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By: Leviathan, Mike Morales
May 26 2010 1:18am
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I.  Introduction

Mono-green isn't really considered the strongest of the colors you can use in EDH.  But it has a strong following, and a decent amount of resources.  Although you can't do much about other creatures and you don't have the same destructive capabilities as other colors, you can make gobs of mana and there are ways to make your deck bust out some huge dudes.  Hopefully you can then bring the pain by Hulking out on your opponents.


Not exactly the Hulk I was thinking of, but she'll do.

This is the tale of how I went about trying to find a successful green deck that fit my play style.  It wasn't easy, but I think I found a winner.

II.  The Deck:  Seshiro the Failure

As you may have noticed, I don't generally like using "popular" Commanders.  Aside from my selfish moment where I played Maga, Traitor to Mortals, I've shown you decks using such luminaries as Zhang Fei, Fierce Warrior, and Lord of Tresserhorn.  So when I first started looking for a green Commander, I wanted something off the beaten path.  After searching through my collection, I found this guy:

Seshiro the Anointed

Aside from looking like he's breaking his back with that pose and trying to figure out where the extra arm is coming from/goes, he seemed pretty legit.  He obviously can use a tribal based deck built around snakes, and I like tribal themes.  He will pump up your snakes and give them all Keen Sense.  This seemed pretty cool.  What I didn't realize is that being mono-green, there aren't that many cool snakes out there.  Actually, aside from Ohran Viper and Chameleon Colossus, there aren't that many cool snakes, period.  A few of the better snakes have blue in their casting cost.

Lorescale CoatlMystic SnakeCoiling Oracle
Helpful snakes.

Without access to other colors, in order to fill up on snakes, I had to play with a lot of small guys that didn't really effect the board that much.

Sakura-Tribe ScoutMold AdderShisato, Whispering Hunter
Not so helpful snakes.

Even with the blue snakes I don't think this deck would have been that great.  I never really knew what the saying "taking a knife to a gunfight" meant until I played this deck.  When people would be dropping Angel of Despair and Empyrial Archangel in the late game, I would have Anaconda, if I was still alive.  In order to get good use out of Seshiro, you are pretty much forced to over-extend, then get wiped out by a Wrath effect.  There were occasions where I would get Seshiro out and draw a few cards after making some snake tokens, but even with a decent amount of card draw I wouldn't be able to pull the win off.  I tried to go to a more controlling version, but then I didn't have enough snakes to make Seshiro worthwhile.  I never came close to a win with this deck.  I deleted the decklist a while back, otherwise I would show you just how bad it was.  I'm sure someone out there has a successful list using Seshiro the Anointed, but I sure as heck couldn't figure it out.  As a matter of fact, Bennie Smith just wrote an article where he gave Seshiro three out of four stars.  He obviously knows something I don't.  So I decided to move on.

III.  The Deck:  Reki the Almost There

The next legend I tried to build around was this guy:

Reki, the History of Kamigawa

That flavor text is a little creepy.  You know that some poor acolyte got stuck transcribing the skin of Reki's butt cheeks.  Awful.

Anyway, Reki seemed cool due to his ability.  He was cheap, and he was a card advantage engine.  Although he was fragile, he could be recast fairly easily.  I crammed my deck full of all the legendary green and artifact cards that I could, and took it for a test run.  However, I found a couple of problems with this version.  First, some of the green legends are crappy and shouldn't be played.

Bounteous KirinKodama of the Center TreeThriss, Nantuko Primus
I'm talking about you guys.

Don't try to stick up for Thriss, he's poop.  Second, although I was drawing a decent amount of cards, I wasn't drawing any answers to things in play.  So I re-worked the deck a little bit, and pulled off a few wins with this version (aka, your bonus deck list):

Reki, the History of Kamigawa
A Commander Deck
Creatures
1 Acidic Slime
1 Arashi, the Sky Asunder
1 Azusa, Lost but Seeking
1 Baru, Fist of Krosa
1 Deadwood Treefolk
1 Dosan the Falling Leaf
1 Eternal Witness
1 Genesis
1 Glissa Sunseeker
1 Hua Tuo, Honored Physician
1 Indrik Stomphowler
1 Isao, Enlightened Bushi
1 Iwamori of the Open Fist
1 Jedit Ojanen of Efrava
1 Jugan, the Rising Star
1 Kamahl, Fist of Krosa
1 Kaysa
1 Kodama of the North Tree
1 Masumaro, First to Live
1 Meng Huo, Barbarian King
1 Mirri, Cat Warrior
1 Molimo, Maro-Sorcerer
1 Myojin of Life's Web
1 Patron of the Orochi
1 Reki, the History of Kamigawa
1 Sakiko, Mother of Summer
1 Sakura-Tribe Elder
1 Silvos, Rogue Elemental
1 Sosuke, Son of Seshiro
1 Verdeloth the Ancient
1 Viridian Shaman
1 Wickerbough Elder
1 Willow Satyr
1 Woodfall Primus
34 cards

