So I'm looking to put together a deck using my beloved homarids, specifically my beloved Homarid Spawning Bed: Crab Flood I'm looking for older cards that work well with the Spawning Bed. So far, the best card I've found has been Floodgate. I never realized how great this card is, but I love it in this deck. You feed it to your babies, get four crabs, and kill a bunch of non-blue, non-flying creatures in the process. Can anyone think of other older cards like this, that do something cool when they leave the battlefield?
Other types of creatures I'm thinking work well are ones with abilities that activate when they come into the battlefield (bring them in, get the ability, sac them, get baby crabs), with cumulative upkeep (get a turn or three of the good creature then feed it to the crabs), and with other drawbacks (Deep Spawn, I'm looking at you). Any other ideas? Do walls make sense because they can defend until other pieces are in place, then get fed to the crabs?
Oh, and "older" to me means Stronghold and before, because that's when I originally stopped playing. Though I'm certainly tempted to make an exception for Coat of Arms.
You might want to make an exception for Scornful Egoist because it curves so well. Turn 2 spawning bed, turn 3 egoist morphed, turn 4 unmorph egoist and sac him to make 8 1/1s. Turn 5 Coat of Arms.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Homarid Spawning Bed is a card I've tried to make work in Commander with limited success. Blue has so few token generators, and especially those that create multiple tokens at once, that the Spawning Bed is definitely something worth considering. A mono-blue Opposition deck is perhaps best-placed to take advantage of the token generation.
Some cards that work well with it are Evoke creatures, like Mulldrifter and Aethersnipe. These cards let you cheat in an expensive creature for less mana, garner their enter the battlefield triggers, and then sacrifice them before Evoke does the sacrificing for you. Mulldrifter becomes 2UUU: Draw 2 and make 5 Camarids, and Aethernsipe is 1UUUU: Bounce a permanent and make 6 Camarids.
If you're willing to splash other colors, specifically black, Marang River Prowler and Prized Amalgam make for a powerful pair of cards that keep coming back. You can supplement this strategy with Unearth cards like Fatestitcher and other self-recursive blue cards like Advanced Stitchwing or Stitchwing Skaab. Undying and Persist cards can get multiple uses out of the Spawning Bed and trigger their own ETB abilities as well - look at River Kelpie and Geralf's Mindcrusher.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Moderator Helpdesk
Currently Playing:
Legacy: Something U/W Controlish EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
To post a comment, please login or register a new account.
Other types of creatures I'm thinking work well are ones with abilities that activate when they come into the battlefield (bring them in, get the ability, sac them, get baby crabs), with cumulative upkeep (get a turn or three of the good creature then feed it to the crabs), and with other drawbacks (Deep Spawn, I'm looking at you). Any other ideas? Do walls make sense because they can defend until other pieces are in place, then get fed to the crabs?
Oh, and "older" to me means Stronghold and before, because that's when I originally stopped playing. Though I'm certainly tempted to make an exception for Coat of Arms.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Homarid Spawning Bed is a card I've tried to make work in Commander with limited success. Blue has so few token generators, and especially those that create multiple tokens at once, that the Spawning Bed is definitely something worth considering. A mono-blue Opposition deck is perhaps best-placed to take advantage of the token generation.
Some cards that work well with it are Evoke creatures, like Mulldrifter and Aethersnipe. These cards let you cheat in an expensive creature for less mana, garner their enter the battlefield triggers, and then sacrifice them before Evoke does the sacrificing for you. Mulldrifter becomes 2UUU: Draw 2 and make 5 Camarids, and Aethernsipe is 1UUUU: Bounce a permanent and make 6 Camarids.
If you're willing to splash other colors, specifically black, Marang River Prowler and Prized Amalgam make for a powerful pair of cards that keep coming back. You can supplement this strategy with Unearth cards like Fatestitcher and other self-recursive blue cards like Advanced Stitchwing or Stitchwing Skaab. Undying and Persist cards can get multiple uses out of the Spawning Bed and trigger their own ETB abilities as well - look at River Kelpie and Geralf's Mindcrusher.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!