988 views4 months ago
Commander
Size: 100Est cost: $628.14Salt sum: 39.31
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Testcard776

988 views4 months ago
Commander
Size: 100Est cost: $628.14Salt sum: 39.31

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Commander

Qty: 1 Price: $3.49
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.)
Legendary Creature Artifact - Scarecrow
Rendmaw, Creaking Nest (dsc) 5

Commander

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Draw

Qty: 10 Price: $67.06
Eidolon of Blossoms
Constellation — Whenever this creature or another enchantment you control enters, draw a card.
Creature Enchantment - Spirit
Eidolon of Blossoms (jou) 122
Enchantress's Presence
Whenever you cast an enchantment spell, draw a card.
Enchantment
Enchantress's Presence (mh2) 283
Howling Golem
Whenever this creature attacks or blocks, each player draws a card.
Creature Artifact - Golem
Howling Golem (gnt) 53
Massacre Girl, Known Killer
Menace
Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)
Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
Legendary Creature - Human Assassin
Massacre Girl, Known Killer (mkm) 94
Morbid Opportunist
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
Creature - Human Rogue
Morbid Opportunist (blc) 183
Ohran Frostfang
Attacking creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a player, draw a card.
Snow Creature - Snake
Ohran Frostfang (mkc) 180
Pygmy Kavu
When this creature enters, draw a card for each black creature your opponents control.
Creature - Kavu
Pygmy Kavu (pls) 88
Scrawling Crawler
At the beginning of your upkeep, each player draws a card.
Whenever an opponent draws a card, that player loses 1 life.
Creature Artifact - Construct Phyrexian
Scrawling Crawler (fdn) 132
Species Specialist
As this creature enters, choose a creature type.
Whenever a creature of the chosen type dies, you may draw a card.
Creature - Human Warrior
Species Specialist (c20) 47
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.
Legendary Artifact Planeswalker - Equipment
The Aetherspark (dft) 231

Draw

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Land

Qty: 34 (35 w/ MDFC)Price: $162.06
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.
Legendary Land
Boseiju, Who Endures (neo) 266
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (pip) 259
Darkmoss Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Darkmoss Bridge (mh2) 245
Darksteel Citadel
Indestructible
: Add
.
Artifact Land
Darksteel Citadel (dst) 164
Deathcap Glade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deathcap Glade (vow) 261
Forest
(
: Add
.)
Basic Land - Forest
Forest (ice) 380
Golgari Rot Farm
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Golgari Rot Farm (blc) 308
Power Depot
This land enters tapped.
: Add
.
: Add one mana of any color. Spend this mana only to cast artifact spells or activate abilities of artifacts.
Modular 1
Artifact Land
Power Depot (mh2) 251
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (shm) 278
Scene of the Crime
This land enters tapped.
: Add
.
, Tap an untapped creature you control: Add one mana of any color.
, Sacrifice this land: Draw a card.
Artifact Land - Clue
Scene of the Crime (mkm) 267
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (ice) 374
Treasure Vault
: Add
.
,
, Sacrifice this land: Create X Treasure tokens.
Artifact Land
Treasure Vault (pip) 314
Tree of Tales
: Add
.
Artifact Land
Tree of Tales (mrd) 285
Undergrowth Stadium
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Undergrowth Stadium (cmr) 359
Valgavoth's Lair
Hexproof
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
Land Enchantment
Valgavoth's Lair (dsk) 271
Vault of Whispers
: Add
.
Artifact Land
Vault of Whispers (mrd) 286
Wastewood Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Forest.
Land
Wastewood Verge (dft) 268
Woodland Cemetery
This land enters tapped unless you control a Swamp or a Forest.
: Add
or
.
Land
Woodland Cemetery (dom) 248

Land

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Misc

Qty: 6 Price: $67.54
Arachnogenesis
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
Instant
Arachnogenesis (dsc) 169
Craterhoof Behemoth
Haste
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Beast
Craterhoof Behemoth (tdm) 138
Essence Warden
Whenever another creature enters, you gain 1 life.
Creature - Elf Shaman
Essence Warden (c14) 194
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (cmm) 295
Reap
Return up to X target cards from your graveyard to your hand, where X is the number of black permanents target opponent controls as you cast this spell.
Instant
Reap (tmp) 247
Revitalizing Repast
Put a +1/+1 counter on target creature. It gains indestructible until end of turn.
Instant
Revitalizing Repast // Old-Growth Grove (mh3) 256Revitalizing Repast // Old-Growth Grove (mh3) 256

