fadelightningmm says... #2
thank you very much for the comment ive never made an edh deck before this so any constructive critism is greatly appreciated. my main problem is that im on a budget and alot of the cards mentioned above involve taking a lengthy drive and then shelling out the money on top of that. i will agree all the cards you suggested above are much better then the ones included in the deck. the only card listed above that for whatever reason i didnt add was green sun. also i think an Elixir of Immortality would be a nice add. which cards would you say to take out? other then the baloths pretty much anything is on the chopping block i also thought a late game Sheltering Word could work wonders but again idk what to remove
August 25, 2012 7:35 p.m.
Well my general rule of thumb for creatures is that if all something can do is attack, it has to be REALLY good at it. A medium-sized, or even a fairly large, vanilla beater is just really hard to justify.
duskdale wurm, young wolf, strangleroot geist, the less impressive baloths; none of them have the immediate board impact you usually want.
August 26, 2012 1:06 p.m.
fadelightningmm says... #4
the wolf and geist are for early game the duskdale is really a place holder until the time i could possibly get an Engulfing Slagwurm or an Elderscale Wurm and the baloths are to pay homage to the creatures that got me hooked on the game as a kid
August 26, 2012 2:24 p.m.
The early game of EDH is not the same early game as standard or other formats; it's driven more by utility creatures and card selection than by getting in for a few points of damage.
Even in the best case scenario where you drop them turn 1/2, they're going to make a very small impact towards actually killing someone, whereas something like Sakura-Tribe Elder or Yavimaya Elder will help you develop your mana so you can drop your larger guys
August 26, 2012 3:54 p.m.
fadelightningmm says... #6
i think i totally came into this with the wrong mindset lol i cant think of anything in my collection that does help with long term how do you feel about dropping the 2 for a Dungrove Elder and Molimo, Maro-Sorcerer ?
August 26, 2012 6:14 p.m.
Stormbringer007 says... #10
Krosan Grip is a really good unanswerable Naturalize could potentially hose a combo deck with it, whereas a naturalize may be countered or played around on the stack.
Boundless Realms may let you pull off some crazy stuff with tons of mana
That being said, Avenger of Zendikar might find a warm place in your heart for this deck. If you Tooth & Nail him and Craterhoof Behemoth you'll be in a pretty good spot if you already have some strong presence you will more than likely deal lethal.
March 3, 2014 9:31 p.m.
Stormbringer007 says... #11
Also: Not enough Forest in the deck IMO, I suspect you will face a lot of issues playing your cards without sufficient early land drops. A typical 60 card deck has the best chance of getting a turn four land drop with 24 lands, any more than that will possibly result in mana flooding, whereas less could potentially result in a mana screw and both could result in a lot of unneeded mulligans. Applying that same math to an EDH deck it should have 40 lands, I don't think I would ever run less than 37 in fear of not getting to play more expensive cards lategame or mulling in the start due to a landless hand. I run exactly 40 in my Reaper King deck: VindiCrow™. It's 5 colors and I can't afford to miss a land drop or the deck will get nowhere. Even my Arcum Dagsson EDH deck Wreaking Such Sorrow runs 37, and that's with virtually every mono-blue mana dork in the game + mana accelerating artifacts
March 3, 2014 9:44 p.m.
fadelightningmm says... #12
@Stormbringer007 I've never had a land problem with the deck actually being in green I have access to a ton of ramp. I like the idea of Krosan Grip the only reason its not here is that I don't own one. As for the Avenger of Zendikar its a great card that would be cool in here, but most of the creatures are either set due to being too valuable to lose or because I love the flavor (I don't play competitive other wise Enormous Baloth would be swapped for it). Finally Boundless Realms just cost too much for me I have so many other things I can drop in around that spot in my curve. I feel like green just gets into a good mana spot early and can kinda flood if there's more in here. My deck Morphological Fixation has around 30 mana too and also has no issue with mana screw so I think green just does good things for mana issues
March 3, 2014 9:58 p.m.
Stormbringer007 says... #13
Fair enough, if it works it works, I can't argue with results XD
March 3, 2014 10:02 p.m.
fadelightningmm says... #14
true true lol but thank you regardless! I always enjoy suggestions
March 3, 2014 10:15 p.m.
I think you can add [Umezawa's Jitte], equip it with [Kamahl, Fist of Krosa]. It would be a Land Destroy combo, that is if you want.
July 23, 2014 2:21 a.m.
LittleBlueHero says... #17
I highly recommend Natural Affinity . Not only can you animate all the lands at an opportune moment to alpha strike, you can also use it in response to a Wrath effect to destroy EVERYONE's lands.
You have never seen a Blue player decide to counter something faster than when he realizes if he lets it go everyone starts over :)
August 15, 2014 4:30 p.m.
I think Yisan would like some Phyrexian Proliferate buddies.
August 28, 2014 11:22 a.m.
fadelightningmm says... #23
HeroInMyOwnMind my issue currently is that on average ramp levels are too high and I have more mana than I kno what to do with
September 29, 2014 4:16 p.m.
HeroInMyOwnMind says... #24
Yeah, it seems you would be better off with the card draw and tutoring. Getting things out that get out other things is useful for clearing out your deck. The Elvish Visionary gives you card advantage, but I think the strongest choices are the Thornweald Archer for the block/kill of large (even flying) creatures. If you get Seeker of Skybreak out, you can reuse your commander's ability, and create a situation where you have something to do with the mana you have.
m477r4z says... #1
I think your land count is a little low, especially since you don't have a lot of accelerants.
My other major comment is that you have a lot of creatures that don't really do anything besides be large, usually not good; I'd say cut most/all of the vanilla and french vanilla cards for guys that do a little bit more.
Here are a whole bunch of random suggestions to take their place:
Overwhelming Stampede is like Overrun , but better; Triumph of the Hordes is also nice, since you don't have to push as much damage through.
card:Nature's Lore is a strictly better Rampant Growth for you.
Oracle of Mul Daya is always awesome. card:Garruk's Horde is usually awesome in a high creature-density deck like this
card:Garruk's Packleader, Soul of the Harvest and Wild Pair to get approximately infinite value out of your guys.
Eternal Witness , Revive , Moldgraf Monstrosity , card:Praetor's Counsel give you some reach if your bombs die. Fresh Meat helps if they all die at once.
card:Green Sun's Zenith is really good; Use it to find a value guy early game, or a Craterhoof Behemoth late. Either way you win. Chord of Calling functions similarly.
Play Genesis Wave ! It's like your second Primal Surge , but it doesn't stop on a non-permanent.
August 25, 2012 4:54 p.m.