Sunday, June 5, 2011

A Prayer Won’t Help You Win Against This Green Commander Deck

A Prayer Won’t Help You Win Against This Green Commander Deck

by Craig Hamilton on Sunday, June 5, 2011 at 2:21pm

A Prayer Won’t Help You Win Against This Green Commander Deck

  1. General: Silvos, Rogue Elemental (rare)
  • Costs 6 mana – I have several cards to speed the play of this card that give mana, too many to get rid of. Plus, I have a lot of heavy hitters. One would have to virtually get rid of every card on every turn to combat this deck. However, if they did that, then they would have nothing to win with. This deck hits you like a truck so fast!
  • 8/5 – awesome power/toughness to mana ratios are key to this deck
  • Trample – 21 general damage done with ease, given that its power is 8. Trample is also a theme to this deck.
  • Regenerate – Makes this card nearly impossible to get rid of. You are stuck with it
  1. 49 common green mana cards
  2. Kozilek’s Predator (common)
  • Works for Gigantomancer tokens or mana
  • 3/3
  1. Wolfbriar Elemental (rare)
  • Costs 4+ mana
  • 4/4
  • Green mana kicker makes wolf tokens. This is great because I have two other wolf related cards in this deck.
  • It is an all green deck with lots of mana. So, I can figure that I’ll make a lot of tokens.
  1. Growth Spasm (common)
  • Land
  • Defense or mana token
  • Token works great with Gigantomancer
  1. Timbermaw Larvae (common)
  • This is one of the nastiest green commons in my opinion, especially since this is a mana heavy deck.
  1. Pelakka Wurm (uncommon)
  • Costs 7 mana
  • 7/7
  • Trample
  • Gain 7 life when it enters the battlefield
  • Draw a card when you put it into the graveyard
  1. Khalni Heart Expedition (common)
  • Costs 2 mana
  • W/3 landfall gives 2 basic lands
  1. Cultivate (common)
  • Costs 3 mana
  • Search for 2 lands, put one on the battlefield and one in your hand
  1. Rampaging Baloths (mythic rare)
  • Costs 6 mana
  • 6/6
  • Trample
  • Landfall makes 4/4 beast token
  1. Baloth Woodcrusher (uncommon)
  • Costs 6 mana
  • 4/4 or 8/8 w/trample w/landfall
  1. Terra Stomper (rare)
  • Costs 6 mana
  • 8/8
  • Trample
  • Can’t be countered
  1. Kodama of the North Tree (rare)
  • Costs 5 mana
  • 6/4
  • Trample
  • Can’t be the target of spells or abilities
  1. Master of the Wild Hunt (mythic rare)
  • Costs 4 mana
  • 3/3
  • Makes a 2/2 Wolf every turn
  • Activated ability allows wolfs to target and destroy an obstructing card that an opponent might have.
  1. Ulamog, the Infinite Gyre (mythic rare)
  • Costs 11 mana (I probably wouldn’t get to play it except in a multiplayer game, unless I got a certain card in my deck.)
  • 10/10
  • Destroy target permanent
  • Annihilator 4 (opponent sacrifices 4 cards when this card attacks)
  • Indestructible
  • If this goes into a graveyard, then shuffle graveyard into library.
  1. Artisan of Kozilek (uncommon)
  • Costs 9 mana
  • 10/9
  • Return creature in graveyard to the battlefield
  • Annihilator 2
  1. Desert Twister (no rating)
  • Costs 6 mana
  • Destroy target permanent
  1. Mul Daya Channelers (rare)
  • Costs 3 mana
  • 2/2 or 5/5
  • Sometimes gives 2 extra mana
  • Elf
  1. Fyndhorn Elder (no rating)
  • Costs 3 mana
  • 1/1
  • Tap: GG
  • Elf
  1. Greenweaver Druid (uncommon)
  • Costs 3 mana
  • 1/1
  • Tap: GG
  • Elf
  1. Wirewood Elf (common)
  • Costs 2 mana
  • 1/ 2
  • Tap: G
  • Elf
  1. Arbor Elf (common)
  • Costs 1 mana
  • 1/1
  • Tap: G
  • Elf
  1. Llanowar Elves (no rating)
  • Costs 1 mana
  • 1/1
  • Tap: G
  • Elf
  1. Witherscale Wurm (rare)
  • Costs 6 mana
  • 9/9
  • If blocked, then put a wither counter on it.
  1. Frontier Guide (uncommon)
  • Costs 2 Mana
  • 1/1
  • Pay 4 and tap: Search for a basic land
  • Elf
  1. Aspect of Wolf (no rating)
  • Costs 2 mana
  • Increase power and toughness by forests