Other Spells
1 Akroma's Memorial
1 Extraplanar Lens
1 Gauntlet of Power
1 Helm of Kaldra
1 Konda's Banner
1 Shield of Kaldra
1 Sword of Fire and Ice
1 Sword of Kaldra
1 Tatsumasa, the Dragon's Fang
1 That Which Was Taken
1 Tower of Fortunes
1 Umezawa's Jitte
1 Garruk Wildspeaker
1 Abundance
1 Gaea's Touch
1 Sylvan Library
1 Vernal Bloom
1 Berserk
1 Chord of Calling
1 Reach of Branches
1 Desert Twister
1 Explosive Vegetation
1 Nature's Spiral
1 Primal Command
1 Recollect
1 Recross the Paths
1 Restock
1 Sylvan Scrying
1 Time of Need
1 Tranquil Path
30 cards
Lands
1 Mouth of Ronom
1 Oran-Rief, the Vastwood
1 Reliquary Tower
1 Scrying Sheets
31 Snow-Covered Forest
1 Thawing Glaciers
36 cards
 
Masumaro, First to Live

 

This deck has 31 legendary spells, so almost half the spells you cast while Reki is out are going to cantrip.  That's pretty cool stuff.  You have answers to various permanents with Acidic Slime, Woodfall Primus, Indrik Stomphowler, Tranquil Path, Viridian Shaman and Willow Satyr.

Willow Satyr
Love this guy.

You have some recursion with Eternal Witness, Genesis, Restock and Nature's Spiral.  You have some tutoring with Chord of Calling, Primal Command and Time of Need.  And you even have the ability to generate huge amounts of mana with Patron of the Orochi, Vernal Bloom, Gauntlet of Power and Extraplanar Lens.  Plus, who wouldn't like to play with Masumaro, First to Live?

So the deck was doing ok, winning the occasional match.  However, I started noticing that when I did win, I basically won with one of two cards:  Either Kamahl, Fist of Krosa or Molimo, Maro-Sorcerer.  Making Molimo indestructible or giving him shroud was a pure headache for people, and Kamahl basically made everyone Overrun with the large amounts of mana the deck can generate.  So I figured, why not cut out the middle man, and just make a deck with one of these two guys?

Obviously this Reki list still needs some tuning, although you can definitely win a couple games with it.  Eventually I think I will come back to Reki.  But today isn't his day to shine.

IV.  The Deck:  I think I stepped on something while smashing you

So instead of going with Kamahl, I went with Molimo.  Why Molimo instead of Kamahl?  Basically because I'd run into a couple of Kamahl decks recently, and hadn't seen Molimo in a long time.  Just wanted to be different.  Plus, he fits my whole idea of a big green Hulk wrecking shop.

Molimo, Maro-Sorcerer

Sorry, couldn't think of anything witty to say about his art.  Help me out in the comments with that.  Anyway, Molimo seems pretty straight forward.  Play a bunch of land search and bash.  He has trample, so he usually gets a little bit of damage through even if they throw a blocker in front of him.  However, cramming every land search spell you can find into a single deck won't typically win you a lot of games.  The problem with having a ton of Rampant Growth effects is that in the late game, when you are searching for additional threats or answers, you don't want to draw more land search.  So the land search that I use is hopefully going to be more of the 2 for 1 kind, to help with thinning, and I'm going to try not going overboard with the search.  Let's see what we have:

 

Although there is still a lot, this isn't just a bunch of land search.  It includes answers and other things to help you out.  Funnily enough, this is one of the few decks where I have enough Snow lands, but I'm not using Extraplanar Lens.  Oh well.  Let's look at the card choices. 