Misc

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Ramp

Qty: 21 Price: $120.37
Avatar of Growth
This spell costs
less to cast for each opponent you have.
Trample
When this creature enters, each player searches their library for up to two basic land cards, puts them onto the battlefield, then shuffles.
Creature - Avatar Elemental
Avatar of Growth (gnt) 5
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.
Creature Artifact - Wraith
Canoptek Wraith (40k) 153
Collective Voyage
Join forces — Starting with you, each player may pay any amount of mana. Each player searches their library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles.
Sorcery
Collective Voyage (c16) 145
Dryad of the Ilysian Grove
You may play an additional land on each of your turns.
Lands you control are every basic land type in addition to their other types.
Creature Enchantment - Dryad Nymph
Dryad of the Ilysian Grove (m3c) 225
Edge Rover
Reach
When this creature dies, each player creates a Lander token. (It's an artifact with "
,
, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Creature Artifact - Scout Robot
Edge Rover (eoe) 179
Enduring Vitality
Vigilance
Creatures you control have "
: Add one mana of any color."
When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Elk Glimmer
Enduring Vitality (dsk) 176
Flare of Cultivation
You may sacrifice a nontoken green creature rather than pay this spell's mana cost.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Flare of Cultivation (mh3) 154
Gene Pollinator
, Tap an untapped permanent you control: Add one mana of any color.
Creature Artifact - Insect Robot
Gene Pollinator (eoe) 186
Herd Heirloom
: Add one mana of any color. Spend this mana only to cast a creature spell.
: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Artifact
Herd Heirloom (tdm) 144
New Frontiers
Each player may search their library for up to X basic land cards and put them onto the battlefield tapped. Then each player who searched their library this way shuffles.
Sorcery
New Frontiers (ody) 257
Ornithopter of Paradise
Flying
: Add one mana of any color.
Creature Artifact - Thopter
Ornithopter of Paradise (mh2) 430
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.
Creature Enchantment - Avatar Horror
Overlord of the Hauntwoods (dsk) 194
PuPu UFO
Flying
: You may put a land card from your hand onto the battlefield.
: Until end of turn, this creature's base power becomes equal to the number of Towns you control.
Creature Artifact - Construct Alien
PuPu UFO (fin) 266
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
Rootweaver Druid (cmr) 250
Sanctum Weaver
: Add X mana of any one color, where X is the number of enchantments you control.
Creature Enchantment - Dryad
Sanctum Weaver (woc) 131
Scampering Surveyor
When this creature enters, search your library for a basic land card or Cave card, put it onto the battlefield tapped, then shuffle.
Creature Artifact - Gnome
Scampering Surveyor (lci) 260
Sol Ring
: Add
.
Artifact
Sol Ring (mkc) 237
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (mkc) 238
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.
Creature Enchantment - Saga Wolf
Summon: Fenrir (fin) 203
Twitching Doll
: Add one mana of any color. Put a nest counter on this creature.
, Sacrifice this creature: Create a 2/2 green Spider creature token with reach for each counter on this creature. Activate only as a sorcery.
Creature Artifact - Spider Toy
Twitching Doll (dsk) 201
Veteran Explorer
When this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.
Creature - Human Soldier Scout
Veteran Explorer (wth) 144

