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|Magic Origins (ORI)||Rare|
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Abbot of Keral Keep
Creature — Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Abbot of Keral Keep enters the battlefield, exile the top card of your library. Until end of turn, you may play that card.
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Abbot of Keral Keep Discussion
5 days ago
Having been back and look at bit at it, I think you can make a really funny RG deck which is all about your topdeck and card advantage.
4 Bloodbraid Elf (that's what it was all about from the start, right?)
4 Courser of Kruphix (normally I would be careful about playing more than 1, but since the top card is really important, 4 is ok)
2 Vizier of the Menagerie (topdecks matter)
2 Domri Rade (like I said, the topdeck is important)
X Temple of Abandon (to manipulate the topdeck)
X Tireless Tracker (that's the last echo of your landfall theme, would be better with fetches, though)
There's some 5 cmc creatures that could also be useful in a deck like this - Thragtusk, Glorybringer... anything else, that would give you some sort of semi-card advantage. But the main problem will most likely be the early turns of the game against fast decks, so a bit of Pyroclasm could also be necessary. Anyway, there's plenty of space left, so if you have anything particular, you'd like to cascade into, you can easily add that.
2 weeks ago
I like the brew! A few things I would bring up as questions or suggestions or whatnot:
- Gifted Aetherborn seems awkward as a BB two drop when you want to have R by turn two most likely. I feel like Abbot of Keral Keep could be a good replacement if you plan to not play them turn 2 anyways, fits with Young Pyromancer and gives a tad bit of card advantage.
- Are Fatal Pushes not available due to price? If you can get them, they fit nicely and get rid of most modern threats.
- I don't necessarily feel a need for the Mind Stone as opposed to something like Night's Whisper for the immediate card draw.
3 weeks ago
the problem is that Heir comes with the cost of card disadvantage. In a deck where every spell should deal 3 damage you shouldnt discard a card for one damage a turn. Keep in mind that creatures can be removed, that isnt the case with a burn spell. You dont want to transform your creature and get it removed by your opponent but thats exaclty whats going to happen.
Abbot of Keral Keep might be a decent replacement he has the same stats and "draws" you a card instead of making you loose one
3 weeks ago
I have some suggestions. Keep in mind, I'm not saying any of these cards are better than the ones you have going on or even that they are "good" cards, but that they are worth investigating/playtesting to see what you like and what works. They are all budget-friendly, so none of them will break the bank to test out.
-Dangerous Wager: okay not the best card, and Browbeat does more for the cause, but the difference between 2 and 3 mana could be a lot. youre only running 19 lands and trying to kill fast, so i'm thinking you'll be stuck on 2 lands more often than desirable. (i know this from experience, unfortunately).
-Chandra's Phoenix: decent haste flyer that keeps coming back. allows you to get a little more value if you stall out on turn 4 or 5. again, might be tough to rock this 3-drop with 19 lands, but hey. might be worth it.
Shrine of Burning Rage: This thing adds up really quick. it's better than it seems, if youve never actually played with it. can be slightly slower, but every spell you play, every turn you take, its a clock for you.
Abbot of Keral Keep: again, slightly slower, but he's got prowess, card advantage, and can progress your game if you're stalling out.
-Depending on the decks you're playing against at your LGS/playgroup, i would suggest Anger of the Gods (abzan company/living end/other GY decks) or Pyroclasm (tokens/aggro) over Bonfire of the Damned. Bonfire is amazing, but you're not gonna have enough mana or reliably miracle it to make it worthwhile. the other 2 options should fill in where you need them to.
-Leyline of Punishment is a good SB card against decks that run those pesky Auriok Champion, Burrenton Forge-Tender, or Kor Firewalker. Also a bonus against random good stuff like Kitchen Finks and the entire Soul Sisters deck. Really gotta luck out and have it in your opening hand and/or mulligan down to it, within reason, against some of the more heavy lifegain decks. i know you have Flames of the Blood Hand and Skullcrack in the main to help against that, but sometimes you need a static effect to shut that shit down.
