@ISBPathfinder With running mono-white how do you deal with ramp outside of artifacts (I've shied away from artifact ramp lately because of all the artifact hate that people incorporated after C2018).
Here are some ways that white can ramp which doesn’t leave you vulnerable to artifact removal.
My recommendation would also be Bruna, the fading light. Having a commander that has synergy with your deck is a lot more fun than simply having a generic beatstick that happens to be the same tribe.
Mono white is able to control and ramp reasonably well, so it should still fit your purpose.
On that note, I'm surprised that Lyra Dawnbringer hasn't been brought up.
I've played this in EDH before. Flash creatures are great in a vacuum, protecting your things from board wipes is great, reusing other etbs is great, machine-gunning with a Soul of the Harvest is great. Lots of uses for this cat.
Since the previous thread got lock due to Necro, I thought I'd start a new one on what are the cards you guys find to be fun in your Commander games.
[Cards] that are fun to play in EDH. Not so much overpowered or game-winning, but not necessarily utter jank either.
Just some stuff more interesting than Akroma, Jitte, sword of lite and shadow, wrath of god, etc.
[Cards] that were fun to see or ironic to win with.
Here are some of my favorites:
Dubious Challenge: Select an "opponent" and convince him that you'd give him a free creature if you get first pick. Tempt with discovery and Collective Voyage: Everyone is always happy to ramp and this makes games much faster and more interesting. Of course you should be using a land matters deck to ensure that you get the most benefit from this group spell. Blinkmoth Urn: I love global effects such as this as it creates interesting options for your opponents. As before, you should be running a deck to get the most benefit out of this global effect.
There are a handful of 5CMC creatures/spells that produces tokens. These would synergise well with Krav due to the fact that you can drop him on the next turn with one mana floating to sac if needed.
You can look at the deck in my sig if you need more ideas. This was one of my early drafts, I'm making certain changes to the deck after a lot of playtesting. In particular, i agree that the soul sister combo is a little too cute and does not contribute to winning. They would be one of my first cuts.
Thanks for the great suggestion guys! I will keep a lookout for the cards mentioned and continue to tweak the deck, hope to be able to post some results soon!
Thank you for the comment. Titania certainly sounds like she'd be exciting.
I hesitated to include her because I'm not too sure if 12 sac lands are enough to justify having her in a deck. Nevertheless I'll try to get a copy to playtest her.
I have a soft spot for the myriad guy in all colors, since attacking everyone at once is fun. Admittedly though, the Twingroves haven't been performing as well as i hoped.
Thank you for the suggestion! The sacrifice outlets are great as they prevent exile effects from screwing with the commander tax.
I previously had both Evolutionary Leap and High Market for that purpose. But these got cut eventually after testing as I usually end up having so much ramp that it was okay to pay the taxes a few times and still have enough to cast other spells.
I missed out Miren, the Moaning Well though, it feels like a good backup plan to sac a huge Multani for life.
Here is my take on Multani, Yavimaya’s Avatar. Feel free to give me your feedback on how to improve my deck. Thanks.
This deck is meant to cast Multani multiple times per game by abusing his return from graveyard effect. Hence, I was able to cut down on other threats and instead played more fun / utility cards instead.
If you guys have any suggestions for fun green cards, such as Dubious Challenge, do let me know if the comments!
Some suggestions: Ancient Animus could double as a +1/+1 token producer and removal Obsessive Skinner, although not an elf, can provide a lot of +1/+1 counters in a multiplayer game Song of Freyalise would help you ramp in the early game and provide counters. That one free alpha strike is a bonus Animation Module would add additionally blocker while you create your +1/+1 counters. It can act as an inefficient mana sink to add counters late game
I have seen various Sydri decks and they all have similar artifact tutors into infinites and that one caltrops combo. I wanted to do something different, so firstly I focused on the synergy Sydri has with Indestructible Artifacts and Vehicles with abilities (i.e. if you animate Smuggler's copter, you still get the flying and looting ability even without crewing. Just that it’d be a 2/2 instead of a 3/3).
It’s funny to see the surprised look on your opponent’s faces the first time you attack with a vehicle without crewing. Then the look of surprise turns to shock when they realize that Ballista Charger is going to deal 1 deathtouch damage to any creature.
Secondly, I wanted to use the fact that even if you play Janky artifacts with limited synergies with each other and you don't draw them together; Sydri still manages to make them relevant due to her animation ability.
