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The World of Kamigawa
  • posted a message on Trostani Landfall Fogs
    Overdue, but a few changes to the list!


    -Wurmcoil Engine +Crested Sunmare - This was a straightforward, if painful change. Wurmcoil is solid value, but is otherwise generally uninteresting. Crested Sunmare is a token producer that comes online sooner, triggering the turn it comes out. Both are also rock solid when populating their tokens, or themselves. Overall, it feels like Sunmare can snowball a little harder, though it does increase reliance on having Trostani out.

    -Tempt with Discovery +Ramunap Excavator - Tempt is a powerful card, which honestly should not get as much traction as it does, especially in my group. I've decided to cut it in order to not fuel bad decisions. It's also a dead card once some of my powerful lands are out, since I don't want to help people get their Strip Mines. Ramunap, on the other hand, is yet another crucible effect. I briefly considered butting the treefolk for him, but I've decided to keep both in the list for now.

    note: I'm keeping an eye on the search 2 nonbasics spell from Amonkhet block as well, so the treefolk may get cut for that, or to open a land slot, depending on what I need.

    -Retreat to Emeria +God Pharaoh's Gift - Retreat to Emeria fits well, but the 1/1 tokens are overall a bit awkward. It combos really powerfully with Cathars' Crusade (and skullclamp), but honestly, what doesn't? In the end, I need a slot for God-Pharaoh, and felt this was the weakest link.

    -Blade of Selves +Mirage Mirror - Perhaps it's best to say that Blade of Selves is being replaced for God-Pharaoh's? They have similar purpose, and similar costs - The big thing here was the equip cost being so high, needing Trostani online and active before attacking, and how vulnerable the whole set up was to removal.

    -Riftstone Portal +Scavenger Grounds - We're highly reliant on our own graveyard, so Scavenger Grounds isn't a proactive type of card in this deck. Mostly, it's the emergency panic button when someone starts using their graveyard worse than we do. It's the only desert in the deck, so it's not multi-use, though if it proves useful perhaps the two cycling deserts may make an appearance, either adding to existing cycling options, or replacing them.

    Finally, I'm well aware that I'm still missing the add of my Gaea's Cradle into the deck. I keep forgetting it when actually working on the deck, and I need to find a cut, as I refuse to drop the basic count any lower than it is.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Trostani Landfall Fogs
    Quote from EonAon »
    Hey Bob was looking through the changelogs and was wondering something. Did you ever play Luminarch Ascension in your deck? I would have though that doing the landfall/fog thing would have made it a go to token provider in a deck like this. Which leads me to the other thing I found in Seraph Sanctuary. Maybe going into a secondary token theme of angel tokens of various sizes with the ability to search out certain lands at near will would be interesting? Or did you consider it and decided it brought too much heat to you too early and agro to you late?

    Still unsure if Angelic Accord is worth it or it would be better to nickel and dime single life more for the sunmare and frustration of others alongside helping the costs of Glacial Chasm. Too bad Solemnity keeps the +1 counters off or own creatures or it basically makes Glacial free.

    Courser of Kruphix, Grazing Gladehart, and pristine talisman look to be almost auto includes if your trying for a mini life gain theme. Admittedly a lot of this is starting to clog up the 3 cc spot but there HAS to be a way to fit what would work in. Smile
    I have not personally run Luminarch Ascension - it has a bit of a negative stigma in my playgroup, so I tend to not even consider it. You're right that it certainly could fit well with the theme.

    The lifegain is more of a minor theme, that I don't think Courser or Gladeheart do enough to justify a slot.

    Quote from ISBPathfinder »
    bob, I figure its time for you to look at some new cards for this list :p

    Crested Sunmare
    God-Pharaoh's Gift
    Teferi's Protection

    Thoughts?
    All three are great cards. God-Pharaoh's Gift impressed me when it was first spoiled, and playing it has only improved my opinion. It's good even in decks it has almost no right to be in. This was obviously the first deck I considered for it, and I'm happy to have extra token making options for it.

