Not sure about what cards you might cut, but got some suggestions for ya!
Soul of the Harvest - 6/6 trample for 6 is not bad alone, but its draw ability is just great. Patron of the Orochi - Beefy creature, plus can act as a mana doubler. Remember that he untaps himself when he uses his ability. Wolfbriar Elemental - Lots of tokens for you to use kamahl's overrun on. Thelonite Hermit - Morph and then get 4 2/2s and a 1/1 for 5 mana. Pretty awesome, and can be flipped over right before your turn and surprise people. Baru, Fist of Krosa - My little brother gave me the valuable advice that its not always bad thing to have cards in your deck that do the same thing as your general. Jade Mage - This lady is underrated and you can get a lot of creature advantage out of her if you have her in your opening hand. Fresh Meat - Great response to a board wipe. Remember that other tokens enter the graveyard when they die and will trigger for fresh meat. Gaea's Touch - Nice ramper in mono-green, plus you can sacrifice it to get kamahl out a couple turns earlier.
Card draw is always good. Elvish Visionary, Greater Good and Masked Admirers come to mind.
Early Harvest and Doubling Cube are a boatload of fun with all the mana doublers green has. If you add those, try Squall Line in order to finish the game more easily.
39 lands is too much, take 1 or 2 out. Also, lands like High Market and Miren are awesome. Yavimaya Hollow and Dryad Arbor are missing too.
I think you have too much ramp. I counted 24, that's way more that I play and I still think it's too much. Take out some of those, especially the 4+ mana ones (not the mana doublers).
But the most important change you need to make is put in Yeva. She is probably the best creature you can play. She is THAT good. If you have the money, Survival of the Fittest is the next change you should make. Praetor's Counsel is a must too.
Sorry for the double post, I just think it would more organized.
Some cards you could take out
Brittle Effigy: not a good enough removal spell.
Hornet Queen: not a great finisher, there are better ones.
Karn Liberated: good removal, great card, but you could do SO much more with 7 mana.
Khalni Garden: it's fun with Avenger of Zendikar but coming into play tapped for a 0/1 insn't good enough.
Recross the Path / Skyshroud Claim / Ranger's Path: there is enough ramp in there, as I said. Nature's Lore should be in, though.
Lotus Cobra: without any fetchlands, this is just a BIG removal target.
Reliquary Tower: if your meta is filled with Jin-Gitaxias, then keep it.
Not sure about what cards you might cut, but got some suggestions for ya!
Soul of the Harvest - 6/6 trample for 6 is not bad alone, but its draw ability is just great. Patron of the Orochi - Beefy creature, plus can act as a mana doubler. Remember that he untaps himself when he uses his ability. Wolfbriar Elemental - Lots of tokens for you to use kamahl's overrun on. Thelonite Hermit - Morph and then get 4 2/2s and a 1/1 for 5 mana. Pretty awesome, and can be flipped over right before your turn and surprise people. Baru, Fist of Krosa - My little brother gave me the valuable advice that its not always bad thing to have cards in your deck that do the same thing as your general. Jade Mage - This lady is underrated and you can get a lot of creature advantage out of her if you have her in your opening hand. Fresh Meat - Great response to a board wipe. Remember that other tokens enter the graveyard when they die and will trigger for fresh meat. Gaea's Touch - Nice ramper in mono-green, plus you can sacrifice it to get kamahl out a couple turns earlier.
Card draw is always good. Elvish Visionary, Greater Good and Masked Admirers come to mind.
Early Harvest and Doubling Cube are a boatload of fun with all the mana doublers green has. If you add those, try Squall Line in order to finish the game more easily.
39 lands is too much, take 1 or 2 out. Also, lands like High Market and Miren are awesome. Yavimaya Hollow and Dryad Arbor are missing too.
I think you have too much ramp. I counted 24, that's way more that I play and I still think it's too much. Take out some of those, especially the 4+ mana ones (not the mana doublers).
But the most important change you need to make is put in Yeva. She is probably the best creature you can play. She is THAT good. If you have the money, Survival of the Fittest is the next change you should make. Praetor's Counsel is a must too.
I've actually played most of these cards at one point or another - I'll go over why I stopped running them.
Soul of the Harvest - Win-more. I've ran him before, and for 6-mana, I want something that swings the game in my favor by itself, not relies on me playing other cards. Patron of the Orochi - Interesting, but I don't like how universal his effect is. Paying all that mana to see the Omnath player also get double the mana is sickening. He's expensive (mana-wise), but if it wasn't for the universality, he'd be worth the cost. Wolfbriar Elemental and Thelonite Hermit - With so many cards in the deck that cheat out creatures, I'm not really a fan of creatures that are really sub-par if they are cheated into play. Thus, I tend to stay away from things like Kicker and Morph. Baru, Fist of Krosa - An interesting choice, but one I just don't think makes the cut, especially when compared to more powerful Overrun effects like Overwhelming Stampede. Jade Mage - Basically a worse Ant Queen, and one of the only reasons Ant Queen is in the deck is to have an additional 5-drop to Birthing Pod for. Fresh Meat - Kamahl is already Wrath insurance (you animate the Wrather's lands). Gaea's Touch - Kind of mediocre, I've found. It costs a whole card, and it generally causes you to get your land drops earlier at the expense of later (no actual card advantage). Rushing out Kamahl isn't exactly great when he requires tons of mana to work properly. Elvish Visionary and Masked Admirers - Feel too cute to be good, and I don't like having to spend mana just to draw "real" cards (as opposed to cards that draw me cards). Greater Good - A card I've been meaning to get my hands on for a while. Would be curious to see how it does. Early Harvest and Doubling Cube - I don't like how much mana Doubling Cube requires to net-0, and I don't like how one-shot Early Harvest is (as you're spending a whole card to get a one-time effect). High Market and Miren - I've run Miren before, wasn't impressed. High Market's alright, but I'd just as soon run Homeward Path - the issue is, I'd need to cut colorless lands (I've tried cutting basics, and it really just makes cards like Caged Sun a lot worse, or make for some awkward opening hands). Yavimaya Hollow - A card that I've been considering getting my hands on, but see above. Dryad Arbor - A card I've run, but is both really slow and fragile for very small upside (namely GSZ'ing for 0). Squall Line - I don't like corner-case cards that I can't actively tutor for (this is why I run Hornet Queen as my flying hate). As for mana sinks, I have my general for that. Yeva, Nature's Herald - I've run her before, and she was really mediocre. The options that were opened up to me by casting creatures with flash were really limited, and if anyone was really afraid of the effect, she'd just die quickly. Too limited. Survival of the Fittest - Don't have one. Not sure how good the effect would be in here, but it would probably be pretty good. Not as amazing with no real way to "abuse" the graveyard, though. Praetor's Counsel - I used to run it, but as I said above, it's a rare occurrence that there are ever too many cards in my graveyard (especially with both Eldrazi in the deck).