This is still a work in progress. Please feel free to comment on my deck. Thank you!
Additionally, ramp cards that allows you to ramp target player are useful for weaker players (since they tend to be mana screwed)
And one last one, my favorite secret tech:
dubious challenge
Here are some ways that white can ramp which doesn’t leave you vulnerable to artifact removal.
Alternatively, these are options that ensure you hit your land drop every turn, which during the late game is just as good as ramping.
Mono white is able to control and ramp reasonably well, so it should still fit your purpose.
On that note, I'm surprised that Lyra Dawnbringer hasn't been brought up.
Well GW gives you access to Nazahn, Revered Bladesmith and Sigarda, Host of Herons. These two are great reasons to play with an equipment theme in GW.
Additionally the Cat matters equip cards such as Raksha Golden Cub could benefit from the strong cats that green offers (Qasali Pridemage, Mirri, Weatherlight Duelist, Arahbo, Roar of the World)
A lot of great ideas have been shared in this thread. Thanks to all who shared your experiences. Keep them coming guys!
Pair this with Oketra's Monument in a mono white deck.
Here are some of my favorites:
Dubious Challenge: Select an "opponent" and convince him that you'd give him a free creature if you get first pick.
Tempt with discovery and Collective Voyage: Everyone is always happy to ramp and this makes games much faster and more interesting. Of course you should be using a land matters deck to ensure that you get the most benefit from this group spell.
Blinkmoth Urn: I love global effects such as this as it creates interesting options for your opponents. As before, you should be running a deck to get the most benefit out of this global effect.
Regal Caracal
Endrek Sahr, Master Breeder
Geist-Honored Monk
Angel of Invention
Cloudgoat Ranger
Elspeth Tirel
Increasing Devotion
Conqueror’s Pledge
You can look at the deck in my sig if you need more ideas. This was one of my early drafts, I'm making certain changes to the deck after a lot of playtesting. In particular, i agree that the soul sister combo is a little too cute and does not contribute to winning. They would be one of my first cuts.
I hesitated to include her because I'm not too sure if 12 sac lands are enough to justify having her in a deck. Nevertheless I'll try to get a copy to playtest her.
I have a soft spot for the myriad guy in all colors, since attacking everyone at once is fun. Admittedly though, the Twingroves haven't been performing as well as i hoped.
I previously had both Evolutionary Leap and High Market for that purpose. But these got cut eventually after testing as I usually end up having so much ramp that it was okay to pay the taxes a few times and still have enough to cast other spells.
I missed out Miren, the Moaning Well though, it feels like a good backup plan to sac a huge Multani for life.
This deck is meant to cast Multani multiple times per game by abusing his return from graveyard effect. Hence, I was able to cut down on other threats and instead played more fun / utility cards instead.
If you guys have any suggestions for fun green cards, such as Dubious Challenge, do let me know if the comments!
6 Multani, Yavimaya’s Avatar
Spell Ramp (12)
1x Skyshroud Claim
1x Ranger’s Path
1x Realms Uncharted
1x Tempt with Discovery
1x Collective Voyage
1x Nissa’s Renewal
1x Boundless Realms
1x Harrow
1x Cultivate
1x Nissa’s Pilgrimage
1x Rampant Growth
1x Nature’s Lore
Creature Ramp (12)
1x Borderland Explorer
1x Sakura-Tribe Elder
1x Dawnthreader Elk
1x Yavimaya Dryad
1x Courser of Kruphix
1x Wood Elves
1x Farhaven Elf
1x Viridian Emissary
1x Oracle of Mul Daya
1x Wild Wanderer
1x Ondu giant
1x Fertilid
1x Caller of the Pack
1x Strata Scythe
1x Blackblade Reforged
1x Kalonian Twingrove
1x Dungrove Elder
1x Primal Bellow
1x Ulvenwald Hydra
Recursion from Graveyard (3)