    Crested Sunmare is another glorious addition to the deck, spitting out nice sized tokens and synergizing so well with Trostani. Takes a bit of effort to really get the ball rolling on each turn, but that's not too difficult. Even better, if you manage to Token it and populate it, the two granting indestructible to each other is insane. I didn't rush to acquire one, since while good, it didn't give me quite the same feeling as God-Pharaoh's Gift, but now that I have one, I'll be evaluating it even more closely.

    Teferi's Protection could easily take Rootborn Defense's slot for me. Rootborn was in there as a bit of a flavor fit, but Teferi's is such a powerful card. That said, I only have one and it's currently in another deck (though I often have no problem proxying certain cards...)


    Quote from EonAon »
    I personally use Crested Sunmare and it is MARVELOUS.

    On God-Pharaoh I think it comes out a little too much after when you want it to even with all the ramp included, admittedly the plus side is that the token stays around unlike séance, but the 4cc of séance vs the 7cc on God-pharaoh might make a difference in timing.

    Teferi's protection is a great card for fogs deck. The only issue you have to recall is that you don't get leaves the battlefield or enters the battlefield effects so you equally don't get any lifegain when everything phases back in.

    A card I think needs to be examined or re-examined, out of all the embalm creatures is Angel of Sanctions. I think since we don't have much removal in some respects and the fact that after bringing it back either through effect or some other means, it is still a copyable o-ring effect once we get the token out.
    Great to hear that the Sunmare has been working for you!

    So far, God-Pharaoh's has been excellent in every deck I've put it in, including a creature light spell deck, so I'm suitably impressed. Getting the token the turn you play it is huge for its power level.

    My only issue with Angel of Sanctions is that I don't feel it beats Angel of Serenity overall. Maybe with your recommendation, I'll need to reexamine it.

    I too use Crested Sunmare and it is wonderful! Smile Especially with Seedborn and Trostani - gain life, triggers token, untap, populate, triggers get more tokens and more life Smile

    I honestly have enjoyed God-Pharaoh's Gift more than Seance. I've found that by the time I'm wanting to cast Seance (having enough creatures in the graveyard) that I can easily cast GPG and the token is a bit more immediate/sticks around.

    Teferi's Protection has been great here as well as Rootborn Defenses and Heroic Intervention. Really great ways to protect our board state!
    Quote from vetkin »
    In my opinion, an additional Séance effect might not hurt. And though God-Pharaoh's Gift does not trigger on the opponent's turn, it does leave a somewhat formidable body unlike Seance. I am using it in my list, though it haven't appeared yet in games. I also agree with Zastin, that since we wait for our graveyard to be loaded with critters when we cast Seance, on that timing we can also cast God-Pharaoh's Gift. Just don't forget to enter combat phase Smile

    I agree with the Angel of Sanctions shoutout. It can make itself a token, giving us the ability to populate it before Séance arrives.

    And I have no other words for Crested Sunmare, but G L O R I O U S.

    It looks like I'll definitely need to give the Angel a try then!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Dragonlord Kolaghan
    Rules questions go into the Rulings Forum (even the Commander specific ones).

    Also, necro.



    Also, Also, as said - No, it wouldn't. By the time you have cast the spell and Kola would trigger, it's no longer in the graveyard.
    Posted in: Commander (EDH)
  • posted a message on Red Evasion - or - what can we do to punch someone's face with an army?
    Lets say you hypothetically have an army that you need to smash into someone's face. If you were playing blue, you could give them all flying, or make them unblockable. If you're playing green, you can overrun and make them beefy and trample. Or make them unblockable, for some reason. If you're in white, you can give them protection from whatever you need. And finally, if you're in black, you can give fear, intimidate, menace, and all sorts of stuff there.


    So now let's look at red. What ways do you have to ensure your army hits face? Goblin War Drums is an old goody, and Raging River is sure to turn heads and make blocking more difficult. What else do you have?
    Posted in: Commander (EDH)
  • posted a message on Trostani Landfall Fogs
    Pristine Talisman is a card I've used to great effect in various other decks. Both for lifegain matters, as well as for incidentally staying in a game far longer than I should. (First time I used it was a very bad mono-red deck, where it gained me 17 life over the course of the game).