Cards that interact with Kamahl's land activation ability - it's more a backup plan, and I don't like relying on it that overly much.
As for cutting lands and ramp - I dislike cutting either because of the way Kamahl works. If I draw late-game ramp, it just allows for more powerful and game-ending Kamahl activations (if I don't draw anything else better). If my early-game hand is clogged with late-drops, I'll often take too much damage/pressure before I ever get to the late game.
And land drops need to be viewed without looking at ramp. In fact, ramp slightly hurts you from getting your land drops. And without land drops, ramp is actually just worst lands.
Sorry for the double post, I just think it would more organized.
Some cards you could take out
Brittle Effigy: not a good enough removal spell.
Hornet Queen: not a great finisher, there are better ones.
Karn Liberated: good removal, great card, but you could do SO much more with 7 mana.
Khalni Garden: it's fun with Avenger of Zendikar but coming into play tapped for a 0/1 insn't good enough.
Recross the Path / Skyshroud Claim / Ranger's Path: there is enough ramp in there, as I said. Nature's Lore should be in, though.
Lotus Cobra: without any fetchlands, this is just a BIG removal target.
Reliquary Tower: if your meta is filled with Jin-Gitaxias, then keep it.
Hope it helps
Brittle Effigy and Karn Liberated - I like having some panic buttons for creature removal. However, Karn has been really mediocre for his mana cost lately. I'll probably try cutting him soon - thanks for the tip (may also consider cutting Effigy as well)! Hornet Queen - Hornet Queen's not in there as a finisher, she's in there as a line of defense. She's green's best way of defending against flyers while still allowing us to mount random offensives with Kamahl et. al. She was added after the deck was built to deal with flyers, and she does that perfectly. Khalni Garden - Actually an all-star. Gets pumped by Overrun effects, chumps like a champ (seriously, the number of times I've been able to stave off lethal general hits), and has the added Avenger interaction. Skyshroud Claim/Ranger's Path - Both of these are what make the deck tick. Not only do they ramp you substantially, but they are actually card advantage, as they provide multiple cards (that later become creatures) for the cost of a single card each. Recross the Path - A card I've considered cutting many times before, it never seems to actually get less than 2 lands (through clashing) in actual use, and costs less than most of the ramp cards in the deck. Lotus Cobra - Perhaps a bit of a pet card, but Lotus Cobra's interaction with mutliple land-fetching cards is obscene. It allows them to be chained one into the other, and then you untap with significantly more lands than you otherwise could have gotten. Reliquary Tower - It's mainly in there for Regal Force shenanigans, but I'll admit that it should perhaps be cut to fit in another colorless land (as I said, I love the number of lands total in the deck). Again, perhaps slightly a pet card.
Nature's Lore - Would never run. If you look at the ramp in this deck - it all provides at least 2 cards for your 1 card investment. 1-for-1ing isn't something I really love doing with my ramp, as it's making me spend mana just to get the same amount of cards on the field (as opposed to the basic lands themselves) just ever-so-slightly sooner.
As was mentioned in the last post, Karn's really mediocre when talking about 7 mana. In EDH, his +4 is almost wholly irrelevant (and draws you hate when you target a player), his -14 never happens, and his -3 happens maybe once before he dies. I wouldn't play
...And you have to pay 1 extra for a vulnerable artifact.
So it doesn't make sense to play Karn or Effigy. Additionally, Greater Good is added (for more CA in addition to Garruk).
So, I really like where this deck has come to. Last time I played EDH, it did really well. The only two "areas of improvement" I'm looking for are:
1. Kamahl getting tucked/repetitively killed. I run plenty of tutors, but I want to run a few more outs to this particular scenario. Asceticism and Lightning Greaves are really good, but perhaps High Market will also have to find a slot. I feel I'm already running most/all of the good tutors.
2. What to do vs. fog effects. I had the unpleasant experience of Genesis Wave-ing into Constant Mists (with what would have been a lethal attack). I was able to kill all of one player's permanents, but that only lead to the following player comboing off. This one's trickier to solve. My options (as I see) are:
2.a. Dosan, the Falling Leaf or City of Solitude - These cards are good, but I'm pretty scared of just facilitating someone else's combo. Therefore, they're ONLY good when you're already about to win (which isn't something I like to make slots for in my deck).
2.b. Yeva, Nature's Herald and Seedborn Muse - While this two-card combo is cute, this is only really good again, when you're really far ahead. Either card in this "combo" is pretty abysmal without the other (the number of instant-speed effects in this deck are small, and this deck otherwise has very little advantage from playing its spells on other people's turns).
I guess I can also try running some "win-now" combo to just win on the spot, but I really don't enjoy "comboing out", and enjoy the political advantages of running a deck with "no infinites/combos" (the amount of hate this (true) phrase has gotten me out of is unreal).
So, I guess what I'm looking for is a way to play through Fogs. So far, I think my best out would be a theoretical green Leyline of Punishment (or green Grand Abolisher/Teferi, Mage of Zhalfir for one-sided protection), but unfortunately those cards don't exist. My current plan is to try and Terastodon/Annihilate enough lands just to power through in a couple turns, but sometimes that just isn't fast enough.
Thoughts, anyone? Has anyone had similar problems?
I really wanted another creature tutor over Asceticism, so I put in Worldly Tutor. I'm not a huge fan of a tutor-to-hand, but it's honestly the best tutor that I'm not running (other than perhaps Survival of the Fittest, which suffers from the same problems, but I don't have). I'm honestly not a huge fan of either (not a fan of Survival as I don't run any real way to abuse my GY).
I'm also considering Summoner's Pact, but I don't like the opportunity to be blown out if someone gets rid of my ability to generate 2GG on my next upkeep. It seems somewhat risky, but maybe I'll come around.
After taking out Asceticism, I realized how important it was in the deck. Put back in over Summoner's Pact.
Now, for lands: I feel 29 is as low as I want to go on actual Forests. Going much below that opens up inconsistency as they are replaced with tapped lands/colorless lands (which don't double mana with Caged Sun or Rofellos). With that said, I have 7 lands that could be in the deck, and only 5 slots for them. Those 7 lands are:
For as much as I've been talking down Worldly Tutor, the ability to exchange it for a T2 Rofellos in an opening hand is just too strong to pass up. Replaces Summoner's Pact.
