6 August 2018
Memorial will be missed, but this deck has been leaning heavy into the burn side of things for a while. Both cards close out games, but we slots for finishers are limited in any good deck list.
Traverse is another spicy card, but adding in more Surge to the deck is just nuts.
Reclaimer was just to slow. I'll keep my copy handy though, in case I add more utility lands.
Easiest upgrade in ever.
The times this deck would lose is because my hand was empty. This will help fix that, while al
I really like Tempt... but the deck needs for draw! Return is likely the weakest draw in the deck, but it helps that is can also be used to kill someone.
The main pull here is being able to tutor the effect. It also help that this deck runs several sack-outlets.
More fetch is always good.
I made this change a few months back, but now its official (Finally got my hands on an EXPO Tomb!)
26 June 2019
We had a dry-spill of new cards for nearly two years, and then we were flooded! Out of the nine changes below 5 are from new cards and 4 are older cards that I have decided to add based on play-testing and feedback. The exciting part is that we still have Commander 2019 to look forward too soon! Also it is worth noting that I would still like to add Wrenn and Six but the deck-list is getting really tight...
I changed this a few months ago, but forgot to add it to an update.
The best Force in the cycle is also likely the best removal spell in green now! Cutting a 5cmc ramp spell made the most since.
Although Scrying is likely not gone for long (it keeps finding its way back), Reclaimer is a powerhouse of repeatable Crop Rotation!
I really like Boundless Realms, but spots in the deck are really getting tight, and a 7cmc spell just cannot stay in the deck without it just wining the game everytime.
I admit it, I should not of removed Crop Rotation but making changes is part of building a deck. Lesson learned. I'm not sure cutting Burgeoning is the right call, but more often then not I don't like drawing it...
Based on a suggestion from Beebles and _Arra_, I am adding another creature tutor that also doubles as a ramp spell with Dryad Arbor. Awakening wasn't really doing much on its own in the deck.
Seeing how I added another creature tutor, I figured it wouldn't hurt to add creature protection. Again, Greaves might not be the best card to remove, so let me know what you think.
As stated earlier, adding the Arbor to make our creature tutors also ramp spells.
Without Burgeoning that means Ghost Town is useless. Field seems really sweet and it protects itself.
Who doesn't want another fetchland?!
6 August 2018
One...Year..Later!
I've realized it is a bit silly not to be running Evolving Wilds.. plus there are not a lot of Blue decks in my meta.. thank goodness!!!
Nissa was a cool idea, but does not really do all that much. Mina and Denn however can just win games! (These twins have been highly suggested for me to give a second chance).
Expertise is easily the best EDH card to be printed last year. So much value!
This is one wincon for a potentially better one if you ask me!
Card advantage for ramp. I am not sure if this is the greatest choice, but has been recommended as well.
11 August 2017
Commander 2017 Update (and Others!)
The Turf has been highly recommended by several supporters! Thicket has been underwhelming...
Although we only got one card from Commander 2017, this is quite a powerful one! After much debate and evaluation, it seem like there is much to gain from this card, despite it not being as great prior to the casting of Om_rath. (The change will update as soon as the card is uploaded).
Crop is a cool card in theory, but taking a step back and looking at without Elemental Bond. Resolve on the other hand is much needed protection. Although it will only help to protect against spot removal, but if someone wants to boardwipe my army, then they will die for it!
Lower CMC for almost the same thing. The big creature is not often relevant.
Pretty clean trade off. Although it is less ramp, Sylvan is much better past the very early game.
22 July 2017
HOUR OF DEVASTATION UPDATE!!!
After the last major update, there was an obvious loss in power with the inclusion of all the removal and the omission of the high CMC cards. The bottom line is that this deck does not care so much about high mana cost because of all the ramp, so the who cares about the AVG CMC of the deck!
After testing Blood Moon in this deck, it does more harm then good. Avenger just wins games.
Although Beast Within is a great removal spell, it was a real letdown in this deck. I drew that card a dozen times, but never cast it. The Hydra on the other hand is a card that I am always happy to cast to get a Utility land.
The Grip is on the same boat as Within. Mana Crypt is finally going in because I got my hands on a Judge Promo.