    I could probably use a lot more mana rocks in this deck to make it safer, and more consistent. There is a player at my meta who runs heavy land-D. At some point I should sit down and consider what's actually crucial to the deck, and rebuild from the ground up, just to see what it would look like. All three you mentioned are very good.

    I've used the lifestaff to great effect in other decks, but I don't think it's quite so good here. We don't kill off enough creatures, or reliably enough. I like that you're thinking outside the usual circles though.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Trostani Landfall Fogs
    Quote from EonAon »
    hmmmm Bob you may need to cut something in for the horse. Don't get me wrong he is a beast but I don't know if him and Trostani will stay together enough for him to trigger as many times as you want. Maybe adding or consider:
    Soul Warden
    Soul's Attendant
    Essence Warden
    Behemoth sledge
    loxodon Warhammer
    spirit loop

    and
    Lightning Greaves
    darksteel plate
    Ashnod's Altar

    For horse protection and the ability to sac a creature and expand release the menagerie earlier than expected. I see menagerie as one hella card for this deck since a lot of the token happen to come from creatures. I've been personally debating harvest season in here, which leads into menagerie as well. The big question is how many lands can be plopped out on average vs would mana rocks help or hinder more?

    That is an excellent point about the horse. My opponents should never let it and Trostani stick around together. Mentally, I was comparing the Horse favorably to the Rampaging Baloths, but you're right that in practice, it's likely that the Baloths will simply be more consistent and self-contained. I'll still give it a try though, and at least give a trial to how it works, and then decide if it needs support - and if I'm willing to shoehorn in that support, when other options already exist.

    Harvest Season looks like a card that fits right into all the themes I like. Great land ramp at a cheap cost, and I'm sure there's a way to use it profitably early as well. I opted not to put it into the deck yet though, because I need to figure out how to fix my basic land situation here - I'm already fairly reliably getting them ALL out, so more basic ramp might not be the answer I need right now. I need to reevaluate my basic/nonbasic ratios first.

    Also, while in the late game I have a lot of tokens that will be tapped, the early game is fairly creature light right now, so I'm not sure how much Harvest Season will help. I'll keep an eye on it, and report back as I make observations.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Trostani Landfall Fogs
    Hour of Devastation

    Some notable cards from HoD, as usual, useful new options will be listed, while options that are exceptional, unique, or otherwise notable will be bolded.

    White:

    • Adorned Pouncer - Eternalized 4/4 doublestriker tokens to populate isn't bad, but it's also nothing special. Still, cats.
    • Crested Sunmare - LOOK AT MY HORSE, MY HORSE IS AMAZING. No but seriously, makes big tokens on lifegain? This is custom build for use with Trostani. Just wait until we turn him into a token, and start populating the Sunmare's themselves. All the horses. Also, since when are horses the size of Dragons?
    • Djeru, with Eyes Open - We run Planeswalkers, so if we need a tutor for them.... ? Put him in the pile with Thalia's lancers for finding Gaea's Cradle.
    • Hour of Revelation - Triple white might be pushing it, but we are quite adept at pulling out our colors. A 3 CMC wrath is nothing to sneeze at either.
    • Overwhelming Splendor - Not that I think this deck has the room to run this, but it's a brutal hit on whoever gets targeted by it. This may also make us want to run more spell-based removal main deck, if it becomes popular in the meta.

    Green:

    • Hope Tender - I'm sure that somewhere there's a combo waiting for use with this guy. At least he's not an elf, so doesn't auto-infinite with Wirewood Lodge. Overall, there are other options I would choose over this guy first, but if you're looking for a quick mana spike with Nykthos/Cradle and Deserted Temple, he'll do in a pinch.
    • Hour of Promise - One more than Explosive Vegetation or Reap and Sow in order to get any two lands. This can be quite a potent jump in boardstate/mana production. In this deck, it may replace the Tempting Offer card (since people should never accept the tempt anyways), and can easily pull out our power lands.
    • Ramunap Excavator - This deck was built to use/abuse Life from the Loam and Crucible of Worlds. Having another massive graveyard land recursion engine option is exactly where this deck felt weak, and this guy makes it in as soon as I get one. I need a thousand copies already - while this guy is limited to the green identity commanders, I expect him to make an instant splash across EDH in general.
    • Uncage the menagerie - putting this on X=3 or x=4 could generate a lot of toolbox value in the right shell. You'd have to work around it a bit though.

