|Commander / EDH||Legal|
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Artifact Creature — Wall
: Amaranthine Wall gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Amaranthine Wall Discussion
2 weeks ago
3 months ago
I am creating a guild gate deck with another approach, and this deck is giving me a lot of great idea (the one I am building is modern tho)
As you know, the weakness of using all tapped lands is that you can only cast a 2CMC creatures on turn 3, and blood sun on turn 4 (in the best scenario). By the time you get the manas, you already took some damages from opponent(Aggro even worse). This is way too slow and I think the easiest way to fix it is adjust the mana pool, 50/50 basic lands and gate lands. I totally understands that it feels good to have all the gate lands in mana pool, I did that at first too, but it is just not practical. For my game test, 50/50 basic lands and gate lands, doesn't effect much on the performance of Gatekeeper Gargoyle and Glaive of the Guildpact, but increasing your chances of surviving from aggro dramatically. Sum of all, the reason of 50/50 mana pool is getting Basic lands to build up your defense, and using District Guide and Circuitous Route to ramp out the gate later.
In standard deck, Gleaming Barrier, Suspicious Bookcase and Amaranthine Wall are great defender to put in. and As they are all 0/4-6, Deafening Clarion is a great minor boardwipe in the early game especially when you run in to a tokens deck. Arcades, the Strategist will shine in this deck if you solely using defender in the deck, all defenders turn into attacker all of the sudden.
Just my opinion, please tell me what you think. I need some feedback to
After seeing your deck, now i also want to put few Blood Sun in my deck to! lol
3 months ago
Despite running 4 Eldest Reborn to eventually steal some additional creatures you don't have a ton of options to crew the Galleon. A perfect pairing with Amaranthine Wall might be Phylactery Lich. I'm honestly not 100% what you'd cut though. Maybe 2 Karn only because running 4 could leave you with multiples in hand or 2 of the Eldest Reborn. Just a thought though, it may not fit what you're trying to do.
4 months ago
xhuggels -- Hi! Lots of good ideas here. I do need to pick up a Amaranthine Wall at some point. I agree that the indestructible would be nice, and the cost isn't too bad considering six toughness isn't too shabby. I'll sneak Suspicious Bookcase in there this week and try it out for a bit.
Traxos, Scourge of Kroog certainly looks interesting. The idea of being able to swing and do something early on if I can't get Arcades out/he's pinned is pretty appealing. I'll pick up a copy of him since he's cheap and put him in my maybe board once I do.
My group plays a lot of decks with white in them, and I'm learning fast what a pain Shalai, Voice of Plenty is with evasion attached to her. I just ordered one of her for trying in my Darien deck. I'll for sure try it in this one too. Thanks for all of the ideas!
4 months ago
Dude...you turned my standard deck into a commander deck! the only cards i could think of from my standard build is Amaranthine Wall, the pay for indestructible comes in handy from time to time, though is a lot to pay to get it on the field. Suspicious Bookcase also has a sweet unblockable effect if you dont happen to have Tetsuko Umezawa, Fugitive on the field. i also use Traxos, Scourge of Kroog as a huge trampler that gets to untap pretty much every turn. he also untaps through Marble Titan so you wouldn't be kicking yourself when you have them both on the field. thats about all i can suggest since you are thinking in the right direction. I use dive down and Aegis of the Heavens to buff the walls, and i also play Shalai, Voice of Plenty to protect myself and my board, but i doubt single target buff spells would do you any good in commander.
4 months ago
5 months ago
I recommend changing your mana base to a playset of each of Urza's Mine, Urza's Power Plant, and Urza's Tower, and 2 different playsets of dual lands of your choice and 2 Inventors' Fair for a total of 22 lands. instead of playing Hanweir Battlements, play 2-4 Lightning Greaves, it has a starting cost of 2, but allows you to make one creature you summon every turn have haste for free afterwards, along with giving it shroud. if you dont mind paying 2 every turn you can also use Fleetfeather Sandals instead for the same effect but with flying that can assist your offense. instead of haveing a masssive ammount of cards that discard yourself, use a playset and a half ofTorment of Scarabs and Demonic Pact. haveing 6 of these cards will nearly guarantee you pulling one of them by turn 4 and your forcing your opponet to discard instead of yourself. this means that you wont be able to defend with Lupine Prototype, the issue is minute however as id imagine he'd be tapped from being on the offenseive with flying, but is easily resolved with a playset of Amaranthine Wall. although expensive, you may want to use 3 of All Is Dust as its a one sided board wipe for you. if you want to add ramp you can use a playset of Powerstone Shard. if you want some combos, you can use Prototype Portal or Sculpting Steel to make copies of important artifacts, such as Lupine Prototype. perhaps you may want to add Diabolic Tutor to help you find specific cards. i feel that all of your spells and activated abilities that use red mana are not very productive compared to everything else
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