The problem with Oath of Druids is that I have no control over when or what creature comes into play. I never want to flip Azusa, Lost but Seeking when I already have Manabond in hand/play, and I don't want to flip and Avenger of Zendikar if I have Worm Harvest. That sort of thing. Oath works best when you only need to flip a creature to perform a specific task, and the only creatures fulfill that task, and this deck has too many different creatures doing different things. Thanks for the suggestion though!
LONG TIME NO UPDATE! And for that I'm sorry. I haven't gotten to play much Magic these last few months what with getting married, honeymoon, holidays, and the like. I have, however, been acquiring some substantial tastiness for the deck, and there have been more revisions than I know what to do with. It will be easier to just provide the updated list (list updated in the OP even if the rest of the content hasn't been):
WHAT?! Is that a Bazaar of Baghdad in there? Some OG Duals? a Dark Confidant?
Why yes, yes those all have been added. Thanks for noticing
I picked up the Bazaar with Christmas money, and that acquisition has really had me asking some tough questions about the deck. The deck has been historically "meh", a true Johnny deck in the sense that when it wins, it wins hard; but most of the time it just kinda does nothing substantial until someone else wins. Not that the win rate was terrible or anything, but it really seemed to be all pain or all gain for me (maybe it's a meta thing--who knows). With a Bazaar, however, I'm going to be public enemy number one, especially at unknown tables. If you start slamming Bazaar's and Bayous down, people are gonna kill you. Even if you do nothing with those cards.
The quest has thus turned into "How can I make my Bazaar of Baghdad proud of the deck I put it in? My meta is also really cutthroat and unforgiving, so a lot of what's going on in my deck is in response to that. I've cut down the number of ways I can win, deciding to focus on strengthening my main paths to victory. This really just means taking the higher-cost win conditions and replacing them with better removal and some additional post-Ad Nauseam umph. The removal of some of the top-end threats means that Dark Confidant is much safer than he would have been in earlier iterations of the deck.
I still need to do a bunch of testing, so I'll update the OP once I have a bit more idea for which direction the deck is going to go. Right now it's torn between a mid-rangy agro-loam deck and the Ad Nauseam/Seismic Assault deck I had built years ago. Happily taking suggestions for how to add more resiliency and stability to the deck.
i was looking round a month or two ago for something to evolve my Nath of the Gilt-Leaf deck into, and stumbled upon your decklist. It was love at first sight I've got my own version of the deck, heavily based on yours with some slight tweaks to my own tastes. (It's here if you'd like to take a look.
Have you ever considered Mulch, or Satyr Wayfinder? I think the former is alot better than the latter, especially since the deck features enough recursion to get back whatever it makes you "discard".
I'm not personally sure on Night's Whisper/Sign in Blood. They just don't seem to do enough I think. I see you've already cut SiB, so what're your reasons on keeping NW in?
Anyway, thanks for the inspiration. I've been having a blast with the deck, just need a few more cards to finish it off
Glad you like the deck! And that it's working out for you, as well.
I used to run Mulch, but cut it relatively recently. I'm constantly torn between my desire to get all the lands and take whatever non-lands come my way, or my desire for non-lands and let the lands come and go as they please. The jury is still out. I think I cut Mulch for Night's Whisper or something similar. Some games you just need removal, and Mulch does nothing to help find it. It's a really solid card, but I can't help but feel like it's since been outclassed. I think about Grisly Salvage all the time, as an example of an upgrade. I actually feel like Satyr Wayfinder is even better than Mulch, cause the Wayfinder provides a body to get a free block with. The toughest matchups for this deck, in my opinion, are dedicated aggro decks like Radha, Heir to Keld. My deck takes such a suicide approach that it doesn't take much damage to finish me off. Even if Wayfinder only nets you one card maybe, leaving something behind is always appreciated.
I kept Night's Whisper over Sign in Blood cause of the easier casting cost. I cut Sign in Blood for Dark Confidant, which is historically an all-star in this deck due to our high amount of lands and relatively low CMC of non-lands. I was re-reading some suggestions from this thread, and Wheel of Fortune is a card I started looking at again. Might give that another trial run, although giving opponents a free grip of 7 is always a mixed bag. Great if they discard a hand they love, terrible if you're giving them +5 cards. We can get more out of it on average, but the "on average" clause bums me out. My group punishes people for flipping coins like that, hence my attempts to contain some of the swingy-ness of the deck.