Lair was really really bad. After thinking long and hard about Hour of Promise, I realized that it really is a staple for every green deck, even with the EXTREME flavor fail ( card, with a God, that makes zombies... hurts my soul...)
Although Nissa's Ult is great, it was to slow. Ramunap is a godsend for this deck!
Just some extra ways to protect my wincons.
2 June 2017
This was a by far the biggest change the deck has made since its creation two years ago! Some of these updates are well overdue, but most are primarily to lower the average converted mana cost while also making the deck more flexible.
Because there are so many changes (11 in all) I am just going to briefly explain why I added/removed each card.
Cut
- World Breaker - High CMC and only activates on cast, so does not work with my creature tutors. It is nice that it can come back, but I found myself rarely getting use out of that.
- Stalking Vengeance – Another on the high CMC shopping block. Also, is kind of a dead card without a sack-outlet.
- Avenger of Zendikar – High CMC. Fun card, but often situational. I love that card, but it is casual most of the time.
- Greenwarden of Murasa – High CMC. After play testing it for a while, I found that it was a dead draw more often than not.
- Verdant Confluence – High CMC. Flexible card, but often had a minimal impact on the game.
- Mina and Denn, Wildborn – Thought it was worth a try, but didn’t really do much.
- Ulvenwald Hydra – Strange enough, it was the hardest of these cards to cut. It might come back if one of the new ones don’t work out.
- Evolutionary Leap – With all the creatures removed, this round the chopping block.
- Wastes – Auto-cut with the departure of World Breaker.
- Thawing Glaciers - As many have stated, this card is more annoying than useful... it just took me a bit longer to figure it out.
- Raging Ravine – I can’t think of a single time that turning this into a creature was relevant.
ADD
- Cream of the Crop – This card was highly recommended by feyn_do_alduin and others, and seems to be worth a fair try! Being able to pick one of your top 5 cards to draw next seems solid.
- Blood Moon – Solid control card that hurts everyone else MUCH more then it hurts us. And no, I don’t think it is a good enough reason to include Valakut, the Molten Pinnacle.
- Beast Within – I have been avoiding removable for a while, but my meta has taken a turn away from creature focused decks.
- Song of the Dryads – More removal, that also knocks out commanders…
- Krosan Grip – More on the Removal train!
- Kavu Lair – Another copy of Elemental Bond seems good to me!
- Shaman of Forgotten Ways – Helps get Om_rath out fast, and also ends the game!
- Nissa, Vital Force – Another card that seems good enough to try out. I am normally not a big fan of Planeswalkers in EDH, but to me she reads “If Nissa surives a turn behind your token army, you draw for days!” Also, nice that she doubles as recursion.
- Mountain - Mountain…
- Sheltered Thicket - Can be used to draw, as well as fetchable!
- Nature's Lore – Ya, ya, I know! Long overdue!
25 July 2016
ELDRITCH MOON CHANGES!!!
This seems like a pretty clean upgrade in the 3CMC spot! I have been play-testing the Tracker for a while now and it really does do amazing work!
This seems like a very clean upgrade to me. I want all my land in the grave going back into play, not in my hand, and Splendid Reclamation does that perfectly. The game should pretty much be over after that any.
It was a bit overkill to have two Wastes in the deck for World Breaker. One plus all the colorless land/ Sol Ring is quite enough. The Mountain is anouther fetch-land target.
16 April 2016
SHADOWS OVER INNISTRAD CHANGES!!!
These changes were likely the hardest ones yet! It took me a couple weeks longer then normal to really know exactly what I wanted to do. Even then.. I am not sure lol
This was my only easy change. I gave Storm Cauldron a far shot because a ton of people suggested it, but in the end it pissed me off more often then not. I think it is just not my play style, but if you want to rock it, more power to you! On the other hand, Praetor's Counsel is exactly what this deck needs! I find myself with a GY full of goodies ALL THE TIME!!! No one really thinks the player is going to abuse there yard to much, so it is typically safe. Dropping this bad boy is a game finisher 99% of the time!
This was a tough one... although I like the Sword, it is not very exciting. Our new Hydra friend on the other hand is very exciting! Give you any land, fantastic! Has reach for those pesky flying commanders, sweetness! Has a MASSIVE body (for possible synergy with Warstorm Surge) phenomenal! It is just a bad Primeval Titan, but a bad Prime-Time is still a very good card!