    Artifacts

    • God-Pharaoh's Gift - This is what I'm talking about! More tokens, more populate! While the gift has a steep cost, you at least get to trigger it and get value on the turn you play it. It does take another expensive slot though, which is quite worrisome. It seems every set pushes my CMC higher.
    • Mirage Mirror - Another amazing addition, which I think will see play in many decks, as it can be whatever you need most, when you need it. I don't know whether it would simply be another power land here, or a mirari's wake, or more ramp... but I'm sure it will be quite potent.

    Lands

    The deserts all have differing levels of utility, and running some of the lesser ones will be largely dependent on how many land slots you have open, as well
    as how much synergy you need for other deserts.

    • Scavenger Grounds is by far the most stand-alone useful desert for edh, giving at the very least a one-shot graveyard full exile on a land slot. While the effect is symmetrical, so you don't want to use it willy nilly, having that emergency button is likely to be quite welcome. We do tend to use our graveyard a fair amount, so it's not likely to be used offensively, or often, but much like a wrath, the timing on the use is everything.

    I am tempted to replace the cycling lands with the Desert versions solely for the Scavenger Grounds, and considering adding in the Shefet Monitor for it as well. As for the other Deserts:

    • Endless Sands does not look terribly great for this deck, Safe Haven was never something we wanted.
    • The two spell-deserts are fairly useless. Sorcery speed giant growth is boring, and the +1 to the team is likely best achieved through other means.
    • Dunes of the Dead could be interesting sacrificial fodder, but if so Drownyard Temple likely remains better.
    • Hostile Desert looks straight up bad. When it comes to man lands, I would rather run Nantuko Monastery.

    So it seems that if we wanted to bolster the Desert theme at all, it would be towards Amonkhet that we would look. Probably the -1/-1 counter land. Although, once again, if looking for colorless removal on a land, we'd be better served looking at coldsnap with Mouth of Ronom and a snow-basic set.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Trostani Landfall Fogs
    A few changes I haven't gotten around to marking yet:

    End Bringer -> Rishkar's Expertise - This is straight up card draw for card draw, and while End Bringer was a fun tool with lots of versatility, and a great target to token and populate, I won't miss needing to worry about as many colorless source applications.

    Genesis Wave -> Anointed Procession - There's no doubt that Gen Wave is an insane value spell that can straight win a game, generating a massive board presence from nothing... but much like Craterhoof Behemoth, I simply have been finding it less fun of late. The games it wins, end up missing some pizzaz. I'm sure it'll find a home in a new deck soon enough, but for now I've decided this isn't the place for it. I still don't know if I need two Parallel Lives, but for now we're trying out straight up adding Anointed Procession to the lineup. With a few cuts to token makers though, we'll see how we balance out all of these effects.

    Rampaging Baloths -> Protean Hulk - This is one of those cuts to token makers. Baloths is a strong card, working with both the lands, and making many tokens. However, these aren't the tokens I really want to populate, and often enough he doesn't do enough before eating removal or painting a large target on my head. That said, he still has the ability to completely steal games that I have no business of winning, so he'll stay on the sidelines and we may see him again. On the other hand, Protean hulk is replacing a fatty with a fatty, but with a bit of wrath protection to go with it. I don't think we have any combo in here for him - he's simply good value, which we'd love to token up. That said, it would not take a lot of effort to change the deck to embrace the combo, if that's your thing.