Ulamog, while powerful, just ironically doesn't do enough for its cost. Unlike Kozilek, he doesn't offer you 4 cards when you cast him, and there are plenty of other cards (and creatures) that blow up permanents in the deck. Bane of Progress goes in, which is a no-brainer for any mono-green deck (Creeping Corrosion was a card that was constantly going in and out, Bane of Progress is a Creeping Corrosion+ that can be tutored for).
Asceticism is kind of fun making your team hexproof, but can be a dead card in a lot of circumstances. Terastodon hasn't had as much impact as I would like, given the number of problematic noncreature permanents on most fields. For all the mana it costs, it has problems solving issues, and it's main purpose seems to be taking individual players out of the game. The 3/3s it leaves can also be surprisingly problematic.
Nissa, Worldwaker is amazing, if not only for her second +1 ability. The ability to go from 5 to 10 mana in one turn is incredibly powerful. This deck surprisingly loves global wrath effects given the fact that it always has the land advantage, so Perilous Vault is also a welcome addition.
Twingrove would have made it for sure if it was a 5-drop. As a 6-drop, I'm just not sure if there's the space for it. It's definitely not better than something like Rampaging Baloths. As for get'er done Dungrove, I'm just not a big fan of creatures that don't generate extra value.
Nissa's Expedition was just too expensive. In reality, it's a lot worse than Explosive Vegetation. Beast Within's really good, but I just don't feel like I can consistently draw it when I need it, and I don't like that. In reality, it's probably more than good enough to run, but I just can't find what the right cut would be. I also don't like how it doesn't really net positive CA, only taking out one of your opponents' permanents for a creature while not advancing your board at all. I have the same problems with Worldly Tutor, but Worldly Tutor's most powerful "mode" is acting like a Rofellos in your opening hand. Without Rofellos it would probably have been cut as well.
Reclamation Sage takes Terastodon's former place. I just can't get myself to love the big green elephant, for the reasons listed above. Trying Reclamation Sage in its place, and liking it so far.
Krosan Tusker is coming back in for three big reasons. For one, it's very close to an instant-speed green Divination. That's relatively powerful. Secondly, it increases my creature count to 27, which I consider minimum for Garruk, Caller of Beasts' +1 (27 creatures is the minimum for guaranteed 80% chance of hitting at least one). The third is that it not only breaks you out of 3-land mana screw by itself, but also with Fierce Empath. Being able to turn Empath into a land-fetcher is big when it can normally only grab dudes that cost 6 or more.
So, cuts for putting Beast Within back in? I'm assuming it's head-and-shoulders better than Asceticism.
So, cuts for putting Beast Within back in? I'm assuming it's head-and-shoulders better than Asceticism.
You could probably live without Spike Weaver - I've always found that card to be kind of clunky and underwhelming in practice.
That might be a good idea - it's actually always been an all-star for me, but it definitely occupies a similar space as Beast Within does (reactively answering threats). Still don't like <27 creatures with Garruk Caller, but I could try switching him out for an Asceticism as well.
The M15 changes ended up being largely overhyped, and the only remaining addition is Nissa, Worldwaker (whose second +1 is simply bonkers).
I'm largely happy with the deck's current status, but I'd really like to find room for Crop Rotation, Regrowth, and/or maybe even Sylvan Scrying (due to the backbreaking nature of Gaea's Cradle). Any suggestions on cuts? I've been considering Ulamog, but the fact that he always ends up coming back in leads me to believe he's not necessarily the best cut to make.
Ulamog has been cut from the deck for Crop Rotation. Sad to see him go, but he was almost never cast anyway. The one thing I will miss is having an effective creature-based answer to Humility. Now that Crop Rotation's in the deck, Yavimaya Hollow has to go along with it.
Now, the issue becomes what to cut for another recent addition, Earthcraft. I'm currently considering Genesis (costs lots of mana to use), Craterhoof Behemoth (somewhat redundant with the general), Boundless Realms (potential overextension into MLD), Caged Sun (slow, susceptible to removal), or cutting another Forest and going down to 38 lands (though I feel 39 is really the sweet spot).
-1 ???
+1 Earthcraft (deck currently at 100+ cards)
My gut says to go with Craterhoof, because it does nothing except win the game (which several other cards in the deck already do for me), or Genesis (dead in hand and relatively powerless without Survival).
I too run Kamahl as my EDH deck of choice, couple of thoughts:
Sakura-Tribe Elder is mediocre in mono-green, I'd prefer Mirri's Guile or Sensei's Divining Top, which can fix the top of your deck (a critical ability early game if you have a low land starting hand and late game to get the power you need to finish).
Yavimaya Elder is better than Yavimaya Dryad, you can pay 2 to draw and always get the lands in your hand.
If you run Azusa, Lost but Seeking you should definitely run Crucible of Worlds and fetch lands. This allows you to abuse Lotus Cobra and Strip Mine as well as get insane land ramp. Think of the fetch lands as replacement forests.
As for Rude Awakening, it can work, I don't run Boundless Realms myself (DO NOT CUT CAGED SUN) as I find it's typically a late game 'major ramp' turn which either A) lets me win more or B) forces my opponents to kill me NOW. So Rude Awakening for Boundless Realms is good, it can be an early game ramp or late game stomp option making it more versatile than Boundless Realms.
I've had a Kamahl list together for two or three years now - in the beginning, it was (and still is - mostly) similar to Galspanic's List.
I've managed to luck my way into a candelabra, (so you know that's in my list)
I too run Kamahl as my EDH deck of choice, couple of thoughts:
Sakura-Tribe Elder is mediocre in mono-green, I'd prefer Mirri's Guile or Sensei's Divining Top, which can fix the top of your deck (a critical ability early game if you have a low land starting hand and late game to get the power you need to finish).
Yavimaya Elder is better than Yavimaya Dryad, you can pay 2 to draw and always get the lands in your hand.
If you run Azusa, Lost but Seeking you should definitely run Crucible of Worlds and fetch lands. This allows you to abuse Lotus Cobra and Strip Mine as well as get insane land ramp. Think of the fetch lands as replacement forests.
As for Rude Awakening, it can work, I don't run Boundless Realms myself (DO NOT CUT CAGED SUN) as I find it's typically a late game 'major ramp' turn which either A) lets me win more or B) forces my opponents to kill me NOW. So Rude Awakening for Boundless Realms is good, it can be an early game ramp or late game stomp option making it more versatile than Boundless Realms.