Land Search Creatures
Seedguide Ash
Civic WayfinderKrosan TuskerOracle of Mul DayaSakura-Tribe ElderSeedguide AshWood ElvesYavimaya DryadYavimaya Elder
Civic Wayfinder, Krosan Tusker, Oracle of Mul Daya, Sakura-Tribe Elder, Seedguide Ash, Wood Elves, Yavimaya Dryad, Yavimaya Elder:  You have a couple of different ways of getting extra lands into play, and each of these guys is at least a two for one.  Although they don't always leave the biggest body behind, they typically provide a speed bump for attacking creatures.  Seedguide Ash at least has a decent sized body, and Yavimaya Dryad has 2 power and Forestwalk.  Yavimaya Elder helps by drawing a card as well.  The Oracle may not technically be land search, but it fills the same purpose usually.
Other Land Search
Seek the Horizon
Journeyer's KiteExplosive VegetationFar WanderingsHunting WildsJourney of DiscoveryKodama's ReachNature's LoreRecross the PathsSeek the HorizonThree VisitsThawing Glaciers
Journeyer's Kite, Explosive Vegetation, Far Wanderings, Hunting Wilds, Journey of Discovery, Kodama's Reach, Nature's Lore, Recross the Paths, Seek the Horizon, Three Visits:  Your traditional land search.  Almost all of these are at least 2 for 1.  Those that aren't put the lands into play untapped, or have the ability to grab more land under certain circumstances.  You may wish to swap out Far Wanderings for Sprouting Vines, that's just a personal choice.  The Kite and Thawing Glaciers make sure that you keep hitting land drops late game.  If your hand gets too full of lands, Azusa, Lost but Seeking can help you out.  Don't forget that in the late game, when you are searching up land, you can also play Panglacial Wurm directly from your deck.
Card Draw
Greater Good
Masked AdmirersRegal ForceMind's EyeGreater GoodHarmonizeSoul's Majesty
Masked Admirers, Regal Force, Mind's Eye, Greater Good, Momentous Fall, Harmonize, Soul's Majesty:  Card draw is good.  I went with Masked Admirers because there was a body attached, and I liked the recursion.  Obviously Greater Good and Momentous Fall can help Molimo from being tucked.  Regal Force shines when you have a few tokens out.  Soul's Majesty is the only iffy one, because although I have some large creatures, I won't always have one in play.  In addition, using Majesty kind of invites removal, but it can give you a ton of draw.  So be careful when using this card.
Protection
Shield of Kaldra
Spearbreaker BehemothVigorAkroma's MemorialLightning GreavesShield of Kaldra
Spearbreaker Behemoth, Vigor, Akroma's Memorial, Lightning Greaves, Shield of Kaldra:  Protecting Molimo  makes him very difficult to kill.  I have had opponents concede when I put the Shield on him.  Vigor just makes him huge if opponents are trying to protect themselves from Commander damage by throwing a blocker in front of him, as well as other damage based effects.  The Memorial and Lightning Greaves have the added benefit of giving your creatures haste.  And obviously the Behemoth can make Molimo indestructible, as well as some of your other beaters.  I considered Aspect of Mongoose, but I just don't think that it did enough.
Removal
Desert Twister
DuplicantIndrik StomphowlerTerastodonWickerbough ElderWoodfall PrimusKrosan GripRootgrappleDesert Twister
Duplicant, Indrik Stomphowler, Terastodon, Wickerbough Elder, Woodfall Primus, Krosan Grip, Rootgrapple, Desert Twister:  Most of your removal has the added benefit of coming attached to a body.  Duplicant is one of your few ways to remove a creature.  It is just sad that Desert Twister costs 4 more than Vindicate, for the same effect.  Primus and Terastodon are obviously good and can take out problem permanents.  Another possibility is Mold Shambler, but I like the guys I have here.
Mass Destruction
Oblivion Stone
Oblivion Stone, All is Dust :  Green doesn't have too many ways to re-set the board when you fall behind, but fortunately there are a couple of colorless ways out.  As a side note, I don't draft at all (sacrilege, I know), so whenever a new set comes out, I end up getting 5 to 10 packs and just cracking them to get that new set feel.  I got 7 packs this time, and pulled the All is Dust and a Kozilek.  Not bad.  However, AiD sucks against the Karn decks and others based around the legendary Eldrazi.
Recursion
Genesis
Deadwood TreefolkEternal WitnessGenesisRecollect
Deadwood Treefolk, Eternal Witness, Genesis, Recollect:  There isn't a whole ton of recursion in this deck, but you should get multiple uses out of Deadwood Treefolk and Genesis.  I would love to squeeze in a Restock somehow, but I just couldn't find the room.
Token Creation
Beacon of Creation
Avenger of ZendikarJedit Ojanen of EfravaRampaging BalothsBeacon of CreationHowl of the Night Pack
Avenger of Zendikar, Jedit Ojanen of Efrava, Rampaging Baloths, Beacon of Creation, Howl of the Night Pack:  Since you plan on having a ton of lands, might as well include cards that give you tokens for those lands.  In addition, the landfall creatures have added benefits when you are still searching up lands in the late game.  I even considered Baloth Woodcrasher for a short time.  So why no Wolfbriar Elemental?  Because this deck is based around the number of lands that it has, and not how much mana it can generate.  This is also the reason whey there is no Gauntlet of Power or similar artifact in this deck.
Tutors
Primal Command
Worldly TutorPrimal Command
Worldly Tutor, Primal Command:  There are only two tutors in this deck, so use them wisely.  Fortunately both of these cards tutor for creatures, and as you can generally handle most permanent types with your creatures, you should be in pretty good shape.  The Command also acts as graveyard hate and another way to deal with problem non-creature permanents.