    Diligent Farmhand -> Splendid Reclamation. Although the farmhand is a piece of ramp that I really like since he drops so early, for this deck he made the cut simply because he was there from consideration for another deck - he's nothing 'special' here. I worry a bit about cutting too much low end for the expensive things that have been coming out these last few sets, but if the deck slows down too much and we need to re-tweak back to cheaper stuff later, then we;ll deal with that when it happens. Splendid Reclamation has been wanting to come in for quite some time, as it can be quite a potent explosion of power. I worry a bit about making my graveyard too much a priority to exile, but if that happens, we'll adjust when it happens.

    Invulnerability -> {c]Mouth // Feed[/c]. Invulnerability is such a catch all save of a card, it's hard to cut. The deck has a lot of protection already though, and I always want more card draw. Mouth // Feed gives us both a token, and some good mass draw power, so we'll try it out.

    Forest -> Scattered Groves. This is pretty straight up. I worry about lowering my basic count too much, as it limits my ramp. I tend to clean out my basics from my deck fairly early these days, so I may need to re-examine the utility lands I end up using compared to those that I don't.


    Sandworms Dune enchantment thing is also now in the deck. I need to figure out what I cut for it. Sandwurm Convergence

    =====

    Things that did not make the cut:

    Vizier of the Menagerie - despite how much I like the concept of this card, the truth is that it will never be as good as Oracle of Mul Daya - nto that it's a bad thing... but it's just much harder to slot into a deck. I don't think I run enough creatures for it.

    The deserts haven't made it in yet, but their value will be tested against whether enough of the new deserts end up being good enough. Likewise Shefet Monitor hasn't made it in yet, though he might be worth a slot just to tutor the new GY exile desert.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Nemata, Lord of the Mana Flare
    Hour of Devastation

    Some notable cards from HoD, as usual, useful new options will be listed, while options that are exceptional, unique, or otherwise notable will be bolded.

    • Ambuscade - Continuing green's new fight removal, a 3 cost instant creature removal spell can be a good option depending on what problems you are facing.
    • Hope Tender - I'm sure that somewhere there's a combo waiting for use with this guy. At least he's not an elf, so doesn't auto-infinite with Wirewood Lodge. Overall, there are other options I would choose over this guy first, but if you're looking for a quick mana spike with Nykthos/Cradle and Deserted Temple, he'll do in a pinch.
    • Hour of Promise - One more than Explosive Vegetation or Reap and Sow in order to get any two lands. This can be quite a potent jump in boardstate/mana production.
    • Ramunap Excavator - It's no secret that I love Life from the Loam and Crucible of Worlds. While this guy is limited to the green identity commanders, I expect him to make an instant splash across the game.
    • Uncage the menagerie - putting this on X=3 or x=4 could generate a lot of toolbox value in the right shell. You'd have to work around it a bit though.

    Artifacts

    • Crook of Condemnation - Typically I prefer Scrabbling Claws and Phyrexian Furnace, however, having the first moved be targeted and repeatable is quite potent. Although we run recursion, we also don't care as much about our own graveyard either.
    • God-Pharaoh's Gift - While this deck is perhaps not the greatest fit for this card - reuse of graveyard resources is always welcome, and while it has a steep cost, you at least get to trigger it and get value on the turn you play it. In this deck, it would likely serve as simply more ramp, but may also be useful for pulling back pieces of removal, such as Acid Slime.
    • Mirage Mirror - Another amazing addition, which I think will see play in many decks, as it can be whatever you need most, when you need it. Here, it is likely to be an additional mana flare effect, for a low upkeep cost each turn, although the utility cannot be downplayed. Do note, that it does not retain its artifact typing when it copies something, so you can always shift it into a land on a turn if someone tries to kill it, or to dodge wraths and o-stones and stuff.

    Lands

    The deserts all have differing levels of utility, and running some of the lesser ones will be largely dependent on how many land slots you have open, as well
    as how much synergy you need for other deserts.

    • Scavenger Grounds is by far the most stand-alone useful desert for edh, giving at the very least a one-shot graveyard full exile on a land slot. While the effect is symmetrical, so you don't want to use it willy nilly, having that emergency button is likely to be quite welcome.