My Kamahl deck can be found here at tappedout
Good luck!
I already play Top and Library. I cut Mirri's Guile a little bit back because I feel it's really slow and clunky, and can never fully replenish the CA you're giving up. But maybe I'll try cutting down on lands to fit it in - you can use it to draw into lands after all.
Why don't you run Boundless Realms? Unless you're in an MLD-heavy meta, it's like a Caged Sun/Mana Reflection that has no susceptibility to removal (which is a HUGE plus). It can also generate lots of potential mana with Lotus Cobra. I kind of haven't liked Rude Awakening because I've found it more "win-more" than Boundless Realms - while Realms gives you lots of lands you can use to really take over the game, Rude Awakening really requires abuse with recursion to make into anything more than "double your mana-5." It's not that far from getting the same effect with a regular mana doubler, except Awakening doesn't persist (or threaten too).
I feel like the small "mana dorks" are pretty crucial to making this deck work - Sakura-Tribe Elder's kind of an exception in that he can't swing, but I feel like I always like seeing him on turn 2 (maybe he deserves a cut though). Yavimaya Dryad is like a better Farhaven Elf, both of which swing for lots of damage with Kamahl - do you not like Farhaven Elf effects in general?
I have a hard time really loving Yavimaya Elder in mono-green. She's great at drawing you lots of lands, but that's not something I find I generally want in mono-green. I want to draw gas, and Elder costs 2 mana to replace himself.
Maybe I'll try Crucible soon, but Azusa's not generally a priority target in my deck (if she was, she'd be my general after all). I tend to view her as something I can play my Nykthos/Cradle/Temple with post-Regal Force/Garruk, PH. For the record, do you like running it over Life from the Loam/do you like both?
I've had a Kamahl list together for two or three years now - in the beginning, it was (and still is - mostly) similar to Galspanic's List.
I've managed to luck my way into a candelabra, (so you know that's in my list)
I've tried playing Exploration-esque effects before, but was never a big fan of them. The main reason I run Azusa is for when I "go off" during the late-game, giving me the opportunity to play Cradle/Nykthos if I happen to draw them before Crop Rotation. In my experience, effects like Burgeoning seem to rely too much on having an excess of lands (and in this case, basics) in your hand, which you can't always rely on. Has your experience been different?
Carpet of Flowers - seems relatively strong. I might try it out soon, I just don't generally like cards that rely on my opponents' cards.
Malachite Talisman - Actually never saw/heard of this one before. Going to have to test it out as well.
Burnished Hart - Isn't this just a worse Nissa's Expedition? You almost have to treat it as a 6-mana sorcery, or you're opening yourself to being blown out by removal. Maybe I'll try it out.
Tempt With Discovery - Is there a reason you wouldn't run Reap and Sow over this card? It's giving your opponent extra options, which is generally a bad thing (or do you treat it as enough of a trap to be worth the risk?)
Life from the Loam - I've been meaning to test out it and/or Crucible in the deck. Do you prefer Life specifically over Crucible? They seem fun, but I don't like how they're untutorable in the relatively rare cases you play Crucible/Nykthos, fail to do anything important with it, and have it get blown up. Otherwise they seem a little soft/mediocre.
Karametra's Acolyte - Is the mana cost and susceptibility to removal worth running her? I guess I could try her over Solemn (who's been a little mediocre), but it just seems like a lot has to go right to make her work.
Realm Seekers - As I said, I'm generally not a huge fan of cards that rely on your opponents, but seeing as this allows all your creature tutors to tutor into Cradle, I may have to give it a shot.
Two other cards I've also considered playing recently are Sylvan Safekeeper and Powder Keg - do either of you have any experience with either of the cards? Safekeeper seems to be a great way to protect your dudes for the low cost of 1 mana, and Powder Keg, while slightly mean, seems like a great way to close out games.
Do you guys have your decklists posted anywhere? I'm as curious to see what you guys are cutting as what you guys are running - right now I've been fiddling with the Boundless Realms/Krosan Grip slot, and going back down to 38-39 lands. Do you feel like GSZ->Dryad Arbor is an essential interaction now that Rofellos isn't in the format? I honestly hate drawing the card, and always want to end up cutting it.
I'm definitely keen on trying all your ideas, but where should I start to cut? This is doubly an issue with the new monogreen Commander deck coming soon.
I like effects which put lands into play untapped, anything like Wood Elves works. Farhaven Elf is mediocre, in my opinion
My deck used to rely on Rofellos as a ramp engine when he was banned I switched to Azusa. How you play Kamahl largely depends on whether or not you're in a multi player environment or not. I play many two player matches which requires a different style of play. This is also essentially why I dropped Boundless Realms. It's not a bad card, but if I'm behind it won't save me, and if I'm ahead I don't need it. It usually takes up a turn, which can be dangerous. If I ran Lotus Cobra I'd probably like it more (I'm considering Cobra!)
I wouldn't run Burnished Hart, or the similar artifact ramp cards. Mana rocks Are good, Sad bot is bad (for mono green). I haven't played Life from the Loam, but I've considered it.
Yavimaya Elder isn't my favorite card but I haven't found a card I love more yet, and it works well with Exploration effects. Karametra's Acolyte is a good card, I'd seriously consider it. I run less lands than you, but I may need a few more
1x Kamahl, Fist of Krosa
Creature (27)
1x Acidic Slime
1x Ant Queen
1x Avenger of Zendikar
1x Azusa, Lost but Seeking
1x Bane of Progress
1x Craterhoof Behemoth
1x Duplicant
1x Eternal Witness
1x Farhaven Elf
1x Fierce Empath
1x Hornet Queen
1x Kozilek, Butcher of Truth
1x Krosan Tusker
1x Lotus Cobra
1x Oracle of Mul Daya
1x Rampaging Baloths
1x Reclamation Sage
1x Regal Force
1x Sakura-Tribe Elder
1x Scavenging Ooze
1x Solemn Simulacrum
1x Spike Weaver
1x Ulamog, the Infinite Gyre
1x Vorinclex, Voice of Hunger
1x Wickerbough Elder
1x Wood Elves
1x Yavimaya Dryad
1x Beast Within
1x Chord of Calling
1x Crop Rotation
Sorcery (14)
1x All Is Dust
1x Boundless Realms
1x Cultivate
1x Explosive Vegetation
1x Genesis Wave
1x Green Sun's Zenith
1x Harmonize
1x Hunting Wilds
1x Kodama's Reach
1x Primal Command
1x Ranger's Path
1x Recross the Paths
1x Skyshroud Claim
1x Tooth and Nail
Planeswalker (3)
1x Garruk, Primal Hunter
1x Garruk Wildspeaker
1x Nissa, Worldwaker
Artifact (7)
1x Akroma's Memorial
1x Birthing Pod
1x Caged Sun
1x Oblivion Stone
1x Sensei's Divining Top
1x Skullclamp
1x Sol Ring
1x Earthcraft
1x Greater Good
1x Mana Reflection
1x Survival of the Fittest
1x Sylvan Library
Land (40)
1x Ancient Tomb
1x Deserted Temple
1x Dryad Arbor
1x Dust Bowl
28x Forest
1x Gaea's Cradle
1x Homeward Path
1x Inkmoth Nexus
1x Mosswort Bridge
1x Nykthos, Shrine to Nyx
1x Strip Mine
1x Temple of the False God
1x Yavimaya Hollow
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
+1 Scavenging Ooze (yay for DotP promos)
I need to cut a card for Garruk, Caller of Beasts. Help me out, guys!