There are a couple of other cards worth highlighting.  Late game you usually have more lands out than your opponents, and Rude Awakening becomes very good.  Squall Line and Cloudthresher are your sole ways to deal with flyers.   And Mouth of Ronom is your sole method of direct damage.  And finally, Berserk is just awesome when you are playing with a large beater like Molimo.

So the main issue with the deck is dealing with flyers, particularly flying Commanders.  Most of the people that use dragons give you about 4 turns to deal with them.  This usually means killing the player, or putting them on the defensive so that they don't attack you.  Obviously if you tick off someone using Vorosh, the Hunter as their general, you are going to have less time.  So you either want to make friends with people playing dragon Commanders, or smash them as fast as possible.  If you are finding yourself getting hit with dragons a ton, green has plenty of answers, with everything from Hurricane to Tornado Elemental to Silklash Spider.

This deck also has the traditional weakness against combo and recursion.  Again, if you are really worried about this stuff, Relic of Progenitus, Tormod's Crypt and Jester's Cap can help you out.  Green is traditionally weak in this department, so you have to use artifacts for this kind of help.  However, you can use Hall of Gemstone, City of Solitude, and Dosan the Falling Leaf to fight blue based control decks.

V.  The Game:  Fight!

Let's take a look at my opponents:

Akroma, Angel of WrathNiv-Mizzet, the FiremindThraximundar 

Akroma can be a controlling white deck, as they are usually trying to stay alive until it reaches the mana to cast their kick butt general.  Niv-Mizzet decks usually play a variety of counters, draw and some burn effects.  They can also turn combo on you as well.  Thraximundar decks are often pretty controlling, keeping the board clear and using card draw effects to stay ahead of the game.  Thrax isn't good for me, especially since I tend to rely pretty heavily on my Commander, so he's probably my first target.  Akroma wins the roll.  Here's my opening hand:
 
Three lands, but not a lot of early action.  If I draw a 4th land, I can cast the Admirers and draw another card.  I decide to keep. The Niv-Mizzet player mulls to 6.  As usual, A = Akroma, Angel of Wrath, N = Niv-Mizzet, the Firemind, and T = Thraximundar.
 
Round 1
A: Plains, Gerrard's Battle Cry.
N: Polluted Delta, cracks it (39) for Volcanic Island.
T: Terramorphic Expanse for Island.
Me: Draw Greater Good, play Forest.
 
Round 2
A: Plains, Lightning Greaves.
N: Mountain, Mind Stone.
T: Crumbling Necropolis, then Veinfire Borderpost, returning Island to hand.
Me: Draw Forest, play Forest. I’m bummed because everyone else seems to have early plays but me.
 
Round 3
A: Plains, Paladin en-Vec. Equips the Greaves and attacks T (38). I pm him saying good choice on who to attack, but I get no response. However, later he says that he hates Thraximundar decks, and always makes them his number 1 priority.
N: Ghost Quarter, Izzet Signet, and a morph.
T: Island.
Me: Draw Forest, play Mouth of Ronom. I thought it was Scrying Sheets for some reason. Oh well.
 
Round 4
A: Attacks T with the Paladin again (36).
N: Plays Tolaria West, then Volrath's Shapeshifter.  There's no creature in his graveyard, so it's just the base Shapeshifter. 
T: Rakdos Carnarium, bouncing Island. Evokes Shriekmaw, targeting the morph, which turns out to be a Riptide Entrancer. Shapeshifter becomes a copy of the Entrancer. 
Me: Draw Oracle of Mul Daya. Play Forest, then the Oracle. The top card of my library is Forest as well, so I play that. The next card on my library is also a Forest. Sweet.
 
