chrispmatth says... #2
I found that Back to Nature does what Tranquility does at instant speed. And I haven't seen Enshrined Memories , seems like fun for a big green deck...
January 20, 2013 6:43 a.m.
Azrael1432 says... #4
I see no vorinclex here. I'd gladly take one sided mana doubling, especially if you're running verdeloth.
January 25, 2013 11:04 a.m.
MartialArt says... #5
I would rather not add Vorinclex. Playing him makes you a big target for all others in the game. And leading all aggressions to yourself will kill you unless you are strong enough to defend yourself against all others and win the same or next round.
January 25, 2013 11:24 a.m.
Azrael1432 says... #6
I would simply add vorinclex to play after you have kamahl out, cause this turn if not next, you can multiple overrun easier. Imagine craterhoof behemoth with that..... It would be disgusting.
January 29, 2013 6:12 p.m.
Sidneyious says... #7
I would just make it all about mana ramp and smashing with huge man lands.
March 24, 2013 2:08 p.m.
So, I definitely want to add timber protector, vigor, and groundskeeper to make attacking with land more viable, and either dosan, hall of gemstone, or both to protect my alpha-strikes. Back to nature is strictly superior to what I already have, so that's a no brainer as soon as i acquire it. I am not as sure as to what others to add, and I definitely would appreciate advice as to what to take out.
June 29, 2013 6:42 p.m.
The ones listed as x2 are those i am considering replacing.
June 29, 2013 6:48 p.m.
chrispmatth says... #11
I'd take out Utopia Vow for a Lignify , Jayemdae Tome for Triumph of Ferocity , Silklash Spider over Arashi, the Sky Asunder , Wolfbriar Elemental for a Beacon of Creation , and Revive or Make a Wish for Repopulate , because it also can instant speed neuter a reanimate player.
If you want to swing with your land a lot, Fangren Firstborn , Craterhoof Behemoth , and Baru, Fist of Krosa are awesome pumps.Those are the cheap fixes.
Outside of that, cards like Tooth and Nail and Green Sun's Zenith are spendy, but well worth it to grab Jolrael, or an acid slime.
And with making the number of tokens you do, Parallel Lives . Doubling Season (Pricey I know), and any Garruk will help a ton.
Oh, and just saying, aside from it being more vital to another deck, why have Jitte on the drop list, but keep a sun drop?
June 30, 2013 11:50 a.m.
chrispmatth says... #13
Oh, and i've never seen Hall of Gemstone . That card is nuts. It should definitely find a place.
June 30, 2013 1:59 p.m.
Smith_and_Tonic says... #15
I would look into running a few more tech lands instead of so many basics. Rogue's Passage is very good since Kamahl can pump himself and swing with unblockable. Other options would be Strip Mine or Ghost Quarter to deal with opponents' lands that are a problem.
July 1, 2013 12:27 p.m.
Yay another general I like! +1
Well if you want to attack with your lands I think you will probably need a little bigger land count maybe around 40s. Then you can use more mana ramps, such as cards Azusa, Lost but Seeking , Oracle of Mul Daya , Rites of Flourishing .
Then when you have lots of land out you can start using cards such as Beastmaster Ascension and also Combo it off with Druids' Repository , your lands goes for the attack, but you still have mana to use. Well I hope these ideas seem fun to you.
July 4, 2013 5:44 a.m.
Rogue's passage is a good idea and i will put one in, same with ghost quarter. Unfortunately, I don't own a strip mine and don't see that changing anytime soon. I also want to keep the number of non-basics down because this deck likes its forests.
I've been debating about rites of flourishing for a while, and i do not know if the benefit i would get from it would outweigh the benefit that my opponents (usually 3-4 others) receive. Its a tough call. Oracle of Mul Daya is perfect and i will try to acquire one soon. Azusa is too overkill. I forget if i have an extra beastmasters, but if ii swing with that many lands it would probably be overkill, and the rest of the deck doesn't have a large enough boardsize to justify it. Druids repository is interesting, but same problem, probably not worth a slot.
July 4, 2013 6:56 a.m.
MartialArt says... #18
I wouldn't include Rites of Flourishing . At worst you cast it, everybody else benefits from it and you don't because the last player in the row before you destroys it.
And in addition you will only give fuel to control decks eventually having a greater chance of drawing counters, board whipes, or simply the missing card to deal with you. And if you play against fatty decks with Mayael the Anima as their commander for example (like my Mayael's Call you can help them to get their beaters in the game more early as they already do and this may cost you the game.
