|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Rare|
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When Abzan Ascendancy enters the battlefield, put a +1/+1 counter on each creature you control.
Whenever a nontoken creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield.
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Abzan Ascendancy Discussion
2 weeks ago
A deck wanting to use Phyrexian Obliterator, without Arena or the already mentioned Gray Merchant of Asphodel seems odd. That being said this looks solid, main-deck graveyard hate/draw in the form of Nihil Spellbomb, is a good choice at the moment as is your removal suite. You probably have too many extraction effect in your sideboard, I'd cut Infinite Obliteration and Cranial Extraction, maybe try Dromoka's Command, Abzan Ascendancy or Lingering Souls?
3 weeks ago
CaptSillva, thanks for the suggestions. I'm definitely going to add some of those to my deck as soon as I can get the cards. I always looked at Contagion Engine but never thought it was too great of a card, and then I read it more thoroughly and I understand the appeal. Hooded Hydra and Abzan Ascendancy, although good cards, don't work well with my play-style. I'm trying not to do tokens with this deck and focus more on +1/+1 counters instead. I also had to re-read The Mimeoplasm; he's making the deck as well.
Again, I appreciate the feedback.
4 weeks ago
Here is a short list of cards you could consider for this deck Abzan Ascendancy, Anafenza, the Foremost, Siege Rhino, The Mimeoplasm, Gilder Bairn, Altered Ego, Hooded Hydra, Hangarback Walker, Contagion Clasp, and Contagion Engine.
1 month ago
So with the theme of being aggro/removal, and keeping the deck at a budget I'll try and list some budget alternatives that can be upgrades, off the cards I can think of off the top of my head. I'm also noticing a trend with +1/+1 counters so I'll consider those as well
Arbor Colossus: He's basically an 11 cost 9/9 that removes one single flying creature
Druid of the Cowl: Two drop mana dork that can be replaced by Llanowar Elves or Elvish Mystic. Though Druid of the Cowl has more toughness, playing one of the others turn 1 helps accelerate you better.
Experiment One: Cool one drop that gives himself counters and can regenerate, but the downside is that your deck does run a lot of creatures with similar low power/toughness creatures making this hard to get passed more than 3 counters without the aid of using resources on him.
Kabira Vindicator: Level up is a cool mechanic, but having to spend 4 mana to cast him and then another 6 mana to give your creatures +1/+1 is pretty bad. Glorious Anthem would already give them +1/+1 OR you can always get Gideon, Ally of Zendikar use his -4 ability immediately and have the emblem to have an almost permanent buff to your creatures.
Knight of Cliffhaven: Same reason as Kabira, 5 mana to have a flying 2/3 is pretty meh. and 14 mana total to have a flying, vigilant 4/4 is the worst.
Sunscorch Regent may not have vigilance, but he does have flying, and gets stronger the more spells that cast as well as gaining you life.
Netcaster Spider: Would just replace this with
Longshot Squad, would synergize more with the deck and grants your other creatures +1/+1
Salt Road Patrol: For aggro, this card is too slow and only boost itself.
Sporemound: You don't have any mana accelerators or extra land drop enablers
Oath of Ajani: Would replace with Abzan Ascendancy, one extra mana for the same first ability, but the second ability will have more usage since you don't run any planeswalkers in the deck which makes the oath just a dead card on the field.
Consume the Meek: This kills your commander and most of your creatures
Cards I would consider adding:
Cathars' Crusade: Considered a staple in most creature decks that use +1/+1 counter things
Forgotten Ancient: Allows itself to gain more counters on it while the game continues and can move them to other creatures
Retribution of the Ancients: Great kill enchantment that revolves around +1/+1 counters
Oran-Rief, the Vastwood: Just an all around decent land that gives counters to all your creatures that entered on the same turn.
2 months ago
Looks fun , here is some fodder from edhrec that could be good too
Poison-Tip Archer, Ashnod's Altar, Cultivate, Zulaport Cutthroat, Sakura-Tribe Elder, Mentor of the Meek, Thallid Soothsayer, Rishkar, Peema Renegade, Smothering Abomination, Thallid Omnivore, Ivorytusk Fortress, Inspiring Call, Song of Freyalise, Abzan Ascendancy, Retribution of the Ancients, Evolutionary Leap
2 months ago
4 months ago
It's worth noting that there aren't currently creature cards with the stated ability (or similar) on them, possibly due to the potential confusion in whether or not that particular creature would also count for the "whenever a creature enters the battlefield" trigger. The closest I could find was Akoum Battlesinger, which has the ability phrased with "Whenever Akoum Battlesinger or another Ally enters" in order to clear up the confusion.
In your hypothetical case, though, the creature would enter the battlefield, and then any relevant "enters the battlefield" triggers would trigger unless something else prevents it (such as an effect that causes creatures to lose all abilities). This would include the creature with your hypothetical ability itself, given the wording, and you would draw the card. There is no state where the creature has triggered the ability but is still "entering" instead of "has entered." It enters and the ability triggers, with the creature actually on the battlefield.
As for static vs. triggered (vs. activated, while we're at it).... Activated abilities always are phrased "(Cost): (Effect)." Triggered abilities always begin with "When," "Whenever," or "At." All other abilities are static.
Llanowar Elves has an activated ability. is the cost, and the effect is adding to your available mana. You pay the cost, and then you get the effect.
Abzan Beastmaster and Abzan Ascendancy have triggered abilities with each of the starting words I mentioned. These all trigger when the trigger condition is met (the beginning of your upkeep, when the card enters the battlefield, and when a nontoken creature you control dies).
Anything else is a static ability (unless it's a spell). It can be as simple as a keyword like haste or flying, or something wordier like Blood Moon. These take effect as soon as the card enters the appropriate zone, and only stop working when that card leaves the zone or when the card says it ends.
5 months ago
As far as decks that benefit from sacrificing your own stuff, there are lots of half decent aristocrats lists. Bloodbriar likely would not make the cut in any of these, but cards like Varolz, the Scar-Striped, Falkenrath Aristocrat, Cartel Aristocrat, Bloodthrone Vampire, Viscera Seer, Teysa, Orzhov Scion, Doomed Traveler, Abzan Ascendancy, Bridge from Below, Kitchen Finks, Blisterpod, Bloodsoaked Champion, Tukatongue Thallid, Bloodghast, Gravecrawler, Voice of Resurgence, Young Wolf, Blood Artist, Zulaport Cutthroat, Tidehollow Sculler, and Rally the Ancestors are all cards I would look at.
EDIT: Scapeshift wins in the aptly named "Scapeshift" or "TitanShift" (which also uses Primeval Titan) decks by ramping to 7 lands and shifting into 6 mountains and a Valakut, the Molten Pinnacle for 18 damage -- usually enough to kill most decks. If they have not yet taken damage for some reason, then going up to 8 lands for 7 mountains and a Valakut will hit for 21.