988 views4 months ago
Commander
Size: 100Est cost: $628.14Salt sum: 39.31
Testcard776
988 views4 months ago
Commander
Size: 100Est cost: $628.14Salt sum: 39.31
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Commander
Rendmaw, Creaking Nest
Menace, reach
When Rendmaw enters and whenever you play a card with two or more card types, each player creates a tapped 2/2 black Bird creature token with flying. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
When Rendmaw enters and whenever you play a card with two or more card types, each player creates a tapped 2/2 black Bird creature token with flying. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
Legendary Creature Artifact - Scarecrow

Commander
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Draw
The Aetherspark
As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark."
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
Legendary Artifact Planeswalker - Equipment

Draw
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Misc
Misc
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Ramp
Canoptek Wraith
Wraith Form — This creature can't be blocked.
Transdimensional Scout — When this creature deals combat damage to a player, you may pay and sacrifice it. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, then shuffle.
Transdimensional Scout — When this creature deals combat damage to a player, you may pay and sacrifice it. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, then shuffle.
Creature Artifact - Wraith

Overlord of the Hauntwoods
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Creature Enchantment - Avatar Horror

Rootweaver Druid
When this creature enters, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles.
Creature - Elf Druid

Summon: Fenrir
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
Creature Enchantment - Saga Wolf

Ramp
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Removal
Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

Summon: Primal Odin
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gungnir — Destroy target creature an opponent controls.
II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game."
III — Hall of Sorrow — Draw two cards. Each player loses 2 life.
I — Gungnir — Destroy target creature an opponent controls.
II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game."
III — Hall of Sorrow — Draw two cards. Each player loses 2 life.
Creature Enchantment - Knight Saga

Removal
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Your mom lets you have two card types?
Bow of Nylea
Attacking creatures you control have deathtouch.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Artifact Enchantment

Whip of Erebos
Creatures you control have lifelink.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Legendary Artifact Enchantment