  • Works great as a sort of an umbra (umbra’s weren’t invented yet) for the smaller cards to give a multidimensional attack.
  1. Wren’s Run Packmaster (rare)
  • Costs 4 mana
  • 5/5
  • Champion an elf (this is a reason why there are so many elves in this deck)
  • Pay 3 buy a 2/2 wolf
  • Wolves have deathtouch. This works great with Gigantomancer, Wolfbriar Elemental, Master of the Wild Hunt, and several others yet to be mentioned like Eldrazi Conscription and Argentum Armor.
  1. Gaea’s Revenge (mythic rare)
  • Costs 7 mana
  • 8/5
  • Haste
  • Can’t be countered
  • Can’t be the target of nongreen spells or abilities.
  1. Semblance Anvil (rare)
  • Exile a card (in my case a creature card) and like cards cost 2 less to caste.
  1. Gigantomancer (rare)
  • Costs 8 mana
  • 1/1
  • Pay 1 and any card(s) become 7/7s. This works great with all the token makers and 1/1s in this deck.
  1. Terastodon (rare)
  • Costs 8 mana
  • 9/9
  • Destroy/turn 3 target permanents into 3/3(s).
  1. Ant Queen (rare)
  • Costs 5 mana
  • 5/5
  • Pay 2 and put a 1/1 token on the field
  1. Genesis Wave (rare)
  • Costs 3 + X
  • Reveal X cards from top of deck
  • Put cards with costs of X or less into play
  • This card is good for multiplayer. I wouldn’t do it unless I could turn over 6 cards or more.
  1. Wall of Tanglecord (common)
  • Costs 2 mana
  • 0/6
  • Defender
  1. Gelatinous Genesis (rare)
  • Pay 1 and X + X
  • Makes tokens X1 = power/toughness X2 = number of tokens
  • Works great with Gigantomancer or Bellowing Tanglewurm or if I have a ton of mana I can clean house with this card.
  1. Asceticism (rare)
  • Costs 5 mana
  • My creatures can’t be the target of spells or abilities.
  • Pay 2: Regenerate creature
  1. Omnath, Locus of Mana (mythic rare)
  • Costs 3 mana
  • Green mana doesn’t empty from my mana pool
  • Omnath gets 1+/1+ for each mana it holds onto
  1. Kodama’s Reach (common)
  • Same as cultivate
  1. Vigor (rare)
  • Costs 6 mana
  • 6/6
  • Trample
  • If goes into graveyard, then shuffle it into library.
  • Prevent damage done to creatures other than Vigor and put a +1/+1 counter on them for each damage prevented.
  1. Ondu Giant (common)
  • Costs 4 mana
  • 2/ 4
  • Search for a basic land card
  1. Jorga Treespeaker (uncommon)
  • Costs 1 mana
  • Pay 2 level up to level 1 and Tap: GG
  • At level 5 Elves Tap for GG too!
  1. Eldrazi Temple (rare)
  • Let’s me caste any of my Eldrazi spells easier.
  1. Argentum Armor (rare)
  • Costs 6 to put on the battlefield and 6 to equip
  • +6/+6 – a great booster card for these 1/1
  • When it attacks, destroy target permanent. – It is another card good at messing with what another player has out that might be impeding me.
  1. Awakening Zone (rare)
  • Costs 3 mana
  • Put an Eldrazi token out each turn. These work great for several reasons already mentioned in this deck.
  1. Kazandu Tuskcaller (rare)
  • Costs 2 mana
  • 1/1
  • Level up 2 mana, level 2 tap: 3/3 green token
  • Level 6 tap: 2 3/3 green tokens
  1. Elvish Piper (rare)
  • Costs 4 mana
  • 1/1
  • Pay 1 tap: Put a creature card from my hand onto the battlefield.
  1. Liege of the Tangle (mythic rare)
  • Costs 8 mana
  • 8/8
  • Trample
  • Super nasty!!! If it does combat damage to a player, then I can make any number of lands into 8/8s.
  1. Bellowing Tanglewurm (uncommon)
  • Costs 5 mana
  • 4/4
  • Green creatures have intimidate
  1. Mitotic Slime (rare)
  • Costs 5 mana
  • 4/4
  • If it dies, then put, two 2/2 green tokens, of one of those dies, put 2 1/1 tokens.
  1. Palladium Myr (uncommon)
  • Costs 3 mana
  • 2/2
  • Tap: for 2 colorless mana
  1. Eldrazi Conscription (rare)
  • Costs 8 mana
  • Enchant to +10/+10
  • Enchant to trample
  • Enchant to annihilator 2
  1. Garruk Wildspeaker
  • Costs 4 mana
  • Add 1: Adds 2 forests
  • Pay 4: Gives small stuff and non-tramplers $+3/+3 and trample for a turn
  • Pay 1: Add a token

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