    The cycling deserts also deserve special mention, especially in Green, as it allows mono color more tools to use a cycling-loam package, as there are now 4 options in mono-green for cycling lands (though the two colorless ones are likely to be less sought-after) (there's also Ash Barrens, but it can't return the loam, as it's land cycle, not cycle).
    Posted in: Multiplayer Commander Decklists
  • posted a message on Random Card of the Day - Kilnmouth Dragon
    I think Ulvenwald Mysteries is a great card. As a 3 cost enchantment, its draw compares well in cost and effect to Fecundity, Lifecrafter's bestiary, Dark Prophecy, Grim Haruspex and the like. At the same time it is a token producer, both of artifacts, as well as creatures. 2 mana to create a token (albeit limited and situational) compares well to token makers like Sacred Mesa, Ant Queen, and Mobilization in terms of cost->creature.

    • Compared to Fecundity - non-symmetrical; non-token only (biggest difference with Fecundity); have to pay 2 to get the draw, but it can be delayed. - But let's admit it, fecundity is kinda broken anyways.
    • Compared to Lifecrafter's Bestiary - Worst case, it adds a cycle to every creature you have. Both have an initial 3 cost. Bestiary adds a cost of 1 to every creature for the draw, Mysteries adds 2, but again - delayed as to whenever you want/can make the payment.
    • Compared to Grim Haruspex - 1 life, vs. 2 mana per draw.

    Overall, it's slightly worse of a card draw tool, and would fit only in the proper decks for it, but the ability to generate token artifacts (very rare effect), as well as make token creatures at a cheap cost in green (which is rarely seen on such a cheap permanent to put on the board), makes the combined package very appealing.

    • Decks that are able to generate more than one death per creature, such as Karador, Ghost Chieftain can make good use of unbalancing the 1 draw per creature aspect.
    • Decks that seek to add both draw and token production power, such as perhaps Rhys the Redeemed
    • White/Green decks that seek draw and are running Cathars' Crusade could make good usage of it, as it helps multiple aspects of the deck plan.
    • Decks that run Tireless Tracker can fuel up to get more clues and more tokens out of it.
    • Decks that abuse artifacts like Clock of Omens or Krark Clan ironworks would love it.
    • Decks that run Parallel Lives (or the new Amonkhet white version), can use this to double up on draws. -- and then quad up on the token production.
    • Shattergang Brothers love this card, as it produces sacrificial artifacts to fuel his ability - and still get 1/1 creatures out of the deal to do more shenanigans!

    Not an auto-jam-in into every single green deck, but a piece that can fit into several different puzzles, to be sure.


    =====

    As another aside - this card singlehandedly won so many pre-release games for me...
    Posted in: Commander (EDH)
  • posted a message on Trostani Landfall Fogs
    So, I've been putting this off quite a bit, but Amonkhet has quite a few goodies for us this go around, and I'm definitely trying to find some room for some cards.


    Amonkhet

    So, first off, Things that are likely to find a spot:

    Protean Hulk - While not an Amonket Card, this powerhouse has been released from jail, and fun death triggers and sticky board presence is what this deck is about. I think the Hulk may find a good home here.

    Annointed Procession - Parallel Lives is a good card, and this is another copy! With Doubling Season already in the deck (and better), I don't actually know if we need a 3rd copy, but I plan on trying it out. At worst, it may simple replace lives - I tend to have a lot more White mana available than green, due to my priorities when ramping. But first we try 3 copies!

    Harvest Season - There is no hiding that I love ramp. While this cards may not be as explosive in this deck as some others I have, getting 2 lands is likely fair, and getting 3-5 lands is more than enough.

    Sandwurm Convergence - I don't care. This is going in the deck. Yes, it costs a million. Yes, it makes zero flavor sense. I don't care. It pillowforts, and makes big tokens. It was made for me.

    Shefet Monitor - Sadly no deserts are really good yet, but this draws a card and gets a ramp into play at instant speed, which isn't bad. Then we can Seance it.