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
Soul of the Harvest - 6/6 trample for 6 is not bad alone, but its draw ability is just great.
Patron of the Orochi - Beefy creature, plus can act as a mana doubler. Remember that he untaps himself when he uses his ability.
Wolfbriar Elemental - Lots of tokens for you to use kamahl's overrun on.
Thelonite Hermit - Morph and then get 4 2/2s and a 1/1 for 5 mana. Pretty awesome, and can be flipped over right before your turn and surprise people.
Baru, Fist of Krosa - My little brother gave me the valuable advice that its not always bad thing to have cards in your deck that do the same thing as your general.
Jade Mage - This lady is underrated and you can get a lot of creature advantage out of her if you have her in your opening hand.
Fresh Meat - Great response to a board wipe. Remember that other tokens enter the graveyard when they die and will trigger for fresh meat.
Gaea's Touch - Nice ramper in mono-green, plus you can sacrifice it to get kamahl out a couple turns earlier.
How often do you use kamahl's land animate ability? If you use it a lot, here are some more cards to consider: Vitalize, Early Harvest, Llanowar Druid, Dolmen Gate, and because its a hilarious card, Earth Surge!
All just suggestions, but hopefully at least one of these cards catches your attention!
Early Harvest and Doubling Cube are a boatload of fun with all the mana doublers green has. If you add those, try Squall Line in order to finish the game more easily.
39 lands is too much, take 1 or 2 out. Also, lands like High Market and Miren are awesome. Yavimaya Hollow and Dryad Arbor are missing too.
I think you have too much ramp. I counted 24, that's way more that I play and I still think it's too much. Take out some of those, especially the 4+ mana ones (not the mana doublers).
But the most important change you need to make is put in Yeva. She is probably the best creature you can play. She is THAT good. If you have the money, Survival of the Fittest is the next change you should make. Praetor's Counsel is a must too.
Some cards you could take out
Brittle Effigy: not a good enough removal spell.
Hornet Queen: not a great finisher, there are better ones.
Karn Liberated: good removal, great card, but you could do SO much more with 7 mana.
Khalni Garden: it's fun with Avenger of Zendikar but coming into play tapped for a 0/1 insn't good enough.
Recross the Path / Skyshroud Claim / Ranger's Path: there is enough ramp in there, as I said. Nature's Lore should be in, though.
Lotus Cobra: without any fetchlands, this is just a BIG removal target.
Reliquary Tower: if your meta is filled with Jin-Gitaxias, then keep it.
Hope it helps
I've actually played most of these cards at one point or another - I'll go over why I stopped running them.
Soul of the Harvest - Win-more. I've ran him before, and for 6-mana, I want something that swings the game in my favor by itself, not relies on me playing other cards.
Patron of the Orochi - Interesting, but I don't like how universal his effect is. Paying all that mana to see the Omnath player also get double the mana is sickening. He's expensive (mana-wise), but if it wasn't for the universality, he'd be worth the cost.
Wolfbriar Elemental and Thelonite Hermit - With so many cards in the deck that cheat out creatures, I'm not really a fan of creatures that are really sub-par if they are cheated into play. Thus, I tend to stay away from things like Kicker and Morph.
Baru, Fist of Krosa - An interesting choice, but one I just don't think makes the cut, especially when compared to more powerful Overrun effects like Overwhelming Stampede.
Jade Mage - Basically a worse Ant Queen, and one of the only reasons Ant Queen is in the deck is to have an additional 5-drop to Birthing Pod for.
Fresh Meat - Kamahl is already Wrath insurance (you animate the Wrather's lands).
Gaea's Touch - Kind of mediocre, I've found. It costs a whole card, and it generally causes you to get your land drops earlier at the expense of later (no actual card advantage). Rushing out Kamahl isn't exactly great when he requires tons of mana to work properly.
Elvish Visionary and Masked Admirers - Feel too cute to be good, and I don't like having to spend mana just to draw "real" cards (as opposed to cards that draw me cards).
Greater Good - A card I've been meaning to get my hands on for a while. Would be curious to see how it does.
Early Harvest and Doubling Cube - I don't like how much mana Doubling Cube requires to net-0, and I don't like how one-shot Early Harvest is (as you're spending a whole card to get a one-time effect).
High Market and Miren - I've run Miren before, wasn't impressed. High Market's alright, but I'd just as soon run Homeward Path - the issue is, I'd need to cut colorless lands (I've tried cutting basics, and it really just makes cards like Caged Sun a lot worse, or make for some awkward opening hands).
Yavimaya Hollow - A card that I've been considering getting my hands on, but see above.
Dryad Arbor - A card I've run, but is both really slow and fragile for very small upside (namely GSZ'ing for 0).
Squall Line - I don't like corner-case cards that I can't actively tutor for (this is why I run Hornet Queen as my flying hate). As for mana sinks, I have my general for that.
Yeva, Nature's Herald - I've run her before, and she was really mediocre. The options that were opened up to me by casting creatures with flash were really limited, and if anyone was really afraid of the effect, she'd just die quickly. Too limited.
Survival of the Fittest - Don't have one. Not sure how good the effect would be in here, but it would probably be pretty good. Not as amazing with no real way to "abuse" the graveyard, though.
Praetor's Counsel - I used to run it, but as I said above, it's a rare occurrence that there are ever too many cards in my graveyard (especially with both Eldrazi in the deck).
Cards that interact with Kamahl's land activation ability - it's more a backup plan, and I don't like relying on it that overly much.