1x The Mending of Dominaria
1x Splendid Reclamation
1x Ranumap Excavator
Other Creatures (7)
1x Greenwarden of Murasa
1x Hornet Queen
1x Masked Admirers
1x Bramble Sovereign
1x Temur Sabertooth
1x Vigor
1x Hornet Nest
Artifact/Enchantment Removal (7)
1x Woodfall Primus
1x Reclamation Sage
1x World Breaker
1x Acidic Slime
1x Terastodon
1x Nessian Demolok
1x Moldgraf Monstrosity
Other Spells (12)
1x Sandworm Convergence
1x Bonds of Mortality
1x Dubious Challenge
1x Squall Line
1x Lightning Greaves
1x Swiftfoot Boots
1x Basilisk Collar
1x Berserk
1x Vow of Wildness
1x Beast Within
1x Desert Twister
1x Greater Good
24x Forest
1x Terramorphic Expanse
1x Naya Panorama
1x Jund Panorama
1x Bant Panorama
1x Windswept Heath
1x Verdant Catacombs
1x Wooded Foothills
1x Evolving Wilds
1x Mosswort Bridge
1x Ghost Quarter
1x Huanted Fengraf
1x Blighted Woodland
1x Arch of Orazca
1x Grasping Dunes
Ancient Animus could double as a +1/+1 token producer and removal
Obsessive Skinner, although not an elf, can provide a lot of +1/+1 counters in a multiplayer game
Song of Freyalise would help you ramp in the early game and provide counters. That one free alpha strike is a bonus
Animation Module would add additionally blocker while you create your +1/+1 counters. It can act as an inefficient mana sink to add counters late game
I have seen various Sydri decks and they all have similar artifact tutors into infinites and that one caltrops combo. I wanted to do something different, so firstly I focused on the synergy Sydri has with Indestructible Artifacts and Vehicles with abilities (i.e. if you animate Smuggler's copter, you still get the flying and looting ability even without crewing. Just that it’d be a 2/2 instead of a 3/3).
It’s funny to see the surprised look on your opponent’s faces the first time you attack with a vehicle without crewing. Then the look of surprise turns to shock when they realize that Ballista Charger is going to deal 1 deathtouch damage to any creature.
Secondly, I wanted to use the fact that even if you play Janky artifacts with limited synergies with each other and you don't draw them together; Sydri still manages to make them relevant due to her animation ability.
This is still a work in progress. Please feel free to comment on my deck. Thank you!
3 Sydri, Galvanic Genius
Vehicles (4)
2 Smuggler’s Copter
4 Weatherlight
5 Skysoveriegn, Consul Flagship
5 Ballista Charger
Indestructible (5)
3 Darksteel Ingot
3 Darksteel Plate
5 Myr Matrix
6 Darksteel Sentinel
9 Darksteel Forge
Activated Abilities (4)
3 Scarecrone
4 Master Transmuter
5 Ethersworn Adjudicator
3 Thousand-year Elixir
ETB Creatures (18)
2 Baleful Strix
3 Filigree Farmilar
3 Sculpting Steel
4 Phyrexian Metamorph
4 Iron League Steed
4 Sanctum Gargoyle
4 Faerie Mechanist
4 Architects of Will
4 Peace Strider
4 Pierce Strider
5 Clone Shell
5 Precursor Golem
5 Sphinx Summoner
5 Stuffy doll
6 Sharuum the Hegemon
7 Magister Sphinx
7 Myr Battlesphere
8 Filigree Angel
3 Skeleton Shard
3 Shimmer Myr
3 Junk Diver
4 Panharmonicon
4 Prototype Portal
5 Mirrorworks
5 Cauldron of Souls
5 Mind’s Eye
5 Blinkmoth Urn
6 Staff of Nin
Removal (7)
4 Wrath of God
5 Scourglass
5 Rout
6 Phyrexian Rebirth
6 Duplicant
6 Noxious Gearhulk
7 Spine of Ish Sah
Ramp / Mana Fixing (15)
1 Sol Ring
1 Wayfarer’s Bauble
2 Mycosynth Wellspring
2 Sphere of the Suns
2 Armillary Sphere
2 Orzhov Signet
3 Pilgrim’s Eye
3 Burnished Hart
3 Commander’s Sphere
3 Skittering Surveyor
3 Victory Chimes
4 Solemn Simulacrum
5 Meteorite
5 Glided Lotus
6 Sanctum Plowbeast
1 Fieldmist Borderpost
1 Mistvein Borderpost
1 Godless Shrine
1 Buried Ruin
1 Esper Panorama
1 Isolated chapel
1 Arcane Sanctum
1 Evolving Wilds
1 Morphic Pool
1 Marsh Flats
1 Downed Catacombs
1 Concealed Courtyard
1 Darkslick shores
1 Watery Grave
1 Glacial Fortress
1 Exotic Orchard
1 Fetid Heath
1 Spire of Industry
1 Sea of Clouds
1 Polluted Delta
1 Mystic Gate
5 Island
5 Plains
5 Swamps