    Vizier of the Menagerie - Getting card draw in green means it's often tied to creatures. This guy isn't going to be as good as Oracle of Mul Daya (who can get that extra land drop immediately), nor draw as many cards, but he might be worth a test run to see how much he can draw.

    Mouth // Feed - Green. Draw. Also, token.

    SCATTERED GROVES - OH MY SWEET SWEET DUAL LAND THAT CYCLES AND PLAYS WELL WITH LIFE FROM THE LOAM! (thank you wizards!)



    Things that are watched, but unlikely to make the cut:

    Angel of Sanctions - I had such high hopes for embalm as a mechanic, but sadly, it seems that blue got all the ones I like. Angel is ok, but seems a worse version of the other angel, even with the self-tokenizing.

    Honored Hydra - at least this embalm creature has some size and trample - but it's still just a beater.

    Oashra Cultivator - I don't think I need another Diligent Farmhand/Sakura-tribe Elder effect, but early drops that turn into mana aren't bad.

    Prowling Serpopard - Counterspells haven't been an issue yet, but if they become so, Cat-Snake will remain in view.

    Watchful Naga - I'm keeping an eye on this one, just because it's green card draw, and there's often someone to attack in a multiplayer game, but this likely isn't the deck for it.

    Shrines. None of the shrines directly appeal to this deck at this time, but all are kept in view, as they can all have useful abilities.

    Grasping Dunes - removal on a land - something to keep in mind.

    Cradle of the Accursed - The token is a bit small, and the sorcery limitation is obnoxious, but might work for some people.

    Sunscorched Desert - This is just kinda bad, but I am amused at the thought of fetching this out instant speed to ping someone to death. Or sacrificing it and recurring it. Just to spite someone. Maybe I'll put one in, just incase someone gets an "unattackable" position of some sort.


    Now I just need to figure out what to cut...
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Nemata, Lord of the Mana Flare
    Quote from filmonti94 »
    Hello, this is a very interesting deck. I'd like to know a thing, is the deck fun to play? Is it interactive with opponents decks or does it go independently of opponents decks?
    So, this is obviously going to be a lot on you, and what you find fun and interactive.

    I obviously like the deck, seeing as I built and maintain it. However, I must admit that the deck has a very linear strategy and that often games reach a point where your line of play simply becomes, play Nemata and make as many tokens as you can. I kind of like that about this deck though, as I make up my variance by having a lot of different decks, so it's nice to sometimes have a deck that I know exactly what plan A is from when I sit down (and sometimes I like NOT having that).

    That said, I have avoided all combo in the deck, so it does keep some interactivity. The deck includes a decent portion of removal, and combats opposing removal with a large amount of recursion. It still plans to charge headlong down plan A, and simply remove obstacles/recover pieces to make that happen. The question then is where you draw the "interaction" line. I don't think it's as interactive as say, my Marath deck, but I've also seen Marath (combo) decks that would be less interactive than it.

    It'll also depend on how you choose to pilot the deck. I've loaned it out a few times, and been very surprised at how other people choose to pilot it at times.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Nemata, Lord of the Mana Flare
    Sure thing! Looks like I dropped the ball a bit here.

    Kaladesh

    One of the main issues of Kaladesh is that neither the energy, nor the Fabricate mechanic do much for us. Vehicles, however, can add a bit of presence between wraths.

    Nissa, Vital Force - Nissa's +1 is a weaker version of Garruk, while her -3 gives some good recursion for our doublers, but makes her a more expensive regrowth. Her Ult can give some great long term advantage, though we usually want to end them game in a larger burst.

    Wildest Dreams gives us another massive regrowth effect, but at the mana you need to put into it, Season's Past may remain the favored choice.

    Aetherworks Marvel - So the interesting thing here is the lack of the 'non-token' clause. This means that we can easily power it up, though usually by the time that many tokens are dying, we're already winning.

    Cultivator's Caravan - Usually I prefer land ramp for decks like this one, but having a mana rock that can turn into a beefy blocker for things holding Sword of Feast and Famine is quite nice.