Looking at your list, the only question I have is Lifegift: how has that been? It seems so clunky at 3 mana, although it + Manabond could be the life-gain I'm looking for to help pad me back up to health. Although Zuran Orb is probably just better most of the time, especially since Titania, Protector of Argoth is becoming my go-to win more often than not these days.
I've only managed to play Lifegift once so far, and it was pretty okay, gaining me something like 8 life before getting destroyed in a sweeper. I honestly think it's a pretty good option for this deck with the amount of life payments/loss going on, especially seeing as it triggers for everyone's lands, not just your own. Zuran Orb Also seems like a pretty good option too tbh.
Wheel of Fortune seems like it could be good as well actually. I'm not a huge fan of Dark Confidant in EDH, but maybe it's something I should give a try in this deck at least.
I've only managed to play Lifegift once so far, and it was pretty okay, gaining me something like 8 life before getting destroyed in a sweeper. I honestly think it's a pretty good option for this deck with the amount of life payments/loss going on, especially seeing as it triggers for everyone's lands, not just your own. Zuran Orb Also seems like a pretty good option too tbh.
Wheel of Fortune seems like it could be good as well actually. I'm not a huge fan of Dark Confidant in EDH, but maybe it's something I should give a try in this deck at least.
I missed the openendedness of Lifegift--it's marginally better than I thought--I'll keep an eye out for one to add to my "maybe" box.
As for Bob: I usually would agree what with high average CMC cards and all, but in a deck with ~50% lands, a handful of 0 cmc spells, and a majority of non-land spells being 3 cmc or less, the average life lost from his triggers is effectively negligible. Try him out (or a Dark Tutelage) to see how you like the effect. I find as many "draw an extra card" triggers as we can get are always helpful.
Guessing that you haven't picked up a Tabernacle yet, despite your comment on it in the OP.
Despite believing in the card's role in EDH more than many, I'm intrigued as to what Dark Ritual is doing for you at the moment.
Also, thoughts on Dread Return? You may just have too few creatures, but it does seem like you're interacting with the graveyard often enough for it to have some potential.
Rings of Brighthearth also seems reasonable, especially given its disgusting interaction with fetches.
Guessing that you haven't picked up a Tabernacle yet, despite your comment on it in the OP.
Despite believing in the card's role in EDH more than many, I'm intrigued as to what Dark Ritual is doing for you at the moment.
Also, thoughts on Dread Return? You may just have too few creatures, but it does seem like you're interacting with the graveyard often enough for it to have some potential.
Rings of Brighthearth also seems reasonable, especially given its disgusting interaction with fetches.
Blue does offer a lot for this deck, and my decision to go red over blue pretty much came down to Seismic Assault. Blue seems to offer more ways to dig for things, but green already does a stand-up job doing that by itself. Also, blue duals are WAY more expensive than red duals, so there's that.
I'm not sure which comment about The Tabernacle at Pendrell Vale you're referring to. I mention that the card is the high end for this deck and can add a hefty dent to the wallet. Realistically, though, I'm not sure I'll ever be able to get one. I was down when I thought the card cost closer to Bazaar of Baghdad than a new computer. I'm not one to throw nevers around too frequently, but I would have to get a serious tax refund or get it at a garage sale from some less-aware party. Tabernacle would go a long way towards helping my problem vs Radha, Heir to Keld, though.
Dark Ritual speeds the deck up significantly, and plays well with Yawgmoth's Will/Past in Flames if those are cards you run. I was testing YawgWin for a while, but didn't have a real version and my sleeves aren't dark enough to hide the non-standard back of the gold-bordered version I had. I think about YawgWin a lot, but my experience seems to be much different from other players on the boards. Time will tell. But more Dark Rit specific, the card helps me pump out earlier Ad Nauseams or Ob Nixilis, the Fallens, which given the relative speed of my group is all the more necessary. Also works well post Ad Nauseam to help cast a win con if I have to muscle out Ad Nauseam as a sorcery.
Dread Return is a great card for a different version of the deck. I would want to add Bloodghast and Bitterblossom to start, and also bring back some of the fatties from earlier versions. Right now Yawgmoth's Will is a higher priority reanimation spell. Or even Volrath's Stronghold.
I'm not really interested in Rings of Brighthearth, but that is a great interaction with fetch lands!