Your mom lets you have two card types?
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Rendmaw, Creaking Nest:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Through many iterations of this deck I've learned several things about it, but none more important than the value of ramp. I wholeheartedly believe that a good "},{"insert":{"card-link":"Rendmaw, Creaking Nest"}},{"insert":" deck is, at its core, a ramp deck first and foremost.\n\nThe Early Game and Ramp:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Five mana is a lot to spend on a commander who demands the deck revolve around it. In a typical 37 land deck with 10 sources of ramp, the odds of having 5 mana on turn 5 is somewhere around 75%. While this may seem good enough, it means that 1 out of 4 games, Rendmaw will be delayed to turn 6 or higher. With most casual games ending around turn 9 or 10, the longer Rendmaw is delayed the more likely you will become less and less relevant to the game at hand. This is to say nothing of the times when Rendmaw is immediately killed or countered, greatly increasing the chance that you will spend the entire game doing little to nothing. To combat this, the deck focuses on two main types of ramp, Synergistic and Group.\n\nSynergistic Ramp:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These are mana dorks such as "},{"insert":{"card-link":"Ornithopter of Paradise"}},{"insert":", "},{"insert":{"card-link":"Twitching Doll"}},{"insert":", "},{"insert":{"card-link":"Enduring Vitality"}},{"insert":" and so forth, as well as cards which give themselves up or ETB to fetch or bring into play a land, "},{"insert":{"card-link":"Edge Rover"}},{"insert":", "},{"insert":{"card-link":"Canoptek Wraith"}},{"insert":", and "},{"insert":{"card-link":"Summon: Fenrir"}},{"insert":" are all examples of this. The primary purpose of these cards are to get Rendmaw onto the field by turn five or sooner. Once Rendmaw is on the field they serve the secondary purpose of triggering Rendmaws ability, as all these cards have two types. This form of ramp will be obvious to most Rendmaw players and most decks will be playing these or similar cards. What may not be as obvious is the benefit of the next category of ramp.\n\nGroup Ramp:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is cards like, "},{"insert":{"card-link":"Veteran Explorer"}},{"insert":", "},{"insert":{"card-link":"New Frontiers"}},{"insert":", and "},{"insert":{"card-link":"Avatar of Growth"}},{"insert":". These cards are often seen as bad or at very least not worth it as you will be the one going down a card and spending mana in order to ramp not only yourself but all of your opponents. While there is a slight upside in that this punishes decks which run little to no basics, there are two larger benefit here to the Rendmaw player that can be somewhat deceptive.\nThe first of which being is board wipe recovery. The hardest thing for the Rendmaw player to handle is a board wipe. "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" can protect your board but it can't save the birds you've given to your opponents. Beyond the damage of losing all creatures on board, a "},{"insert":{"card-link":"Farewell"}},{"insert":", "},{"insert":{"card-link":"Hour of Revelation"}},{"insert":", or even a "},{"insert":{"card-link":"Vandalblast"}},{"insert":" can devastate your mana base by incidentally removing your "},{"insert":{"card-link":"Power Depot"}},{"insert":", "},{"insert":{"card-link":"Treasure Vault"}},{"insert":" and other artifact lands. Keep in mind, Rendmaw is itself is an artifact and can be caught in a Vandalblast or "},{"insert":{"card-link":"Austere Command"}},{"insert":". Because of how efficient group ramp cards tend to be, at times even pulling double digits worth or lands from a "},{"insert":{"card-link":"Collective Voyage"}},{"insert":" that other players have invested in, you are now in a much better position to recast Rendmaw at 7 mana, or even at 9. Of course this is symmetrical, as your opponents will have ramped as well making their recover also likely. However, this isn't as bad has it may seem as we'll see in the next section."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The second benefit relates back to the old EDH saying, \"Second place wins.\" This refers to when one player pops off early in the game and becomes the first threat only for everyone else at the table to bring them down. By group ramping you are nearly guarantying that one of the other players will accelerate into become the threat. The Rendmaw player is now in a favorable position, as the other players will see the birds you provided them as a boon to taking down the big bad threat. If you handout the fire extinguishers, people might not even notice that you were the one who set the house on fire. In this scenario even the person who is the current threat is unlikely to try and retaliate against you. The amount of resources you've provided the table, both in mana availability and raw creature power, make the other players too strong to ignore. After all, the damage the Rendmaw player has caused is done, killing you won't take back the mana or remove the birds. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nPlaying the game:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Having an explosive Rendmaw turn can be vital to winning and this can happen sooner then it might seem. When possible hold onto your artifact and enchantment lands and don't be discouraged by non exact ramp. Meaning, if its turn four with four lands in play and a fifth in hand with a "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":", go ahead and play that Solemn Simulacrum bring you to 5 lands. On your next turn you can cast Rendmaw with your 5 lands on board then play your sixth. If that land is an artifact land then you now have your second trigger for the turn. Even better if that artifact land comes into untapped, such as "},{"insert":{"card-link":"Tree of Tales"}},{"insert":", it can be used to cast a "},{"insert":{"card-link":"Fang of Shigeki"}},{"insert":", "},{"insert":{"card-link":"Haywire Mite"}},{"insert":", or other one cost artifact/enchantment creature. To add the cherry on top, if you've held a zero cost creature, like "},{"insert":{"card-link":"Ornithopter"}},{"insert":" or "},{"insert":{"card-link":"Shield Sphere"}},{"insert":" to this point, you can play that as well, getting a 4th Rendmaw trigger in one turn, adding 32 power worth of birds into the air, all of which is pointed at your opponents. This can sometimes shock the table into targeting Rendmaw for removal. However, if you've properly ramped you'll have no trouble recasting him again on your next turn. This may even play to your benefit as you might be low on card resources after the explosive turn and this gives you another bird trigger.\n\nOther explosive turns might look a little different. For example, with Rendmaw on the field you can open your turn with a "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" choosing scarecrow, play an artifact land after followed by an artifact or enchantment creature into a zero cost creature and you've now place 28 birds onto the field, that's 56 power coming for your opponents. \n\nClosing out the game:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You've sowed chaos in the world, now all you have to do is rule over the ashes. I've found more times then not, once the dust has settled, Rendmaw will simple be in the best position to win the game. On most occasions I've found myself sitting comfortably at a full 40 life in the final turns of a game, simply because of the inability of birds to attack me, and the difficulty of attacking into Rendmaw's relatively large body. For the games were this isn't the case however, the deck has a multitude of answers. "},{"insert":{"card-link":"Massacre Wurm"}},{"insert":", "},{"insert":{"card-link":"Ezuri's Predation"}},{"insert":" and "},{"insert":{"card-link":"Arachnogenesis"}},{"insert":" all do a great job of cleaning up all or most of the birds left over. "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" or "},{"insert":{"card-link":"Demolisher Spawn"}},{"insert":" can end the game out right, while "},{"insert":{"card-link":"Whip of Erebos"}},{"insert":" can create a health disparity in your favor. Even something as simple as "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" shooting down your opponents birds can swing the game in your favor.\n\nConclusion:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I think Rendmaw has a reputation of being a fun commander that can't win games. That hasn't been my experience and I don't think it has to be yours either. The key here is in the ramp. While accelerating your opponents isn't ideal, Rendmaw provides an environment where the outcome is still in your favor. The excess of mana ramp allows for reliable recasts of Rendmaw, explosive multicast turns, as well as affords the luxury of allowing for higher cost synergistic removal in cards like "},{"insert":{"card-link":"Noxious Gearhulk"}},{"insert":", "},{"insert":{"card-link":"Summon: Primal Odin"}},{"insert":" and "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":", which take out a problem while adding pressure to the board. Give the group ramp suite of cards a try. Even in the games were things don't end in your favor, you'll still have a blast at the rapid acceleration of power when everyone effectively jumps forward 2 or more turns. Memorable game will ensue.\n"}]}
















































