-i wish Relic of Progenitus wasnt like $4 rn for whatever reason. its been printed like 5 times! that would be the ideal GY hate for you, i think. it triggers prowess, replaces itself, and is 1 mana. if you can panhandle for 10 bucks, you could probably pick up 3 SP copies of it somewhere on TCG.
-some utility burn dudes are Ash Zealot, Harsh Mentor, Young Pyromancer, Soul-Scar Mage, Thermo-Alchemist, Bedlam Reveler, Guttersnipe, and one i really like Grim Lavamancer. They all do some neat stuff and they all are <$1, except lavamancer, who you can find for about $2.50 in some places. none of them are game breaking (usually) but they could all be looked at, individually, and sorted out from there.
1 month ago
CaptainBlue7 Thank you for your feedback! I will probably keep a couple of Abbot of Keral Keep in my sideboard. I will definitely switch out Roast for Flame Slash, such an amazing card! What do you think, should I switch out two Shock for two Incendiary Flow?
1 month ago
It looks pretty solid so far. Prowess is a great mechanic in burn and Abbot of Keral Keep was popular in its day. Soul-Scar Mage looks promising against anything you cant one-shot. Also, you might want to consider Flame Slash over Roast for its cheaper cost and greater versatility.
2 months ago
I think you have a fair sideboard, but if the purpose of a sideboard is to improve your gameplan against your opponent, having cards that drastically improve your chances when drawn see a high amount of play and should likely be prioritized (though there are different sideboarding strategies and techniques, so there is no need to take this as verbatim). Some things I'd consider for your sideboard that could be a helpful start: Artifact Hate. This is fairly important for several decks in modern, the main offender being Affinity. Cards like Shattering Spree, Smash to Smithereens and Hurkyl's Recall can really help improve these sorts of matchups. One strength you can leverage in blue is countermagic, especially against combo. Cards like Negate, Dispel, Remand and Mana Leak could prove useful for to you to play a stronger tempo game against unfair linear combo strategies like Gifts Storm. I think that the Abbot of Keral Keeps can be really good for games that go long, which are likely midrange and control strategies. Young Pyromancer could be something you could look into for a similar grinding effect, but I believe uses a more tempo oriented approach that is friendlier with countermagic if you add it to the 75. Overall, I definitely like the concept of the deck, and you have a solid start. Refining a deck like this can be just as fun as playing it!
2 months ago
It's not that I don't get you on being innovative. But there's just no denying that staple cards have that status for a reason (most of them, at least). So as far as I can tell, what you have here is a bad jund shell, with a surprisingly good combo finisher (Generator Servant into Master of Cruelties). But you still need to do all the grindy things a regular jund deck does - that is: win a bunch of 1-for-1 trades, and somehow come out a little bit on top. Lightning Bolt is "played by everyone", because it provides to things - best mana-to-damage ratio at instant speed, and an efficient way of trading 1 for 1. Slaughter Games is a really bad card, because you can't even trust it to trade for anything on your opponents hand - you just name a card, and hope you hit... and it costs 4 mana (compare to Thoughtseize with its 1 mana for trading for the best card in your opponents hand). So, it's not using other cards than the usual staples, I find doubtful, it's using new cards that do that do the same things as more commonly played cards, but are less effective.
If you change a deck fundamentally, you should go out of your way to get something out of it. In jund, you could for example play cards with delirium. Traverse the Ulvenwald would be really sweet in this deck, since you have a finishing combo with 2 creatures, and could use traverse to find the combo pieces. There's a pile of cheap enchanments that can be sac'ed, and that would help on delirium... Grave Peril looks promising, but so does Vessel of Nascency. There's also a couple of spellbombs that aren't too silly, and could put an artifact in GY. And then you could then play Grim Flayer and Whispers of Emrakul... discard 2 at random... that's just nasty. Speaking of discard, Blightning hasn't seen much play lately (since Kolaghan's Command covers the same functions and then some more too) - but it's still a good card, and you could easily get a lot of advantage out of it.
While it's not really card draw, Abbot of Keral Keep comes close enough. It's better when the average cost is a bit lower than what you have here (which is another argument for 1 cmc spells).
Also: Adding in 3 Thragtusks doesn't really reduce casting cost in this deck.