Vorath's stronghold is one of the additions I was most pleased with for my deck. I really needed reusable nonland recursion, and it gives you that. I found recurring eternal witness was the best way to reliably get important enchantments back.
I might try pick up a Bob then to give it a try, though they're a bit pricey atm as I'm sure you're aware. I can't say i really want to run Dark Tutelage though, just feels like I'm likely to die to it, seeing as it's significantly harder to get rid of then a Bob.
I have been running this deck for a couple of weeks now and I have to say that it is a lot of fun to play. I really like how powerful it is while not 'comboing off' in a boring blue or white way. Its always an amazing experience when people play against the deck for the first time, have a slightly surprised look in their faces after seeing the general for then being beaten up or burnt to death.
I use Valakut, the Molten Pinnacle with Prismatic Omen and this really made the deck a lot stronger. I have been looking for new cards to try out... But there is nothing left really, this thread covers them all. I hope for some nice new cards with the next sets hopefully with some land synergy.
Cheers!
Sorry for the lack of response: I'm not on these forums much these days and I missed these posts.
The BIG change I made to the deck is I changed the general to Shattergang Brothers. That change has been huge, as it opened up a couple of slots towards cards that weren't quite good enough but I had always wanted to try, most notably Bloodghast, Skullclamp, and Bitterblossom. I also found room for a Liliana of the Veil somewhere in there. I don't have the deck in front of me at the moment so I can't say what the actual changes were yet, I'll try my best to get an updated list posted over the weekend.
The great thing about Shattergang is they let you get rid of cards that stop serving you/start becoming a liability, especially our enchantments. Exploration just doesnt' have the impact turn 20 it did on turn 2, and more often then not I want to remove a problem enchantment on the board. This change also let me loosen up the removal package a bit, so I'm mostly focused on sweepers instead of spot removal (although I'll never cut Lightning Bolt, everyone who doesn't play that card is just wrong). The deck is mostly the same though, just opened up a few new avenues for attack. Good stuff.
As Twelle mentioned, this deck upgrades slowly and makes only minor meta-shifts since they don't print land-focused cards all the time. Zendikar is going to be a major change for the deck, though. My plan at the moment is to cram as many land focused cards in when the set is released, cutting a lot of removal and "good stuffy" cards to really hammer in the theme. Then, as it becomes apparent I need to put removal back in, I can evaluate which cards make the cut. There are a lot of good lands cards out there--I could almost build a deck with cards I've cut from my list, building two different versions of this deck. Maybe I'll post that list, as well.
Thanks for the continued interest! Sorry I can be a flake at times. Life just got crazy, and then I started playing WoW again... too many hobbies, not enough time for forum posts these days...
EDIT: I just tried to update the original post, but it's saying there are non-latin characters and won't post my edits. I'll have to do a more thorough comb through when I have time.
Hey huck, a mod mentioned a day or two ago that the non-latin unicode characters could be fixed by getting whitelisted. Give it a try and see if it helps.
I've been jamming this deck for the last few months and have been finding it super fun.
I'm looking forward to seeing your updated list especially with Shattergang Brothers at the helm. I've been considering a General switch myself, but was more interested in going the Prossh, Skyraider of Kher route. I think he'd work quite well as a back-up win-con, "Comboing" quite well with both Kessig Wolf-Run and Worm Harvest as a good general damage kill condition. Thoughts?
Here's my list for your reference, which i imagine might look a bit different than yours.
One card you missed that I think needs a bit of attention is The great Aurora.
Notice that the playing lands from hand is a may ability. So it is really easy to draw a ton of cards with some floating mana, and shenanigans can ensue. Not the strongest combo, but I'm going to try it.
Akoum Hellkite 4RR
Creature - Dragon
Flying
Landfall - Whenever a land enters the battlefield under your control, Akoum Hellkite deals 1 damage to target creature or player. If that land is a mountain, instead Akoum Hellkite deals 2 damage to that creature or player.
4/4
Worth a slot or no? It's unassuming, but could do some good work.