    Panharmonicon - While this deck doesn't run quite the same density of ETB effects that other decks do, tinkering that balance isn't hard in green, and the value presented by panharmonicon can be quite insane.

    Smuggler's Copter - easy flyer, and some good looting and card filtration.


    Aether Revolt

    Heroic Intervention - This is a crazy addition for mono-green, giving us our own version of Boros Charm.

    Rishkar's Expertise - Green needs and loves great card draw, and this delivers, while also allowing us to drop a powerful card into play for free - here's hoping for Seedborn Muse.

    Heart of Kiran - While I'm not currently running Planeswalkers, there are a number of excellent ones, and Heart of Kiran provides additional free protection for them, while also being an easily crewed artifact and flyer, bolstering the deck's defenses.

    Inspiring Statuary - alone, a 3 cost artifact that can essentially be a mana rock for non-artifact spells, while also turning other artifacts into mana rocks as well.

    Lifecrafter's Bestiary - We always love more card draw, and putting a cantip on our creatures is always excellent. It also pairs well with our recursion, so we can continue to gain more cards after we regrow our host of creatures.

    Paradox Engine - A card that could cause us to rethink our whole lands-first ramp suite, this card can generate insane tempo if you have ways to gain more mana from non-land sources. Of course, land untappers, like Stoneseeder Heirophant work exceptionally well with this as well (and does crazy things with Thawing Glaciers to boot).

    Universal Solvent - While I tend to prefer the other artifact removal options, an interesting point to the Universal Solvent is that it plays well with Salvaging Station, which is an excellent engine I've used in other decks.

    Untethered Express - Easily crewed, and can get big fairly quickly. There's usually an available person to attack in a given game.


    Modern Masters Reprints

    Craterhoof Behemoth - Always a potent finisher, Craterhoof being reprinted should help its availability for others.

    Harmonize - Straight up colorpie break of blue draw spells seems good for our draw-starved deck.

    Primal Command - Typically a combined non-creature permanent hate + gy hate, it's a decent removal option in green, while also giving the flexibility of a tutor.

    Scavenging Ooze - Potent GY hate.

    Cavern of Souls - If you run into groups that still enjoy countering your Commander, then Cavern being reprinted should make things better for you.

    Fetch Lands - While I choose to not run off-color fetches in this deck, I have used them (and crucible + rings of brighthearth) to excellent effect in the past, and reprints are always welcome.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Trostani Landfall Fogs
    Figured I'd toss a quick update about awesome pickups from Modern Masters!

    Modern Masters - things to pick up if prices go down.

    • Fetch Lands - While I am currently only running the w/g 'legal by spirit' lands by choice, I have in other decks run off color fetchlands to great effect. Since we have 3 dual lands to pick up, off-color fetches remain highly valuable as they still pick up off colors when you need them to.
    • Cavern of Souls - while not holding a huge Tribal theme (I don't don't have the space to run it), some metas may like extra counterspell protection.
    • Path to Exile - A staple white removal spell, if you don't have one yet, this is a great opportunity.
    • Rootborn Defenses
    • Séance - these were never expensive to begin with, but making token copies of creatures is an excellent way to drastically increase the power of Trostani's populate ability.
    • Terminus - A generally useful wrath effect, that gets around a number of recursion options.
    • Craterhoof Behemoth - While I choose not to run it, Craterhoof is a potent game-ender, and a fantastic addition to this deck's strategy and synergy.
    • Scavenging Ooze - an excellent piece of graveyard hate, which can easily have a home in any Gx deck, it also has synergy with Archangel of Thune.
    • Thragtusk - Another card I don't run, but a potent token maker and life gainer, which fits the themes of the deck and could replace other similar slots.
    • Voice of Resurgeance - Similar to thragtusk, but bigger token to populate, and a cheaper creature to play and recur. Voice is an outstanding addition to this deck.


    Back when Voice was legal, I sold mine off. I had always considered picking one up for Trostani, but didn't feel it was a crucial piece that I really needed to invest in it. Should prices drop, I may re-evaluate picking up a copy, as it is a natural fit here.
    Posted in: Multiplayer Commander Decklists
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