Ooze Garden also sucks, in my experience. Note that it's Sorcery speed only. The main use for it SHOULD be to "recycle" a dude who's dying anyway, but not being able to respond with the Garden is kind of awful.
I like Riku. Doubling large amounts of land and artifact destruction spells can cut people off fairly reliably. My list is ramp and denial with some counterspells.
I also have a small land denial component in Kiki-Jiki. Blowing up one land a turn can keep you firmly ahead, and untap shenanigoats with Kiki and a land D dude can get gross fast.
Produce tons of mana and then do whatever the hell you want with it.
Seriously, I would run it in any deck that reliably has 1 or more creatures out and can use green mana. The very, very few times that it's a blank land are worth the ridiculous applications even without breaking it, and untap shenanigoats make it busted as hell.
Am I the only person who thinks this really should have islandwalk? After all, if you're attacking someone on an island, a boat is one of the best ways to get there....
I would think it would need Islandhome, not Walk. After all, and Island nation would theoretically have defenses on the water, right?
Way back in the day I recall using Scandalmonger in a deck that didn't care about letting its own cards hit the graveyard and I guess I could see Squallmonger being used in a monogreen EDH deck as a tutorable Hurricane wincon.
Not necessarily as a wincon, though possible. Especially if you use Basilisk Collar. But it can be used with Keen Sense and friends. 2: Ancestral Recall (in a four-man pod) is awesome.
Keen Sense also generally gets around other people using the ability, right? You get to draw cards if anyone activates it.
For UU, Power Artifact effectively produces 2 mana each turn with the caveat that you can only use that mana on whatever artifact you chose to enchant it with.
That assumes you only activate the enchanted artifact once per turn. On something like Memnarch, you can do much better.
How have I never made this connection?! *adds Power Artifact to Memnarch*
My 1v1 Riku deck is targeted resource denial. I believe Stone Rain still has a slot, but like others have said, there are better options for R and Rx at this point. With shenanigans like Panoptic Mirror, Chandra the Firebrand or Fork effects it can be a good use of a turn. Again, though, for that amount of mana there are definitely other options.
Perhaps a commander could be moved from the command zone to the graveyard or hand in return for one increment of commander tax?
This sounds like an elegant solution - any time the Commander changes zones, the Commander tax is increased. This would let previously unusable Commanders have a purpose without hugely affecting other Commanders, though I guess technically it would hurt Commanders that go to the GY for recursion, like Child of Alara, since transferring to the Command Zone is a replacement effect.
Larceny in a Horsemanship / Shadow themed deck can do some work. Imagine a sliver swarm with Shadow Sliver and Larceny out eating a hand every turn. Cool beans. Obviously pairs well with Megrim-style effects as well.
I've always had trouble with discard as a Number One Theme in a deck, since a clever opponent will often just run everything out and shut down my main attack route, but as a secondary/tertiary strategy it's obviously hugely powerful.
The biggest benefit was being a win condition in Omnath that my playgroup didn't see coming very often, and essentially forced them into using slots on non-targeted enchantment removal that I could eventually play around.
It's fun to win with but very, very slow and surprisingly fragile.
I'm not super excited about much else.
Maybe Pyromancer's Goggles in Riku.
Ooze Garden also sucks, in my experience. Note that it's Sorcery speed only. The main use for it SHOULD be to "recycle" a dude who's dying anyway, but not being able to respond with the Garden is kind of awful.
I also have a small land denial component in Kiki-Jiki. Blowing up one land a turn can keep you firmly ahead, and untap shenanigoats with Kiki and a land D dude can get gross fast.
Seriously, I would run it in any deck that reliably has 1 or more creatures out and can use green mana. The very, very few times that it's a blank land are worth the ridiculous applications even without breaking it, and untap shenanigoats make it busted as hell.
I would think it would need Islandhome, not Walk. After all, and Island nation would theoretically have defenses on the water, right?
Keen Sense also generally gets around other people using the ability, right? You get to draw cards if anyone activates it.
Falkenrath Noble
Massacre Wurm
Hissing Iguanar
Rage Thrower
Kalastria Highborn if you got with a Vampire sub-theme, especially with Havengul Vampire and the creature-based bleeder idea?
Kheru Bloodsucker, kind of.
Shriveling Rot
Deathbringer Thoctar might be a bit slow and clunky. Same for Eternal Thirst.
Goblin Arsonist is a little weak but maybe there's some combo I don't know about.
Showstopper
How have I never made this connection?! *adds Power Artifact to Memnarch*
Personally, if I could fly, I would never NOT fly.
I would consider it in Dragon tribal since my dudes are probably mostly fliers.
This sounds like an elegant solution - any time the Commander changes zones, the Commander tax is increased. This would let previously unusable Commanders have a purpose without hugely affecting other Commanders, though I guess technically it would hurt Commanders that go to the GY for recursion, like Child of Alara, since transferring to the Command Zone is a replacement effect.
I've always had trouble with discard as a Number One Theme in a deck, since a clever opponent will often just run everything out and shut down my main attack route, but as a secondary/tertiary strategy it's obviously hugely powerful.
It's fun to win with but very, very slow and surprisingly fragile.