If you want to know why other card form SoI where not included, refer to the Omissions section of the Primer.
20 February 2016
I noticed that I would almost never really need hate to win games. The only exeption was if I was playing against more then 4 people, where I would need to attack first THEN blow up my creatures.. but that really never happen. ALSO, I have found myself thinking, "I wish I could get (insert card name) back from the graveyard" several times... So now I am going to find that answer!
The Behemoth is just to pricey for me to ever really want to cast it in a fast pace game (which are most of my games). It is not that it is a bad card AT ALL, I just needed to make some room for more Regrowth.
The idea behind Animist's Awakening is pretty cool, but it ended up just being horrible most of the time. Replacing it with Natural Order was by far the easiest in this Primer change.
9 January 2016
OATH OF GATEWATCH CHANGES!!!
Storm Cauldron Seem like a game changer! I think I am going to either hate the card or love it. I never was to excited to play Shared Animosity.
I think World Breaker was build for this deck. With all the extra lands we play, plus sack outlets, it is just a perfect fit. The Reach also makes it much easier to remove Atarka's Command.
These might just be my favorite set of twin ;)! Not drawing enough cards?? Who cares! Just bounce two lands back to your hand and get more tokens! Spellbreaker Behemoth was pretty unexciting, and belongs in the sideboard anyway.
I wanted to add some Colorless Basic Lands for World Breaker
12 November 2015
This card is an answer to may prayers! No more Omnath for 21! I took Descent out because it was a dead draw MUCH more often then not...
Getting a permanent back from the grave and/or getting land 3x is pretty amazing!!! I don't think I will pick the counters, unless maybe Fertilid is in play. I removed Tempt with Vengeance because every single time i cast it all my opponents picked 0... It is one thing to get a land, but everyone know that these little elemental dudes are going to blow-up in there face, literally!
Throughout all my playing experience I have noticed that you can never have enough sack-outlets. This one in particular is just bananas! Now each elemental dude does 4 damage! Plus, i can't count how many times someone has spot removed Omnath, Locus of Rage only to follow with a board wipe! This will just punish them for that even more! MUAHAHA!!! The Vigor comes out because I was sick of the group hug... Omnath does not group hug!
29 October 2015
CoconutsMigrate and play testing helped me realize that I don't really need to many duel-lands in this deck to get the colors I need. These spots are better filled by fetchlands. I had the Zendikar fetchs in some of my other decks, so I moved them into this one!
I don't know why it took me so long to realize that Primal Beyond was coming in tapped almost every time...
Same as above.
Same as above
I am sick of the blue player in my play group countering Omnath, Locus of Rage! This fixes just that!
I needed more reliable early game ramp. Budoka Gardener
has not been doing very much.
Same story as adding Rampant Growth. I think adding more early game stuff will make this deck much more competitive. Plus there is still value late game!
THE BELOW CHANGES ARE FOR PLAYTESTING
I added Spellbreaker Behemoth for the same reason I added Cavern of Souls, those dange counterspells!
I have been wanting to playtest Shared Animosity for a while now! I am excited to see how it plays out!!! I took out Skullclamp because it has not been preforming, but I think I'll try it out again later.
I think this is a pretty self explanatory change. I think this is overall a good trade-off.
21 October 2015
I think the deck needed a consistent board wipe. Blasphemous Act helps when you are behind, but can also blow up your own elementals to finish a game.
Hit your land drop every turn guaranteed! Works particularly well with Burgeoning in play!
The Roil just wasn't doing enough. However, this artifact allows me to lightning bolt whatever I want, whenever I want! Plus I get a free each time I do it! Sound like a good deal to me! It allow is fantastic with Genesis Wave!
14 October 2015
This was a simple upgrade.
This was another easy choice to make. Dormant Volcano was doing me more bad then good most the time. Thawing Glaciers is an amazing addition to the deck!
I forked over the cash.
I am not sure if this was the right choice or not. I just wanted more protection for Omnath, Locus of Rage, but I still think Kessig Wolf Run is a great card.
Finally got my hands on our "Manland"!