play, I'd add more or less of these cards to fine-tune.
Hope this helps.
Yeah it does thanks, I actually have some of the cards you mentioned.
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My commander is Surrak Dragonclaw and im splashing blue for control and card draw and red for or Direct damage and creatures with haste or do damage on entrance.
My plan is to get my big creatures out as fast as possible and beat down the opponent with shear brute force.
1x Blighted Woodland
1x Evolving Wilds
10x Forest
1x Frontier Bivouac
10x Island
10x Mountain
1x Rugged Highlands
1x Thornwood Falls
Creatures:
1x Adaptive Snapjaw
1x Anger
1x Brazen Scourge
1x Burnished Hart
1x Caldera Hellion
1x Cyclops of Eternal Fury
1x Dawntreader Elk
1x Elvish Mystic
1x Fleetfeather Cockatrice
1x Gluttonous Cyclops
1x Gravetiller Wurm
1x Grove Rumbler
1x Gyre Sage
1x Hero of Oxid Ridge
1x Jaddi Offshoot
1x Kamahl, Pit Fighter
1x Kolaghan Stormsinger
1x Living Inferno
1x Managorger Hydra
1x Mistcutter Hydra
1x Murasa Ranger
1x Pharagax Giant
1x Pheres-Band Tromper
1x Polis Crusher
1x Satyr Nyx-Smith
1x Savage Knuckleblade
1x Savage Ventmaw
1x Shambleshark
1x Skysnare Spider
1x Soul Swallower
1x Spitebellows
1x Stoneshock Giant
1x Surrak Dragonclaw
1x Territorial Baloth
1x Tyrant of Discord
1x Volcanic Rambler
1x Wild Wanderer
1x Woodborn Behemoth
1x Zhur-Taa Druid
1x Deny Existence
1x Dissolve
1x Failed Inspection
1x Mindstatic
1x Natural Connection
1x Negate
1x Nullify
1x Rakshasa's Disdain
1x Telling Time
1x Volcanic Offering
1x Wild Ricochet
Enchantments:
1x Circle of Flame
1x Font of Fertility
1x Ordeal of Nylea
1x Pyromancer's Assault
1x Retreat to Kazandu
1x Trail of Evidence
1x Vessel of Volatility
1x Vicious Shadows
1x Weirding Wood
Sorceries:
1x Caravan Vigil
1x Nissa's Pilgrimage
1x Taigam's Scheming
Artifacts:
1x Atarka Monument
1x Izzet Keyrune
1x Temur Banner
Right off the top of my head you don't have enough mana spells. If you're avoiding artifact accelleration and you want to hit big spells early, you need a selection of the 2-mana & 3-mana accellerators (Farseek, Rampant Growth, Nature's Lore, Three Visits, Edge of Autumn // Spoils of Victory, Cultivate, Kodama's Reach) though you really should be playing Sol Ring too at the very least. The only ones you seem to have are Natural Connection, weirding Wood & Font of fertility. I'd change the ones you have and increase to 3x2cc & 2x3cc.
I am also a big fan of creatures that search out lands, Wood Elves & Sakura Tribe-Elder and inexpensive cards that dig into the top of the library like Coiling Oracle (and there's a pile in U that do similiar things), the idea being that your creatures are all more than just a dude.
Then there's a lot of options but top-of-the-library cards are very good, either for extending your hand or allowing you to clear away lands in order to get to creature spells faster: Lurking Predators, Oracle of Mul-Daya, Courser of Kruphix, Vizir of the Menagerie, Garruk's Horde, Future Sight, Nissa Vastwood Seer (the flip version from Origins). The ones that allow you to play lands off your library especially as they can draw you into creatures more quickly and you can always sandbag a couple of lands in hand in case someone gets frisky with mass land destruction.
I'd also look to add in cards that you can sink mana into like Khamal Fist of Krosia or Ant Queen.
What else? I don't think you have a non-creature way of killing artifacts & enchantments, you should include 1-2. Lightning Greaves & Swiftfoot Boots are always good adds if you have them. Do you interact with graveyard much? If not, maybe a couple of ways for you to block other players from doing it would be useful. Ground Seal, Tormod's Crypt, that sort of thing.
I don't think I suggested anything to expensive, you should have acces to most or all of that in the common / uncommon / bulk-rare bins of your LGS and a few from the trade binders. You can always add in some creature tutors in green or card draw in blue if that's the direction you want to go.
Sorry if that's a bit good-stuff-y advice but it's the sort of things that are universally useful in a green based deck. Unless I have a very strict theme that calls for me to build differently, these would be the cards I start with, even in non-budget builds, to set up my bigger plays earlier. Then, as I play, I'd add more or less of these cards to fine-tune.
Hope this helps.
Commander BLOG: The Crazy 99
Gonti ; Sissay
Yeah it does thanks, I actually have some of the cards you mentioned.