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Enchantment — Aura
Enchant creatureEnchanted creature has hexproof and can't be blocked by more than one creature.
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Alpha Authority Discussion
3 weeks ago
You may want some more things for hexproof (Swiftfoot Boots, Alpha Authority, Robe of Mirrors, etc.) if you're worried about Kruphix getting removed, because if he has indestructible and hexproof only exile board-wipes like Merciless Eviction will get rid of him. That or if they can target you to make you sacrifice (Geth's Verdict) him, which you could always solve with Witchbane Orb.
4 weeks ago
1 month ago
You are kind of all over the place with this deck. I feel like it needs more direction, so it can be more consistent.
I personally think Vorosh makes a good voltron type commander that you can pump to end games with commander damage.
If you choose this route you will need more protection for Vorosh. Swiftfoot Boots, Alpha Authority, and Canopy Cover usually work for me.
I don't know how budget your budget is, but I would swap in more ramp to get Vorosh out faster. Cultivate and Kodama's Reach are not to expensive and can go a long way in fixing your colors too.
1 month ago
Never underestimate the power of Solidarity of Heroes with your massive hydras. It's one of the few non-creature spells I don't mind having multiples of in a starting hand for my hydra deck. I feel Springsage Ritual is too mana heavy for what it does. I would prefer Nature's Claim, Naturalize, Sundering Vitae or at least Natural End. I would drop a few creatures to include Deadly Recluse, it's a much stronger discouragement against attacking flyers than what you've got. Drop Ritual of the Returned, as the majority of your creature's stats are actually pretty low, and the best targets you have are just barely mana efficient to play that way, and won't keep the abilities that make the creatures useful. Also, Stab Wound, and all the cards currently in your sideboard are only useful for very long games, which I think gives this deck an identity crisis. In my experience, hydra decks work best by aiming to drop a quick-growing hydra as soon as possible and swing to kill with it in 2-3 turns tops, which your slow-grinding cards don't contribute towards. It's possible your deck can be effective as well, but try cutting the slow cards, including some quick mana ramp (GreenisGod's recommendation is fantastic) and increasing the proportion of hydras to ensure you have one when you need it. I'd expect your results will improve drastically.Lastly, it's very important to include creature protection for a deck that works around making massive creatures. I'm fond of Blossoming Defense, Alpha Authority, or Sheltering Word. Heroic Intervention can also be incredibly clutch.
1 month ago
While I like the spice on Dark Prophecy, I'd toss it in favor of Dictate of Erebos, which is basically like another Grave Pact, and is less color intensive. I understand Disentomb and Eldritch Evolution, but dislike both. Killing Wave is a fun alternative for both of those, and hits both players. And if the opponent keeps a strong board presence, they pay for it in life, where you would prefer to keep only the minimal amount of creatures. I don't like Jarad, and would rather see more effective one drops such as Young Wolf, which can give you a singular double sac outlet or you can do the opposite and run Slitherhead, which can give you a single sac outlet, and then buff a creature later. You could also run both, as an option. And while I love Death's Presence as a card (much like I like Guild Feud and Possibility Storm), it's simply too slow with your lack of mana ramp. The end result would also move you off of red entirely, of which you're only running a couple of spells, and there are far better spells out there. While it is true Temur Battle Rage gives you first strike, I feel there are just better spells out there to help considering how color intensive some of the pieces are. Fists of Ironwood provides Trample and more creatures, for instance, Sheltering Word gives some nice bonuses, as does Heroic Intervention and Apostle's Blessing, the latter of which is an Infect staple for a very good reason. If you want to reduce the number of blockers, then you could run Alpha Authority, and for further beats, run Scute Mob. Then you could also shift over to Creakwood Liege if you really wanted, who would buff the creatures in your deck, and give even more sac outlets. Then there's Ghost Quarter, which could fill your red slots and kill creature lands on the spot, when they're creatures usually, and give you even more counters on the Beetle.
1 month ago
I like the idea of pure land stuff!
2 months ago
Take a look at mono-green stompy, its a stable competitive modern architype that runs very similarly. Leatherback Baloth provides some more hard hitting power and Vines of Vastwood provide protection. I'm a fan of Asceticism. Avatar of the Resolute will outperform Wild Beastmaster, especially run alongside Strangleroot Geist. Not a fan of seige or scalelords compared to some other value-generating enchants at that cost or less- Durkwood Baloth is way easier to cast than terra stomper, and Paleoloth/Spearbreaker Behemoth provide more lategame presence. Gristleback and Brindle Boar can be strong sideboarded against burn. Renegade Krasis can do work with the +1/+1 counter theme. Alpha Authority could be useful as well as Inspiring Call for protection. Anyways, good luck and happy brewing.
2 months ago
Thank you for the advice, it was very helpful. I removed a few of the infect related cards so that I could put in more cards to protect Atraxa. Cards like Darksteel Plate, Asceticism, Alpha Authority, Whispersilk Cloak, and Mother of Runes. I also added some more removal after a friend told me it was lacking that.