Valakut the Molten Pinnacle has been solid for me in Mina and Denn.
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Primal Surge reads "Win Target Game" in this deck, though I'd probably run Akroma's Memorial or Concordant Crossroads with it to make sure you get haste, too.Lurking Predators would probably do good work here as well.
Hall of Gemstone. Because why should other people be able to cast counterspells? Or multi-colored spells? Or their commander if it's not mono?
IMO 38 creatures is way, way too many in a deck that isn't intentionally running extra creatures for a win-con via something like Primal Surge. It's asking to over-extend into a board wipe while simultaneously leaving you with too few answers. Fell the Mighty would do good work here, as would Kin-Tree Invocation and Wave of Reckoning.
Where Land Tax gets great is when you can use the extra lands to swap with Scroll Rack into new cards, then tutor them again next turn and do it again. It's strong enough that I started running Enlightened Tutor just to get whichever one I don't have.
Mitotic Manipulation is one of the few ways to ramp land in mono-blue. I run it in Talrand because three mana to make a drake and ramp a land is a fantastic value, but I'd say it's almost worth it just to ramp a land. After all Wayfarer's Bauble does the same thing at the same total cost.I stopped running Counterbalance because it just didn't work often enough even with Scroll Rack and Divining Top to manipulate my top card. I have a hard time seeing it do great work without them, but ymmv. I feel like Swan Song is going to work as a 1 mana counter a lot more often than Force Spike.Long-term I'd convert your islands to snow-covered islands so nobody else gets to take advantage of your Extraplanar Lents. It also then enables you to run Scrying Sheets as a sometimes-ramp mana sink.
Crackdown can do good work in mono-white.I personally wouldn't run Howling Mine in a deck without a way to tap it and urn it off (or in Nekusar). Getting one card for every 3-4 your enemies get is terrible math. Mind's Eye is solid, and I think Tamiyo's Journal is going to wind up being decent in mono-white (or mono-red or Boros, both of which have the same issues). Tithe and Land Tax both are really helpful, if unflashy. Of course if you run Land Tax it's hard to resist running Scroll Rack, and those two cards will wind up being another $40 bucks or so, where as Tithe is like $4.Micho Konda, Truth Seeker fits nicely with your theme of "attacking me is bad".Expedition Map is good way to get one of your damage-myself-make-a-dude lands.
Commander's Authority is a lot of mana for little return and is just asking to get two-for-one'ed when the creature dies.Pulsemage Advocate seems dangerous.
Descendants' Path and Lurking Predators would play well here.Mirror Entity counts as a human, and would allow a massive alpha strike, as would Tribal Unity.
Pariah's Shield? You've got an indestructible commander, may as well shunt all damage you take to him.
Hero's Downfall > Murder
No Caltrops or Staff of Nin? Those are both pretty solid artifacts to animate and give deathtouch.
Be cautious; I wound up taking apart my Merieke deck just because it generated such crappy game states. It wasn't unfair or anything, but since nobody wanted their stuff stolen they figured they'd wait until the next guy played a target, and it basically turned games into a boring two hour slog of people not actually playing magic.That said:Arena of the Ancients was a bomb. Your commander doesn't untap, so why should anyone else's?
Glare of Subdual and/or Opposition work really well in Rafiq because you tend to have a lot of untapped dudes not doing much. Why use them as blockers when you can just tap the scariest attacker?
Hall of Gemstone? It basically stops counterspells and makes multi-colored spells unplayable, neither of which you have.Deglamer/Unravel the Aether > Naturalize. I reject the notion that your Theros God or Darksteel whatever or Blightsteel Collosus should resist my removal, and I further reject the notion that once I deal with your artifact or enchantment you should be able to get it back easily from your graveyard.
IMO Disenchant just doesn't make the cut anymore over Revoke Existence or Fate Forgotten or Return to Dust. There's just too many Theros gods or Darksteel whatever or Blighsteel Colossos or graveyard recursion. When I remove your artifact/enchantment I want it GONE, and it's worth one more mana on a Fate Forgotten or sorcery speed on a Revoke Existence (or both on Return to Dust) to have it GONE.Emeria the Sky Ruin would play nicely here.
I used to tell everyone running mono-green to get a Hall of Gemstone asap. It doesn't hurt you a bit, it keeps your stuff from getting counterspelled, and shuts down a ton of decks and commanders.But then Wednesday happened and it spiked from fifty cents to thirty bucks.Still, if you have one in a bot, I'd run it :)
Essence Harvest ends people in Karlov decks.
Generally speaking outside of a deck with weird, baked-in ways to play a ton of swarm guys or cheat stuff out, 35 creatures is too much in EDH. You can only play so many per turn without overextending into a wipe, and with that many you're not going to have enough to do per turn BUT overextend. I'd cut at least 7, if not 10, and fill the slots with draw, removal and/or utility.Chaos Warp should be in here. It's your only way to deal with enchantments, but it's a great removal spell in it's own right.
Bower Passage essentially makes all your angels unblockable.There's not much downside to running Detention Sphere over Banishing Light, but the upside it is can occasionally hit a token swarm or two people running the same guy, etc. It's worth it.
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