If you want to go "group hug" play it but if you don't leave it out. Cards like those are pretty dangerous in multiplayer and should only go in if you play "group hug" or if you get enough of a boost to compensate the boost on your enemys multiple times. My deck Braids' Bestiarium does something like this and it's still a bit of a gamble for me to do so.
And have you noticed that some of your cards are in your deck more then once? I count 10 of them. removing the additional ones would set you deck size to 99 again.
I hope this helped. Greets MA.
July 4, 2013 7:14 a.m.
Yeah, that's pretty much what i figured in regard to Rites. Heartwood storyteller pulls it's weight amazingly, but Rites is too fair. ALso, as i said earlier in the comments, those i have marked with a 2 are those i will likely take out to replace with others. It's merely a way of keeping track and making it clear to others so more information is available.
July 4, 2013 3:45 p.m.
You could use more card draw. Harmonize is cheap and effective. Genesis Wave is also a cheap green staple.From your list you could drop Utopia Vow , Trophy Hunter and Sun Droplet and exchange them with Hall of Gemstone , Mana Reflection and Sylvan Primordial .
If you're interested you could check my Ramping with Patron list for ideas.
Hall of Gemstone , forgot that this card existed! Gotta think playing it too!
July 12, 2013 5:07 a.m.
Smith_and_Tonic says... #21
I haven't really been a fan of Boundless Realms since it typically takes your entire turn (you tap out to play it and you become a huge target). It would be better to put in smaller ramp like Skyshroud Claim and Nature's Lore since you get the lands to come in untapped and you can still cast cards after you ramp.
July 15, 2013 11:27 a.m.
maybe, but i can usually get at least 8 lands via boundless realms, often more. The cards you mentioned don't give quite enough return, even if they do come into play untapped. I am willing to give up the tempo in order to maximize my lands.
July 15, 2013 4:23 p.m.
Smith_and_Tonic says... #23
If you want to get more value out of your cards in general, running Eternal Witness and Regrowth will do that. You could substitute Regrowth for Reclaim a cheaper option. This gives you the added utility of playing spells twice, so using ramp repeatedly and Harmonize ing (which should be in here too) multiple times is just good.
July 30, 2013 7:36 a.m.
MartialArt says... #24
Hi.
I playtested your deck against my Mayael's Call and it seemed that your deck may be quite good but could use some more ramp. The only time your deck won was when I had a poor hand and you had a Omnath, Locus of Mana that beat my face while I hoped for some lands.
I would suggest: Cultivate , Explosive Vegetation , Mana Reflection , Garruk Wildspeaker , Coalition Relic , Darksteel Ingot , Thran Dynamo , Sol Ring , Gilded Lotus , maybe Farseek / Nature's Lore
And your deck has too less ways to get rid of something so I would suggest: Woodfall Primus , Beast Within , Krosan Grip , Oblivion Stone
I hope this helped. Greets MA.
July 30, 2013 8:49 a.m.
Thanks for all the comments, its a big help and nice to know that others care about my designs. I think it probably can use some more fixing to go for a faster win, but in my meta there is usually a collective voyage from someone, or i get boundless realms, or it people cancel each other out to allow me a sufficient amount of land naturally. Its likely a problem, but currently not my highest priority.
Unfortunately, this is my third EDH deck with green, and my second one that is primarily green. (The others are Ghave's Horde and Scion of the Ur-Dragon EDH, both can be found on my current profile, although probably not up to date.) Since I built those first, thats where my better resources went to, such as a woodfall primus, my only eternal witness, or krosan grip. This was built from my remaining resources and I am currently in the process of improving it, so there is definitely room to upgrade and improve still, and for many iterations yet I imagine.
I am trying to get beast within, but unfortunately no one I can find is trading them away. Oblivion stone is a great idea I've forgotten about though, and will be added to my wishlist.
MartialArt, I think the reason your projected duel went so poorly for my deck is because it assumed it was a 1v1 thing, instead of the 3-6 player games I intended it to play in which are much more of a stalemate. In the playtesting I have done it is usually fairly simple to use politics and good timing to survive and eventually play Kamahl and animate all my lands to kill at least 3 people at a time. No one expects it. If ya want a real 1v1 challenge, try my Merieke Ri Berit EDH deck. It gets nasty in a duel.
MartialArt says... #1
I would replace card:Ur-Golem's Eye with Thran Dynamo for 1 more mana.
And I would cut out Rites of Flourishing since it boosts your opponents too much.
Pretty solid deck. +1
January 7, 2013 3:56 a.m.