As for cutting lands and ramp - I dislike cutting either because of the way Kamahl works. If I draw late-game ramp, it just allows for more powerful and game-ending Kamahl activations (if I don't draw anything else better). If my early-game hand is clogged with late-drops, I'll often take too much damage/pressure before I ever get to the late game.
And land drops need to be viewed without looking at ramp. In fact, ramp slightly hurts you from getting your land drops. And without land drops, ramp is actually just worst lands.
Brittle Effigy and Karn Liberated - I like having some panic buttons for creature removal. However, Karn has been really mediocre for his mana cost lately. I'll probably try cutting him soon - thanks for the tip (may also consider cutting Effigy as well)!
Hornet Queen - Hornet Queen's not in there as a finisher, she's in there as a line of defense. She's green's best way of defending against flyers while still allowing us to mount random offensives with Kamahl et. al. She was added after the deck was built to deal with flyers, and she does that perfectly.
Khalni Garden - Actually an all-star. Gets pumped by Overrun effects, chumps like a champ (seriously, the number of times I've been able to stave off lethal general hits), and has the added Avenger interaction.
Skyshroud Claim/Ranger's Path - Both of these are what make the deck tick. Not only do they ramp you substantially, but they are actually card advantage, as they provide multiple cards (that later become creatures) for the cost of a single card each.
Recross the Path - A card I've considered cutting many times before, it never seems to actually get less than 2 lands (through clashing) in actual use, and costs less than most of the ramp cards in the deck.
Lotus Cobra - Perhaps a bit of a pet card, but Lotus Cobra's interaction with mutliple land-fetching cards is obscene. It allows them to be chained one into the other, and then you untap with significantly more lands than you otherwise could have gotten.
Reliquary Tower - It's mainly in there for Regal Force shenanigans, but I'll admit that it should perhaps be cut to fit in another colorless land (as I said, I love the number of lands total in the deck). Again, perhaps slightly a pet card.
Nature's Lore - Would never run. If you look at the ramp in this deck - it all provides at least 2 cards for your 1 card investment. 1-for-1ing isn't something I really love doing with my ramp, as it's making me spend mana just to get the same amount of cards on the field (as opposed to the basic lands themselves) just ever-so-slightly sooner.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
-1 Karn Liberated
-1 Brittle Effigy
+1 Garruk, Caller of Beasts
+1 Greater Good
As was mentioned in the last post, Karn's really mediocre when talking about 7 mana. In EDH, his +4 is almost wholly irrelevant (and draws you hate when you target a player), his -14 never happens, and his -3 happens maybe once before he dies. I wouldn't play
7 Karn's Liberation
Sorcery
Exile target permanent.
Effigy, on the other hand, is:
4 Effigy Break
Instant
Exile target creature.
...And you have to pay 1 extra for a vulnerable artifact.
So it doesn't make sense to play Karn or Effigy. Additionally, Greater Good is added (for more CA in addition to Garruk).
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
1. Kamahl getting tucked/repetitively killed. I run plenty of tutors, but I want to run a few more outs to this particular scenario. Asceticism and Lightning Greaves are really good, but perhaps High Market will also have to find a slot. I feel I'm already running most/all of the good tutors.
2. What to do vs. fog effects. I had the unpleasant experience of Genesis Wave-ing into Constant Mists (with what would have been a lethal attack). I was able to kill all of one player's permanents, but that only lead to the following player comboing off. This one's trickier to solve. My options (as I see) are:
2.a. Dosan, the Falling Leaf or City of Solitude - These cards are good, but I'm pretty scared of just facilitating someone else's combo. Therefore, they're ONLY good when you're already about to win (which isn't something I like to make slots for in my deck).
2.b. Yeva, Nature's Herald and Seedborn Muse - While this two-card combo is cute, this is only really good again, when you're really far ahead. Either card in this "combo" is pretty abysmal without the other (the number of instant-speed effects in this deck are small, and this deck otherwise has very little advantage from playing its spells on other people's turns).
I guess I can also try running some "win-now" combo to just win on the spot, but I really don't enjoy "comboing out", and enjoy the political advantages of running a deck with "no infinites/combos" (the amount of hate this (true) phrase has gotten me out of is unreal).
So, I guess what I'm looking for is a way to play through Fogs. So far, I think my best out would be a theoretical green Leyline of Punishment (or green Grand Abolisher/Teferi, Mage of Zhalfir for one-sided protection), but unfortunately those cards don't exist. My current plan is to try and Terastodon/Annihilate enough lands just to power through in a couple turns, but sometimes that just isn't fast enough.
Thoughts, anyone? Has anyone had similar problems?
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
I'm also considering Summoner's Pact, but I don't like the opportunity to be blown out if someone gets rid of my ability to generate 2GG on my next upkeep. It seems somewhat risky, but maybe I'll come around.
Thoughts/comments, anyone?
EDIT: Convinced myself to run Summoner's Pact instead. Homeward Path added over a Forest.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
Now, for lands: I feel 29 is as low as I want to go on actual Forests. Going much below that opens up inconsistency as they are replaced with tapped lands/colorless lands (which don't double mana with Caged Sun or Rofellos). With that said, I have 7 lands that could be in the deck, and only 5 slots for them. Those 7 lands are:
Terrain Generator vs Homeward Path vs Khalni Garden vs High Market vs Nykthos, Shrine to Nyx vs Reliquary Tower vs Yavimaya Hollow.
Which of these lands are the best, and which are the worst?
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
-1 Summoner's Pact
+1 Worldly Tutor
-1 Ulamog, the Infinite Gyre
+1 Bane of Progress
For as much as I've been talking down Worldly Tutor, the ability to exchange it for a T2 Rofellos in an opening hand is just too strong to pass up. Replaces Summoner's Pact.
Ulamog, while powerful, just ironically doesn't do enough for its cost. Unlike Kozilek, he doesn't offer you 4 cards when you cast him, and there are plenty of other cards (and creatures) that blow up permanents in the deck. Bane of Progress goes in, which is a no-brainer for any mono-green deck (Creeping Corrosion was a card that was constantly going in and out, Bane of Progress is a Creeping Corrosion+ that can be tutored for).
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
-1 Sylvan Primordial
+1 Ulamog, the Infinite Gyre
Fairly straightforward.
M15 changes!