BRRakdos, Lord of RiotsBR
Creature - 10
1 Azusa, Lost but Seeking
1 Courser of Kruphix
1 Dark Confidant
1 Deathrite Shaman
1 Eternal Witness
1 Hermit Druid
1 Ob Nixilis, the Fallen
1 Oracle of Mul Daya
1 Tilling Treefolk
1 Titania, Protector of Argoth
Artifact - 7
1 Chrome Mox
1 Crucible of Worlds
1 Expedition Map
1 Horn of Greed
1 Mox Diamond
1 Sensei's Divining Top
1 Sol Ring
Enchantment - 7
1 Aggressive Mining
1 Burgeoning
1 Exploration
1 Manabond
1 Phyrexian Arena
1 Seismic Assault
1 Sylvan Libarary
Instant - 11
1 Ad Nauseam
1 Beast Within
1 Crop Rotation
1 Dark Ritual
1 Entomb
1 Lightning Bolt
1 Nature's Claim
1 Punishing Fire
1 Realms Uncharted
1 Terminate
1 Vampiric Tutor
1 Creeping Renaissance
1 Damnation
1 Demonic Tutor
1 Faithless Looting
1 Gamble
1 Genesis Wave
1 Green's Sun Zenith
1 Life from the Loam
1 Maelstrom Pulse
1 Mizzium Mortars
1 Night's Whisper
1 Nostalgic Dreams
1 Scapeshift
1 Sylvan Scrying
1 Toxic Deluge
Land - 49
1 Ancient Tomb
1 Arid Mesa
1 Badlands
1 Barbarian Ring
1 Barren Moor
1 Bayou
1 Bazaar of Baghdad
1 Blood Crypt
1 Bloodstained Mire
1 Bojuka Bog
1 Cabal Coffers
1 City of Brass
1 Command Tower
1 Dark Depths
1 Dryad Arbor
1 Dustbowl
1 Evolving Wilds
3 Forest
1 Forgotten Cave
1 Glacial Chasm
1 Grove of the Burn Willows
1 Inkmoth Nexus
1 Kessig Wolf Run
1 Lavaclaw Reaches
1 Mana Confluence
1 Marsh Flats
1 Maze of Ith
1 Mikokoro, Center of the Sea
1 Misty Rainforest
1 Mountain
1 Overgrown Tomb
1 Polluted Delta
1 Raging Ravine
1 Reflecting Pool
1 Savage Lands
1 Stomping Ground
2 Swamp
1 Taiga
1 Thespian's Stage
1 Tranquil Thicket
1 Twilight Mire
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
WHAT?! Is that a Bazaar of Baghdad in there? Some OG Duals? a Dark Confidant?
Why yes, yes those all have been added. Thanks for noticing
I picked up the Bazaar with Christmas money, and that acquisition has really had me asking some tough questions about the deck. The deck has been historically "meh", a true Johnny deck in the sense that when it wins, it wins hard; but most of the time it just kinda does nothing substantial until someone else wins. Not that the win rate was terrible or anything, but it really seemed to be all pain or all gain for me (maybe it's a meta thing--who knows). With a Bazaar, however, I'm going to be public enemy number one, especially at unknown tables. If you start slamming Bazaar's and Bayous down, people are gonna kill you. Even if you do nothing with those cards.
The quest has thus turned into "How can I make my Bazaar of Baghdad proud of the deck I put it in? My meta is also really cutthroat and unforgiving, so a lot of what's going on in my deck is in response to that. I've cut down the number of ways I can win, deciding to focus on strengthening my main paths to victory. This really just means taking the higher-cost win conditions and replacing them with better removal and some additional post-Ad Nauseam umph. The removal of some of the top-end threats means that Dark Confidant is much safer than he would have been in earlier iterations of the deck.
I still need to do a bunch of testing, so I'll update the OP once I have a bit more idea for which direction the deck is going to go. Right now it's torn between a mid-rangy agro-loam deck and the Ad Nauseam/Seismic Assault deck I had built years ago. Happily taking suggestions for how to add more resiliency and stability to the deck.
BRRakdos, Lord of RiotsBR
i was looking round a month or two ago for something to evolve my Nath of the Gilt-Leaf deck into, and stumbled upon your decklist. It was love at first sight I've got my own version of the deck, heavily based on yours with some slight tweaks to my own tastes. (It's here if you'd like to take a look.
Have you ever considered Mulch, or Satyr Wayfinder? I think the former is alot better than the latter, especially since the deck features enough recursion to get back whatever it makes you "discard".
I'm not personally sure on Night's Whisper/Sign in Blood. They just don't seem to do enough I think. I see you've already cut SiB, so what're your reasons on keeping NW in?