Ramp

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Removal

Qty: 11 Price: $70.79
Druid of Purification
When this creature enters, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way.
Creature - Human Druid
Druid of Purification (afc) 39
Ezuri's Predation
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
Sorcery
Ezuri's Predation (c21) 188
Haywire Mite
When this creature dies, you gain 2 life.
, Sacrifice this creature: Exile target noncreature artifact or noncreature enchantment.
Creature Artifact - Insect
Haywire Mite (blc) 274
Lignify
Enchant creature
Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
Enchantment Kindred - Aura Treefolk
Lignify (lrw) 228
Massacre Wurm
When this creature enters, creatures your opponents control get -2/-2 until end of turn.
Whenever a creature an opponent controls dies, that player loses 2 life.
Creature - Wurm Phyrexian
Massacre Wurm (mkc) 130
Necron Deathmark
Flash
Synaptic Disintegrator — When this creature enters, destroy up to one target creature and target player mills three cards.
Creature Artifact - Necron
Necron Deathmark (40k) 42
Noxious Gearhulk
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
Creature Artifact - Construct
Noxious Gearhulk (brc) 110
Ritual of the Machine
As an additional cost to cast this spell, sacrifice a creature.
Gain control of target nonartifact, nonblack creature.
Sorcery
Ritual of the Machine (all) 59
Saw in Half
Destroy target creature. If that creature dies this way, its controller creates two tokens that are copies of that creature, except their power is half that creature's power and their toughness is half that creature's toughness. Round up each time.
Instant
Saw in Half (blc) 113
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
Creature Enchantment - Saga Dragon
Summon: Bahamut (fin) 1
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.
Creature Enchantment - Knight Saga
Summon: Primal Odin (fin) 121

Removal

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Your mom lets you have two card types?

Qty: 17 Price: $121.39
Adaptive Automaton
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Other creatures you control of the chosen type get +1/+1.
Creature Artifact - Construct
Adaptive Automaton (brr) 1
Ancient Stone Idol
Flash
This spell costs
less to cast for each attacking creature.
Trample
When this creature dies, create a 6/12 colorless Construct artifact creature token with trample.
Creature Artifact - Golem
Ancient Stone Idol (mkc) 222
Arasta of the Endless Web
Reach
Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
Legendary Creature Enchantment - Spider
Arasta of the Endless Web (blc) 205
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.
Legendary Artifact Enchantment
Bow of Nylea (ths) 153
Demolisher Spawn
Trample, haste
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn.
Creature Enchantment - Horror
Demolisher Spawn (dsc) 31
Dryad Arbor
(This land isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Creature Land - Dryad Forest
Dryad Arbor (dsc) 273
Fang of Shigeki
Deathtouch
Creature Enchantment - Snake Ninja
Fang of Shigeki (neo) 183
Gloomshrieker
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, return target permanent card from your graveyard to your hand.
If this creature would die, exile it instead.
Creature Enchantment - Beast Cat
Gloomshrieker (neo) 219
Memnite
Creature Artifact - Construct
Memnite (som) 174
Metallic Mimic
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.
Creature Artifact - Shapeshifter
Metallic Mimic (lcc) 308
Ornithopter
Flying
Creature Artifact - Thopter
Ornithopter (atq) 60
Phyrexian Walker
Creature Artifact - Construct Phyrexian
Phyrexian Walker (vis) 152
Roaming Throne
Ward

As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
Creature Artifact - Golem
Roaming Throne (lci) 258
Shield Sphere
Defender
Whenever this creature blocks, put a -0/-1 counter on it.
Creature Artifact - Wall
Shield Sphere (all) 129
Wall of Junk
Defender (This creature can't attack.)
When this creature blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
Creature Artifact - Wall
Wall of Junk (usg) 315
Weaver of Harmony
Other enchantment creatures you control get +1/+1.
,
: Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Creature Enchantment - Druid Snake
Weaver of Harmony (neo) 213
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.
Legendary Artifact Enchantment
Whip of Erebos (dsc) 159

Your mom lets you have two card types?

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Tokens & Extras

Qty: 13 Price: $15.44
Bird
Flying
Creature Token - Bird
Bird (tdsc) 5
Construct
Trample
Creature Artifact Token - Construct
Construct (tmkc) 23
Everywhere
This land is a Plains, Island, Swamp, Mountain, and Forest. (
: Add
,
,
,
, or
.)
Land Token
Everywhere (tdsk) 16
Lander
,
, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Artifact Token - Lander
Lander (teoe) 5
Phyrexian Beast
Creature Token - Beast Phyrexian
Phyrexian Beast (tdsc) 15
Spider
Reach
Creature Token - Spider
Spider (tblc) 31
Spider
Reach
Creature Token - Spider
Spider (tdsk) 12

Tokens & Extras

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 12 cards
0 pips - 0 cards
0 mana - 12 cards
22 pips - 13 cards
26 mana - 26 cards
0 pips - 0 cards
0 mana - 12 cards
48 pips - 35 cards
34 mana - 34 cards
0 pips - 0 cards
6 mana - 5 cards
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"}]}
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