-1 Asceticism
-1 Terastodon
-1 Krosan Tusker
+1 Nissa, Worldwaker
+1 Perilous Vault
+1 Nissa's Expedition
Asceticism is kind of fun making your team hexproof, but can be a dead card in a lot of circumstances. Terastodon hasn't had as much impact as I would like, given the number of problematic noncreature permanents on most fields. For all the mana it costs, it has problems solving issues, and it's main purpose seems to be taking individual players out of the game. The 3/3s it leaves can also be surprisingly problematic.
Nissa, Worldwaker is amazing, if not only for her second +1 ability. The ability to go from 5 to 10 mana in one turn is incredibly powerful. This deck surprisingly loves global wrath effects given the fact that it always has the land advantage, so Perilous Vault is also a welcome addition.
The change I'm not sure about is Krosan Tusker for Nissa's Expedition. This deck currently runs every "search your library for 2 lands and put them into play card," but is Nissa's Expedition worth playing? Krosan Tusker, while rarely cast, is still a powerful toolbox piece with Fierce Empath (working the way out of mana screw), and increases the creature count for Garruk, Caller of Beasts.
Is there a better card to cut for Nissa's Expedition? Should I just leave in Krosan Tusker? Does Reclamation Sage deserve a place in the deck? How about Genesis Hydra?
Need some help here, guys...
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
Twingrove would have made it for sure if it was a 5-drop. As a 6-drop, I'm just not sure if there's the space for it. It's definitely not better than something like Rampaging Baloths. As for get'er done Dungrove, I'm just not a big fan of creatures that don't generate extra value.
RECENT CHANGES:
-1 Nissa's Expedition
-1 Beast Within
+1 Krosan Tusker
+1 Reclamation Sage
Nissa's Expedition was just too expensive. In reality, it's a lot worse than Explosive Vegetation. Beast Within's really good, but I just don't feel like I can consistently draw it when I need it, and I don't like that. In reality, it's probably more than good enough to run, but I just can't find what the right cut would be. I also don't like how it doesn't really net positive CA, only taking out one of your opponents' permanents for a creature while not advancing your board at all. I have the same problems with Worldly Tutor, but Worldly Tutor's most powerful "mode" is acting like a Rofellos in your opening hand. Without Rofellos it would probably have been cut as well.
Reclamation Sage takes Terastodon's former place. I just can't get myself to love the big green elephant, for the reasons listed above. Trying Reclamation Sage in its place, and liking it so far.
Krosan Tusker is coming back in for three big reasons. For one, it's very close to an instant-speed green Divination. That's relatively powerful. Secondly, it increases my creature count to 27, which I consider minimum for Garruk, Caller of Beasts' +1 (27 creatures is the minimum for guaranteed 80% chance of hitting at least one). The third is that it not only breaks you out of 3-land mana screw by itself, but also with Fierce Empath. Being able to turn Empath into a land-fetcher is big when it can normally only grab dudes that cost 6 or more.
So, cuts for putting Beast Within back in? I'm assuming it's head-and-shoulders better than Asceticism.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
You could probably live without Spike Weaver - I've always found that card to be kind of clunky and underwhelming in practice.
That might be a good idea - it's actually always been an all-star for me, but it definitely occupies a similar space as Beast Within does (reactively answering threats). Still don't like <27 creatures with Garruk Caller, but I could try switching him out for an Asceticism as well.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
-1 Reclamation Sage
-1 Mirri's Guile
-1 Garruk, Caller of Beasts
-1 Perilous Vault
-1 High Market
-1 Terrain Generator
+1 Azusa, Lost But Seeking
+1 Genesis
+1 Beast Within
+1 Survival of the Fittest
+1 Deserted Temple
+1 Gaea's Cradle
Perilous Vault was somewhat underwhelming for 9 mana, and the effect could hurt if I needed to shuffle stuff back in my library later in the game. It was the perfect excuse to get Beast Within back in the deck. Garruk, Caller of Beasts consistently whiffs on his +1 and I've lost games with its ult. His -3 is good, but not good enough to make the cut over Survival of the Fittest. Because Survival of the Fittest loves Genesis, Genesis got the cut over Mirri's Guile (an extremely underwhelming card in practice compared to Library and Top). Reclamation Sage has a somewhat underwhelming effect at sorcery speed (unlike its brother Wickerbough Elder), so it was cut for Azusa, Lost But Seeking, who is critical at playing Gaea's Cradle and Nykthos, Shrine to Nyx after resolving Regal Force or Greater Good (and also can be tutored consistently).
Speaking of Gaea's Cradle, I finally acquired one. It will take the place of High Market, which I don't think I've ever used for its second ability. With Gaea's Cradle and Nykthos, Deserted Temple really has a chance to shine. It was put in place of Terrain Generator, which is somewhat deprecated by Azusa.
The M15 changes ended up being largely overhyped, and the only remaining addition is Nissa, Worldwaker (whose second +1 is simply bonkers).
I'm largely happy with the deck's current status, but I'd really like to find room for Crop Rotation, Regrowth, and/or maybe even Sylvan Scrying (due to the backbreaking nature of Gaea's Cradle). Any suggestions on cuts? I've been considering Ulamog, but the fact that he always ends up coming back in leads me to believe he's not necessarily the best cut to make.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
-1 Ulamog, the Infinite Gyre
-1 Forest
+1 Crop Rotation
+1 Yavimaya Hollow
Ulamog has been cut from the deck for Crop Rotation. Sad to see him go, but he was almost never cast anyway. The one thing I will miss is having an effective creature-based answer to Humility. Now that Crop Rotation's in the deck, Yavimaya Hollow has to go along with it.
Now, the issue becomes what to cut for another recent addition, Earthcraft. I'm currently considering Genesis (costs lots of mana to use), Craterhoof Behemoth (somewhat redundant with the general), Boundless Realms (potential overextension into MLD), Caged Sun (slow, susceptible to removal), or cutting another Forest and going down to 38 lands (though I feel 39 is really the sweet spot).
-1 ???
+1 Earthcraft (deck currently at 100+ cards)
My gut says to go with Craterhoof, because it does nothing except win the game (which several other cards in the deck already do for me), or Genesis (dead in hand and relatively powerless without Survival).
Additionally, does Rude Awakening have a place in the deck? It seems relatively powerful as a more immediate Boundless Realms or Caged Sun. Would
-1 Boundless Realms/Caged Sun
+1 Rude Awakening
Be a good idea?
Any thoughts and advice would be appreciated! Deck's currently at 102 cards...
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
Sakura-Tribe Elder is mediocre in mono-green, I'd prefer Mirri's Guile or Sensei's Divining Top, which can fix the top of your deck (a critical ability early game if you have a low land starting hand and late game to get the power you need to finish).