Anyway, thanks for the inspiration. I've been having a blast with the deck, just need a few more cards to finish it off
Karador, Ghost Chieftain
I used to run Mulch, but cut it relatively recently. I'm constantly torn between my desire to get all the lands and take whatever non-lands come my way, or my desire for non-lands and let the lands come and go as they please. The jury is still out. I think I cut Mulch for Night's Whisper or something similar. Some games you just need removal, and Mulch does nothing to help find it. It's a really solid card, but I can't help but feel like it's since been outclassed. I think about Grisly Salvage all the time, as an example of an upgrade. I actually feel like Satyr Wayfinder is even better than Mulch, cause the Wayfinder provides a body to get a free block with. The toughest matchups for this deck, in my opinion, are dedicated aggro decks like Radha, Heir to Keld. My deck takes such a suicide approach that it doesn't take much damage to finish me off. Even if Wayfinder only nets you one card maybe, leaving something behind is always appreciated.
I kept Night's Whisper over Sign in Blood cause of the easier casting cost. I cut Sign in Blood for Dark Confidant, which is historically an all-star in this deck due to our high amount of lands and relatively low CMC of non-lands. I was re-reading some suggestions from this thread, and Wheel of Fortune is a card I started looking at again. Might give that another trial run, although giving opponents a free grip of 7 is always a mixed bag. Great if they discard a hand they love, terrible if you're giving them +5 cards. We can get more out of it on average, but the "on average" clause bums me out. My group punishes people for flipping coins like that, hence my attempts to contain some of the swingy-ness of the deck.
Looking at your list, the only question I have is Lifegift: how has that been? It seems so clunky at 3 mana, although it + Manabond could be the life-gain I'm looking for to help pad me back up to health. Although Zuran Orb is probably just better most of the time, especially since Titania, Protector of Argoth is becoming my go-to win more often than not these days.
BRRakdos, Lord of RiotsBR
Wheel of Fortune seems like it could be good as well actually. I'm not a huge fan of Dark Confidant in EDH, but maybe it's something I should give a try in this deck at least.
Karador, Ghost Chieftain
I missed the openendedness of Lifegift--it's marginally better than I thought--I'll keep an eye out for one to add to my "maybe" box.
As for Bob: I usually would agree what with high average CMC cards and all, but in a deck with ~50% lands, a handful of 0 cmc spells, and a majority of non-land spells being 3 cmc or less, the average life lost from his triggers is effectively negligible. Try him out (or a Dark Tutelage) to see how you like the effect. I find as many "draw an extra card" triggers as we can get are always helpful.
Constant Mists is a great idea! I'll probably try to cut Terminate for it since I prefer my removal to be sweeping or repeatable.
BRRakdos, Lord of RiotsBR
Guessing that you haven't picked up a Tabernacle yet, despite your comment on it in the OP.
Despite believing in the card's role in EDH more than many, I'm intrigued as to what Dark Ritual is doing for you at the moment.
Also, thoughts on Dread Return? You may just have too few creatures, but it does seem like you're interacting with the graveyard often enough for it to have some potential.
Rings of Brighthearth also seems reasonable, especially given its disgusting interaction with fetches.
Blue does offer a lot for this deck, and my decision to go red over blue pretty much came down to Seismic Assault. Blue seems to offer more ways to dig for things, but green already does a stand-up job doing that by itself. Also, blue duals are WAY more expensive than red duals, so there's that.
I'm not sure which comment about The Tabernacle at Pendrell Vale you're referring to. I mention that the card is the high end for this deck and can add a hefty dent to the wallet. Realistically, though, I'm not sure I'll ever be able to get one. I was down when I thought the card cost closer to Bazaar of Baghdad than a new computer. I'm not one to throw nevers around too frequently, but I would have to get a serious tax refund or get it at a garage sale from some less-aware party. Tabernacle would go a long way towards helping my problem vs Radha, Heir to Keld, though.
Dark Ritual speeds the deck up significantly, and plays well with Yawgmoth's Will/Past in Flames if those are cards you run. I was testing YawgWin for a while, but didn't have a real version and my sleeves aren't dark enough to hide the non-standard back of the gold-bordered version I had. I think about YawgWin a lot, but my experience seems to be much different from other players on the boards. Time will tell. But more Dark Rit specific, the card helps me pump out earlier Ad Nauseams or Ob Nixilis, the Fallens, which given the relative speed of my group is all the more necessary. Also works well post Ad Nauseam to help cast a win con if I have to muscle out Ad Nauseam as a sorcery.