 
Round 5
A: Oblivion Ring on Oracle. Booooo. Attacks T with Paladin (34).
N: Cascade Bluffs
T: Island.
Me: Draw Forest, play Forest then Masked Admirers. Draw Avenger of Zendikar from Admirers.
 
Round 6
A: Plains, Loxodon Gatekeeper. The card is great at slowing people down, so I find it annoying.  Attempts to put Greaves on the Gatekeeper, but N entwines Grab the Reins, throwing my Masked Admirers at the Gatekeeper and killing it. 
 
Grab the Reins
Can kill two creatures when entwined, or just throw a big creature at someone's head.
 
Yay! I'm willing to give up my creature to get rid of the Gatekeeper.  A then attacks T with Paladin (32).
N: Sky Diamond. At the end of N’s turn, T plays Crosis's Charm, destroying A’s Lightning Greaves.
T: Vivid Crag.
Me: Draw Eternal Witness. Play Forest, then cast Greater Good. I’m at 7 lands now, so either Molimo is coming out next turn, or I draw a land and cast the Avenger.
 
Round 7
A: Casts Seer's Sundial. No attack this time.
 
Seer's Sundial
Cheap late game draw, can help with mana flood.
 
N: Tries to Warp World. He only has one more card in his hand, so I’m guessing this is sort of a Hail Mary. However, T counters with Suffocating Blast, killing Volrath's Shapeshifter as well. 
T: Relic of Progenitus.   I’m guessing since Masked Admirers is the only card in my graveyard, it is going to be gone soon.
Me: Draw Mind's Eye. Since it’s not a land, I cast Molimo. T targets me with the Relic, and I exile the Admirers. Molimo out with a practically empty board is pretty nice.
 
 
Round 8
A: Plains, then pays 2 to draw from the Sundial. Casts Runed Halo, naming Molimo. 
 
Runed Halo
Great for dealing with decks that rely on Commander damage.
 
I don't think the Halo is going to be much of a problem.  Attacks T with Paladin. T casts a kicked Jilt, aka the blue Lightning Bolt, in response, trying to bounce Molimo while killing the Paladin. I sac Molimo to Greater Good, just in case T or N have some sort of Wheel of Fortune type spell. I draw the following
 
 
I discard 2 Forests and the Berserk that was in my starting hand.
N: Casts Niv-Mizzet, the Firemind.
T: Tries to Doom Blade Niv-Mizzet, but N has Counterspell. T then casts Rend Flesh, killing the dragon.
Me: Draw Diamond Valley. Cast Avenger of Zendikar, giving me 7 plant tokens. Then play Oran-Rief, pumping all of them.   I discard Mind's Eye and Treetop Village to get to 7 cards in hand.
 
Round 9
A: Plains, draws from the Sundial. Mistral Charger.
N: Island, then plays Niv-Mizzet again. 
T: Terminates Niv-Mizzet.  He must have had bad experiences playing against that dragon. Rough. 
Me: Draw Forest, play Forest. Avenger triggers. In response, T plays Volcanic Fallout.
 

Sad times.
 
This wipes out all my plants, drops me and A to (38), N to (37), and T to (30). I then attack T with Avenger (25). I then play Howl of the Night Pack, getting 7 wolves, and pump them with Oran-Rief to 3/3’s.
 
Round 10
A: Knight-Captain of Eos, then Flickering Ward on the Knight naming red.
N: Academy Ruins. Then plays Niv-Mizzet, the Firemind once more.
T: Grixis Charm on Niv-Mizzet, killing it. T basically is throwing in the towel at this point and messing with N just because he can.
Me: Draw Forest and play it. I attack T with the team, killing him. I then cast Molimo, and give him a counter with Oran-Rief, making him 11/11.
 
Round 11
A: Archon of Justice. Attacks N with the Knight-Captain and two soldiers (33). 
N:  After drawing, only has two cards in hand.  Casts Temporal Manipulation, then Word of Seizing, targeting Molimo. He then attacks A, forgetting about the Runed Halo, which prevents the damage from Molimo. 
N: On his extra turn, he gets nothing. With only one card in hand, and me with a ton of creatures, N reads the writing on the wall and concedes.
 