Yavimaya Elder is better than Yavimaya Dryad, you can pay 2 to draw and always get the lands in your hand.
If you run Azusa, Lost but Seeking you should definitely run Crucible of Worlds and fetch lands. This allows you to abuse Lotus Cobra and Strip Mine as well as get insane land ramp. Think of the fetch lands as replacement forests.
As for Rude Awakening, it can work, I don't run Boundless Realms myself (DO NOT CUT CAGED SUN) as I find it's typically a late game 'major ramp' turn which either A) lets me win more or B) forces my opponents to kill me NOW. So Rude Awakening for Boundless Realms is good, it can be an early game ramp or late game stomp option making it more versatile than Boundless Realms.
My Kamahl deck can be found here at tappedout
Good luck!
I've had a Kamahl list together for two or three years now - in the beginning, it was (and still is - mostly) similar to Galspanic's List.
I've managed to luck my way into a candelabra, (so you know that's in my list)
Most of our lists are similar - but here's a few cards that I've tried and have really grown to like:
Burgeoning
Carpet of Flowers (There's always at least two or three islands out)
Malachite Talisman (targeting cradle or Nykthos)
Life from the Loam (targeting Fetchlands, Cradle or Nykthos)
Burnished Heart
Tempt with Discovery (this is often an absolute blowout - they come in untapped)
Karametra's Acolyte
Realm Seekers (These guys are quite awesome!)
I already play Top and Library. I cut Mirri's Guile a little bit back because I feel it's really slow and clunky, and can never fully replenish the CA you're giving up. But maybe I'll try cutting down on lands to fit it in - you can use it to draw into lands after all.
Why don't you run Boundless Realms? Unless you're in an MLD-heavy meta, it's like a Caged Sun/Mana Reflection that has no susceptibility to removal (which is a HUGE plus). It can also generate lots of potential mana with Lotus Cobra. I kind of haven't liked Rude Awakening because I've found it more "win-more" than Boundless Realms - while Realms gives you lots of lands you can use to really take over the game, Rude Awakening really requires abuse with recursion to make into anything more than "double your mana-5." It's not that far from getting the same effect with a regular mana doubler, except Awakening doesn't persist (or threaten too).
I feel like the small "mana dorks" are pretty crucial to making this deck work - Sakura-Tribe Elder's kind of an exception in that he can't swing, but I feel like I always like seeing him on turn 2 (maybe he deserves a cut though). Yavimaya Dryad is like a better Farhaven Elf, both of which swing for lots of damage with Kamahl - do you not like Farhaven Elf effects in general?
I have a hard time really loving Yavimaya Elder in mono-green. She's great at drawing you lots of lands, but that's not something I find I generally want in mono-green. I want to draw gas, and Elder costs 2 mana to replace himself.
Maybe I'll try Crucible soon, but Azusa's not generally a priority target in my deck (if she was, she'd be my general after all). I tend to view her as something I can play my Nykthos/Cradle/Temple with post-Regal Force/Garruk, PH. For the record, do you like running it over Life from the Loam/do you like both?
I've tried playing Exploration-esque effects before, but was never a big fan of them. The main reason I run Azusa is for when I "go off" during the late-game, giving me the opportunity to play Cradle/Nykthos if I happen to draw them before Crop Rotation. In my experience, effects like Burgeoning seem to rely too much on having an excess of lands (and in this case, basics) in your hand, which you can't always rely on. Has your experience been different?
Carpet of Flowers - seems relatively strong. I might try it out soon, I just don't generally like cards that rely on my opponents' cards.
Malachite Talisman - Actually never saw/heard of this one before. Going to have to test it out as well.
Burnished Hart - Isn't this just a worse Nissa's Expedition? You almost have to treat it as a 6-mana sorcery, or you're opening yourself to being blown out by removal. Maybe I'll try it out.
Tempt With Discovery - Is there a reason you wouldn't run Reap and Sow over this card? It's giving your opponent extra options, which is generally a bad thing (or do you treat it as enough of a trap to be worth the risk?)
Life from the Loam - I've been meaning to test out it and/or Crucible in the deck. Do you prefer Life specifically over Crucible? They seem fun, but I don't like how they're untutorable in the relatively rare cases you play Crucible/Nykthos, fail to do anything important with it, and have it get blown up. Otherwise they seem a little soft/mediocre.
Karametra's Acolyte - Is the mana cost and susceptibility to removal worth running her? I guess I could try her over Solemn (who's been a little mediocre), but it just seems like a lot has to go right to make her work.
Realm Seekers - As I said, I'm generally not a huge fan of cards that rely on your opponents, but seeing as this allows all your creature tutors to tutor into Cradle, I may have to give it a shot.
Two other cards I've also considered playing recently are Sylvan Safekeeper and Powder Keg - do either of you have any experience with either of the cards? Safekeeper seems to be a great way to protect your dudes for the low cost of 1 mana, and Powder Keg, while slightly mean, seems like a great way to close out games.
Do you guys have your decklists posted anywhere? I'm as curious to see what you guys are cutting as what you guys are running - right now I've been fiddling with the Boundless Realms/Krosan Grip slot, and going back down to 38-39 lands. Do you feel like GSZ->Dryad Arbor is an essential interaction now that Rofellos isn't in the format? I honestly hate drawing the card, and always want to end up cutting it.
I'm definitely keen on trying all your ideas, but where should I start to cut? This is doubly an issue with the new monogreen Commander deck coming soon.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
http://tappedout .net/mtg-decks/13-09-14-kamahl/
The server won't let me post links
I like effects which put lands into play untapped, anything like Wood Elves works. Farhaven Elf is mediocre, in my opinion
My deck used to rely on Rofellos as a ramp engine when he was banned I switched to Azusa. How you play Kamahl largely depends on whether or not you're in a multi player environment or not. I play many two player matches which requires a different style of play. This is also essentially why I dropped Boundless Realms. It's not a bad card, but if I'm behind it won't save me, and if I'm ahead I don't need it. It usually takes up a turn, which can be dangerous. If I ran Lotus Cobra I'd probably like it more (I'm considering Cobra!)
I wouldn't run Burnished Hart, or the similar artifact ramp cards. Mana rocks Are good, Sad bot is bad (for mono green). I haven't played Life from the Loam, but I've considered it.
Yavimaya Elder isn't my favorite card but I haven't found a card I love more yet, and it works well with Exploration effects. Karametra's Acolyte is a good card, I'd seriously consider it. I run less lands than you, but I may need a few more