Dread Return is a great card for a different version of the deck. I would want to add Bloodghast and Bitterblossom to start, and also bring back some of the fatties from earlier versions. Right now Yawgmoth's Will is a higher priority reanimation spell. Or even Volrath's Stronghold.
I'm not really interested in Rings of Brighthearth, but that is a great interaction with fetch lands!
BRRakdos, Lord of RiotsBR
Constant Mists sounds like it could be super sweet as well as a back-up Glacial Chasm too.
I might try pick up a Bob then to give it a try, though they're a bit pricey atm as I'm sure you're aware. I can't say i really want to run Dark Tutelage though, just feels like I'm likely to die to it, seeing as it's significantly harder to get rid of then a Bob.
Karador, Ghost Chieftain
I use Valakut, the Molten Pinnacle with Prismatic Omen and this really made the deck a lot stronger. I have been looking for new cards to try out... But there is nothing left really, this thread covers them all. I hope for some nice new cards with the next sets hopefully with some land synergy.
Cheers!
WUBCycling ZurWUB
WGRJohanWGR
The BIG change I made to the deck is I changed the general to Shattergang Brothers. That change has been huge, as it opened up a couple of slots towards cards that weren't quite good enough but I had always wanted to try, most notably Bloodghast, Skullclamp, and Bitterblossom. I also found room for a Liliana of the Veil somewhere in there. I don't have the deck in front of me at the moment so I can't say what the actual changes were yet, I'll try my best to get an updated list posted over the weekend.
The great thing about Shattergang is they let you get rid of cards that stop serving you/start becoming a liability, especially our enchantments. Exploration just doesnt' have the impact turn 20 it did on turn 2, and more often then not I want to remove a problem enchantment on the board. This change also let me loosen up the removal package a bit, so I'm mostly focused on sweepers instead of spot removal (although I'll never cut Lightning Bolt, everyone who doesn't play that card is just wrong). The deck is mostly the same though, just opened up a few new avenues for attack. Good stuff.
As Twelle mentioned, this deck upgrades slowly and makes only minor meta-shifts since they don't print land-focused cards all the time. Zendikar is going to be a major change for the deck, though. My plan at the moment is to cram as many land focused cards in when the set is released, cutting a lot of removal and "good stuffy" cards to really hammer in the theme. Then, as it becomes apparent I need to put removal back in, I can evaluate which cards make the cut. There are a lot of good lands cards out there--I could almost build a deck with cards I've cut from my list, building two different versions of this deck. Maybe I'll post that list, as well.
Thanks for the continued interest! Sorry I can be a flake at times. Life just got crazy, and then I started playing WoW again... too many hobbies, not enough time for forum posts these days...
EDIT: I just tried to update the original post, but it's saying there are non-latin characters and won't post my edits. I'll have to do a more thorough comb through when I have time.
BRRakdos, Lord of RiotsBR
I've been jamming this deck for the last few months and have been finding it super fun.
I'm looking forward to seeing your updated list especially with Shattergang Brothers at the helm. I've been considering a General switch myself, but was more interested in going the Prossh, Skyraider of Kher route. I think he'd work quite well as a back-up win-con, "Comboing" quite well with both Kessig Wolf-Run and Worm Harvest as a good general damage kill condition. Thoughts?
Here's my list for your reference, which i imagine might look a bit different than yours.
Karador, Ghost Chieftain
Animist's Awakening
Molten Vortex
Zendikar's Roil
Nissa, Vastwood Seer
Notice that the playing lands from hand is a may ability. So it is really easy to draw a ton of cards with some floating mana, and shenanigans can ensue. Not the strongest combo, but I'm going to try it.
Xira Arien Lands EDH List
Marchesa Recursion EDH List
Oloro Reanimator EDH List
WUBCycling ZurWUB
WGRJohanWGR
Creature - Dragon
Flying
Landfall - Whenever a land enters the battlefield under your control, Akoum Hellkite deals 1 damage to target creature or player. If that land is a mountain, instead Akoum Hellkite deals 2 damage to that creature or player.
4/4
Worth a slot or no? It's unassuming, but could do some good work.
Xira Arien Lands EDH List
Marchesa Recursion EDH List
Oloro Reanimator EDH List