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Enchantment — Aura
Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.
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Alpha Authority Discussion
2 weeks ago
This deck looks super fun, but I do have a few concerns. A lot of this is going to depend on the playgroup you encounter, so take it with a grain of salt. The two main issues I see are EDH-specific removal and go wide decks.
Lets look at removal first. Obviously in a green deck, the ramp you will be getting is going to make it very easy to just regenerate or recast your commander if you need to, but many players run removal that doesn't put your commander back to the command zone. I'm a filthy blue player, so the immediate example for me is Imprisoned in the Moon , but think things like Pacifism , or even Mind Control or Act of Treason effects. Currently, you only have 4 cards that protect against this type of removal in Alpha Authority , Canopy Cover , Swiftfoot Boots , and Krosan Grip . All of these except for grip are only options that work if you preemptively draw and play them, they cannot save your commander if he is already under a bit of removal. That would be fine, but with only 4 pieces of protection, your chances of drawing and playing them before your opponents can respond to your commander is not actually super great. That means you might be staring down a game where your only creature is stuck as a land, or just unable to attack. I would definitley consider trying out either more protection style enchantments, or running something like a sacrifice outlet i.e. Ashnod's Altar . Altar probably isn't the best choice for mono green, but its the first thing I could think of. If you wanted to run more creatures I would recommend trying out something like a Birthing Pod or Evolutionary Leap , but if you want to keep the count low the other option is to run more enchantment removal. Krosan Grip is a good choice, but if you are banking on going tall, you need more ways to defend your dude. With commander damage being a thing, you should be in a good spot to close out the game with only 2 or 3 enchantments on your commander, so I would prioritize more slots to protection to actually be able to swing in.
Go wide decks might be another big issue. Going up against a Krenko, Mob Boss or a Marath, Will of the Wild , even trample might not be enough to get through chump blocks. You are also open to a blowout by just not having enough blocks to stop your opponent. If they swing with 10 tokens and you can only block one, you aren't really going to be alive very long. You do have some Fog effects, but that's potentially not going to be enough on its own, and again it falls into that issue of only being one or two cards in your deck. Something like Silent Arbiter could help out in this aspect. Arboria could be a neat include too once you have your dude suited up. you won't have to cast spells after you have a beefy commander, but your opponents will eventually have to do something, opening them up to attacks. Elephant Grass could be another option, as a token deck probably won't want to pay 10 mana just to sneak in 5 damage.
Also, if you end up doing any playtesting, keep note of what your deck struggles with and feel free to add it to the description. Having a list of problems to tackle helps out a lot in strengthening decks, and it helps commenters stay on the right track a lot easier. This deck does look super fun though, so definitely let me know how it goes in any future games!
1 month ago
Hi! So, I'm not sure if you want input on this deck or not, but I'm going to offer some anyways. First, lets get this out of the way: Unfortunately, this deck is not modern legal, because Atraxa, Praetors' Voice and Curse of Predation have not been printed in any modern legal sets. I'll start with the good things: these are predominately good magic cards. A lot of people tend to try to make decks that ultimately are just lacking strong effects. Your sideboard is pretty well built, although I'm not sure what the "Dread Decks" you are referencing in the description, it contains a good mix of graveyard, aggro, midrange, and control hate. Additionally, Hardened Scales is strong, and it looks like you've got a fair amount of cards that synergise with it. (Sorry for all this text, especially if you already know this.) Now onto the stuff that could use tweaking. The enchantments. A lot of them are sweet, but unfortunately really aren't very useful. Alpha Authority is strong, but usually won't really effect the game state, or at least not in a meaningful way if you look at how powerful modern decks are. Curiosity can be reasonable, but typically is only good on cheap creatures with evasion. In this deck, the best you can do with it is play a two-drop, next turn enchant it, and hope that your opponent has no blockers or removal by turn three. While not necessarily bad, it is almost always a worse Serum Visions. Having played with Aether Vial a fair amount, I think it's safe to say that it doesn't belong in your deck. Most vial decks want to use it for two things: to accelerate out cheap creatures, or to "flash" in creatures with disruption abilities at instant speed. Also, most vial decks want to run thirty-ish creatures, so that vial is always good. Currently, Chromatic Lantern probably should be in this deck, but not for the right reason. Your land base is really inconsistent. Instead of using Reflecting Pool, Mana Confluence, and filter lands, you should try a combination of "fetchlands", like Windswept Heath, Verdant Catacombs, or Marsh Flats, and "shocklands," those being Overgrown Tomb, Temple Garden, or Godless Shrine. These together with fetchlands are incredibly strong, as you can fetch up any color of mana the deck uses, and thin your deck,slightly decreasing the chance of drawing lands in the future. The real issue I see with this deck is that it doesn't really know what it wants to be. You have midrangey creatures, aggressive enchantments (kinda), slow artifacts, +1/+1 counter synergy, life gain synergy, etc. I would try to pick one of those things, and make the whole deck built around it, which means getting rid of all the random two-ofs. Arguably more important than raw power in modern is consistency, and this deck has no real card advantage spells, and too many different things.