 
Me: Draw Jedit Ojanen of Efrava. Play Forest, then I Desert Twister the Runed Halo. I attack with Molimo only due to the Kight-Captain, and A sacs a soldier to prevent all combat damage. At the end of my turn, A bounces the Flickering Ward.
 
Round 12
A: Plains, and draws from Sundial. Plays Flickering Ward on the Knight-Captain of Eos, naming Green.
Me: Draw Rootgrapple. Play Diamond Valley. Before my attack phase, A Disenchants my Greater Good. In response, I sac the Avenger, and draw the following:
 
 
I discard Jedit, Oblivion Stone (since I’m still holding All is Dust) and a Forest. I then attack with Molimo, and A blocks with Archon, dropping to (29), and taking 9 commander damage. A uses Archon to take out my Diamond Valley. I then use Rootgrapple on Seer's Sundial.
 
Round 13
A: Plains, Akroma, Angel of Wrath. Attacks with Akroma and Knight-Captain dropping me to (30). I then use Mouth of Ronom on the Knight-Captain at the end of A’s turn. He lets the Flickering Ward go with one Plains untapped.
Me: Draw Wickerbough Elder. Play Forest. A says that he’s dead, but I’m worried about something like Holy Day. However, I throw caution to the wind and go for the big play. I cast Eternal Witness, returning Berserk to my hand. Then I cast Rude Awakening entwined, and attack with everything except Oran-Rief. A blocks Molimo with Akroma. I Berserk Molimo for the win.
  

VI.  Conclusion

Despite lasting 13 rounds, this game was over pretty quick.  It was strange to see the Niv-Mizzet player give up, but he knows his deck better than I do.  Also interesting was the fact that I failed to draw any sort of acceleration other than Oracle of Mul Daya.  The deck still performed well, and if anything, showed the power of Greater Good.  Although I did draw almost all of my token creating cards in this game, I've won a bunch of games without drawing any and just bashing with Molimo.  In addition, I only got one form of mana acceleration, with the 4th turn Oracle of Mul Daya, and still managed to do well.

If you want more protection for Molimo, couple of cards to consider are General's Kabuto and That Which Was Taken.  If you want, you can try and squeeze in the Sylvan Library/Abundance combo, which can definitely help with card draw.  Solemn Simulacrum is another form of acceleration, and Mold Shambler is another bit of removal with a body.  Tooth and Nail is generally good in any deck that can support it.  In addition, Survival of the Fittest is a sweet way to help tutor up creature based answers.  I would put it in here, but unfortunately I don't own one.

I've played enough games with the deck that I'm not really sure that all of the land search is necessary.  I would probably take out at least Nature's Lore for Solemn Simulacrum.  But this is a fun deck that is definitely resilient.  Flyers are sometimes an issue, but usually you will do fine.

Thanks for reading.  Until next time, when we look at a deck using Isperia the Inscrutable.

Leviathan, aka Tarasco on MTGO 

5 Comments

Player N by Obiah at Wed, 05/26/2010 - 12:18
Obiah's picture

I quit because you had me dead to the board with your dudes. Also, casting the commander and having it nuked more than a few times was annoying as heck.

Good article.

Thanks man. Yeah, your by Leviathan at Wed, 05/26/2010 - 12:45
Leviathan's picture

Thanks man.

Yeah, your commander being killed 3 times (would've been 4 if you hadn't countered that first doom blade) in the first 10 turns sucks. You were drawing a bunch of land also, which probably didn't help. That Warp World would have been interesting if it had resolved though.

One more thing: Supposedly by Leviathan at Thu, 05/27/2010 - 12:53
Leviathan's picture

One more thing: Supposedly the bug that puts your Commander in the graveyard when dealt lethal damage was fixed yesterday. I played two games and the situation never came up, but just wanted to let people know.

I use Seton, Krosan Protector by Flippers_Giraffe at Thu, 05/27/2010 - 15:18
Flippers_Giraffe's picture

I use Seton, Krosan Protector as my mono green commander, my deck uses the most annoying card ever Hall of Gemstone. I do need to update it though it hasnt been touched since Lorwyn.

Don't forget City of Solitude by Leviathan at Thu, 05/27/2010 - 16:18
Leviathan's picture

Don't forget City of Solitude and Dosan the Falling Leaf. Both are good for messing with control/blue decks.

Ritual of Subdual is another one that can mess with people, but it's one of those cards that only works well when you are ahead.