The only interaction that may get you in trouble is the previously mentioned Tooth and Nail line grabbing Avenger of Zendikar and Craterhoof Behemoth. The New MTG Community Hub. Playing a card like Cleansing Nova over Day of Judgment, for example, means you also get a way to interact with a board full of artifacts and enchantments should the need arise. Consecrated Sphinx is another expensive blue creature that draws you more cards than you could ever want.
If Iwamori is not a legend, I would have run 4 copies of it in the deck. Journeyer's Kite is much slower than the rest of our options, but it does provide a level of consistency that's lacking amongst other routes, and provides a constent source of card advantage in the long run. It sees play in control decks, creature decks and a ton of other decks. Okay, so ninety-nine is still a bunch, right? This usefulness is doubled when taking into account that you're able to tutor for your future dynamic duo at any point in the round, such as right before your turn. But now, they no longer warrant even a single slot in the deck. Donate below to support the site and remove all ads. The person who resolved the Tooth and Nail still had work to do, and it was still possible for the rest of the table to prevent a win. Not only do these players gain two giant beaters, but they can start stealing permanents when they swing. While we appreciate your concern for security, Moxfield is only usable when the spice is flowing. With Tooth and Nail you can team your Craterhoof Behemoth and another token producing card to get a huge buff on all your creatures. If you enter a planeswalker onto the battlefield they enter with double the loyalty counters. Explore, on the other hand, is a little more situational.
Create a variety of creature combo's. Conjuring Volcano Hellion with it will kill anyone with a lower life total than yours. Since blue and green are your most common colors in the list you also run Talisman of Curiosity and Talisman of Resilience. Many commonly-played spells can keep back a Kiki-Jiki-fueled horde. To anyone a little newer, though, it's a good habit to get into, as it'll make your decks that much stronger. If your sideboard has the creatures, your opponent might make the wrong sideboard choice. After the addition of 9th Edition, it totally changed the card selection of the Tooth cards. Tooth and Nail and played it with entwine. 6 Oracle of Mul Deya. Custom Cards & Sets. But the bad news is TNN now has lost four essential spells against those annoying Blue decks, which is a huge drawback.
A fair bit of consensus out there: Tooth and Nail, Genesis Wave, Praetor's Council, [card Primeval Titan]Prime Time[/card], and Eldrazi. Flying creatures in green decks. It gives you mana whenever somebody draws a card unless they pay. The deck has no clear theme or strategy, it's literally just some of the best cards in Commander in all five colors, thrown together under one roof.
You're able to select the lands that you don't want and put them onto the battlefield. Rhystic Study was also bound to make an appearance today. Tooth and Nail Finale: TNN v3. Unlike ye olden days, we play in a literal age of gods and monsters. The biggest question remains: Can Tooth still prevail in such heavy hate environment against it? Between a Sunforger package, equipment tutors, recursion, protection, and value creatures, it's not many slots at all. Therefore, Creeping Mold is not needed here. If that's your strategy, it's probably one of the most powerful plays you can make. The Tooth and Nail can also be forced through a barrier of counterspells by using Boseiju, Who Shelters All. I always prefer to have Iwamori instead of Slug because he hits harder and he comes out a turn earlier. It is not just good in green, it is considered one of the best cards in the format. Survival of the Fittest: Another excessively powerful 2 CMC card. Now that the environment is filled with WW, Rats and Red decks, the Trisk-Vampire combo seems to be making sense to be in the maindeck.
For a long time, we didn't have many larger creatures that blew up stuff, so Angel of Despair was it. Welcome to the Jungle. Sundering Titan vs. Darksteel Colossus. We're down to 62 cards. If the top card on your deck is a land, you get to play it, which is great.
Whilst these types of cards are all excellent, it's when they work in conjunction with your Commander that they can really shine. Very good card that is fundamentally sound. But even that isn't an infinite combo and you still need nearly a dozen lands to kill players through blockers. Capable of solving almost any problem. I want to understand the optimal play in the early game, or as Mike Flores, who I don't know on an intense and personal basis, would put it, 'Phase 1', and I want that to be particularly associated with mono-green. Every color has a limited capability of tutoring for specific cards (or in Black's strength any c ard), and for Green that means tutoring for creatures. Wall of Roots is nice, yes, and can be a temporary blocker, but you'd rather just have another land in play. This is the line of thinking that will bear the most fruit, and is the key to squeezing more space from your deck. Humans are particularly bad at processing both the passage of time and the ramifications of numbers once they reach a certain level, and the fallout of the pandemic on the US in particular is all too emblematic of that fact. If you are playing a deck where you want to get off to a quicker start this is a great choice.
To many without deep pockets, however, being able to get a potent card without spending heavily has meaning beyond its market value. I've also included a few fetch and shock lands to round things out. So here I go, the best things you can play in a mono-green deck for their mana cost. You have JavaScript turned off and this is the spice that allows for interstellar deck building. You pull off 2 counters to smash someone for damage and then pull off the last counter to kill the Trisk'; it comes back with an extra +1/+1 counter, and repeat. ) All of your combo cards were powerhouses on their own. All Upcoming Previews. I loved putting together this list, almost as much as I enjoy losing to it every week. Illustrated by Greg Hildebrandt. Road of Return combines Nature's Spiral with Command Beacon, and the fantastic Kaya's Guile can do a lot of small things that really add up. You have a high mana curve and getting this out early and generating even a few Treasure tokens is worth it. Titan used to be the better card, but since the metagame now has changed with the addition of 9th Edition, I do think Colossus is the better card now. This is a classic blue stax piece that, while not directly limiting what your opponents do, draws you plenty of cards if they choose to ignore it.
The answer for all of these decks is to combine more than one effect into each card. This much is obvious, but the synergy doesn't end there. This way, you destroy three noncreatures with Terastodon, and then you bounce both the 'Don and their tokens (plus everything else other than the Leviathan and lands) to hands. Lightning Greaves does not achieve the end of early, consistent ramp, but it does, however, protect a specific line of play with Omnath. You don't really have much choice. What it does is allows you to look at the top card in your library which is making your hand size 8, if you have no maximum hand size. Or perhaps you run a combo that is less fragile but takes longer to win. Queen's Bay Soldier.
I'm going to intentionally try to differtiate the issue of "Turn 1 play" and "1 CMC Card". Some cookies are technically necessary, others are for anonymous statistical purposes. It's not flashy, but it gets the job done. This deck has plenty of ways to deal with your opponent's threats and just about every other kind of card is a threat itself. While it was great fun to take it for a spin (and a win! Zendikar Resurgent | Illustration by Chris Rallis. A quick calculation shows that these would take 35 of those 62 slots, leaving a paltry 27 cards remaining.