For some inspiration, here's some versions of some of the archetypes your deck displays: 1. Midrange: BG "rock". Modern BGx midrange decks use discard effects like Inquisition of Kozilek as their form of card advantage. 2. Hardened Scales: G Hardened Scales. Modern scales decks are typically artifact based, to abuse the "modular" ability. 3. Enchantments: Bogles. Modern enchantment deck typically use cards like Slippery Bogle (hence the deck being named "Bogles"), so that their creatures come down fast, already with hexproof. Sorry if all this was pointless for any reason, but I had some spare time and I hope this helps maybe. (Also, a bunch of your maybeboard isn't modern legal... have I been Whooshed?)
1 month ago
I know the struggle of keeping your commander on the field, especially in pods.
2 months ago
Some neat cards for Ghalta:
3 months ago
123 cards, you need to drop 23, here are my picks:
Bloodstone Goblin, Death's Presence, Contagion Engine, Saproling Infestation, Loyal Guardian, Sporeback Troll, Explosive Vegetation, Increasing Savagery, Retreat to Kazandu, Shape of the Wiitigo, Hunting Triad, Jugan, the Rising Star, Artifact Mutation, Soul's Might, Solidarity of Heroes, Rishkar, Peema Renegade, Joraga Warcaller, Strength of the Tajuru, Ring of Kalonia, Managorger Hydra, Ring of Valkas, Alpha Authority, Song of Freyalise, Forced Adaptation, and Rampant Growth
3 months ago
Creature pump/value: Cloudstone Curio and Panharmonicon are both broken with Arcades. Serra's Blessing --> Brave the Sands: strictly better! Spidersilk Armor is great against heavy flying decks (and will rarely be a removal target because it is so unassuming)
Ramp: Azorius Signet, Simic Signet and Selesnya Signet should all be run; they allow for a turn 3 Arcades. Thought Vessel (came in Meren) lets you keep your excessive draws and Mind Stone replaces itself if no longer needed. They also fit the bill of a 2 drop ramp. Sylvan Caryatid!
Target/mass removal: Dusk, Solar Tide, and Slaughter the Strong, will all be one sided wipes for you! Cyclonic Rift is worth the price tag; it will go in every blue deck. Consider mainboarding Path to Exile and Swords to Plowshares. Return to Dust is another strong card.
Land: Prairie Stream, Irrigated Farmland, Scattered Groves, Reliquary Tower, the temples (Temple of Mystery), bounce lands (Simic Growth Chamber), and pain lands (Adarkar Wastes) are all worth considering. Real solid base though!
The counterspell suite is great in one on one games but in multiplayer, it is rarely a good trade. I would cut down to two or three. For efficiency Swan Song is a powerhouse; your Disallow exemplifies the flat out "no"; Insidious Will is wildly versatile and can win you the game.
Alexi's Cloak, Alpha Authority, Canopy Cover, Diplomatic Immunity, and Shielding Plax could be swapped out for repeatable protection (the equipments above) or effects that not only protect your whole board but also abuse ETB abilities (I cast Damnation, you cast Ghostway. I cry because you have your whole board and drew 5 cards).
Some other cuts that could be made for new stuff would include any of the walls that are just big dumb beaters like Glacial Wall.
4 months ago
That being said, you might consider a few alternate enchantment targets? Cold-Eyed Selkie is an awesome source of card draw if you get a good hit in.
4 months ago
While I like the idea of efficient 2 drop creatures 3 drop enchantments to generate very powerful creatures, I feel like a lot could be smoothed out with some minor adjustments.
Qasali Pridemage is amazing, in that it is a maindeck answer to Ensnaring Bridge, ironworks and Oblivion Stone, along with a playable body, and well worth a look. There are more budget equivalents around, but I've never failed to want pridemage.
On the note of 3 drops though, Satyr Enchanter, Mesa Enchantress, Eidolon of Blossoms and Verduran Enchantress offer major card advantage. For a longer term 'lifelink and disruption' plan, they are no joke.
Good luck, and I hope you get a strong list out of the end of it.
Alpha Authority occurrence in decks from the last year
All decks: 0.0%
Commander / EDH:
All decks: 0.01%