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Artifact Creature — Beast
Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.
Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Ravager Discussion
3 days ago
Okay so second round of testing is officially complete and well, it didn't quite go as planned, sometimes it was my fault others it was pure bad luck, and sometimes it was just a bad matchup. Needless to say here is my full report.
- vs. Affinity 2-1
Game 1 affinity had to mull to 4 and never really did recover from that as affinity is one of those decks that just doesn't mulligan well. Game two an Etched Champion was able to beat down enough that a Blinkmoth Nexus equipped with a Cranial Plating could swing in for lethal. Game 3 was kinda crazy and one of the better games of magic I have probably ever played. I was on the play and dropped Champion of the Parish on turn one, a good start, affinity responded by playing Darksteel Citadel, Ornithopter, Memnite, Mox Opal, and Steel Overseer, with Arcbound Ravager in hand as I learned for turn two (literally an insane hand for affinity). I was ready to concede when I topdecked Card: stony silence turning off all of affinity's field and they were never able to remove the enchantment, I beat down until they were dead as they didn't draw into non-artifacts.
- vs. U/R Gifts Storm 0-2
Not much to say here, storm is good, in both games I was a turn away from swinging for lethal when storm combo'd off and killed me with Grapeshot, in hindsight I should have probably mulled until I got to removal to deal with Baral, Chief of Compliance, and then delayed them but I don't think it would have made too much of a difference, the deck is certainly fast enough to beat Storm before it combos off I just didn't get that opportunity.
- vs. U/W Control 0-2
Game one I lost to well timed removal, I played well enough around the counters but the removal was overwhelming and eventually became too much for me to recover. Game two opponent drew every Celestial Colonnade and beat down with those while also seeming to draw into every counter and removal spell (I had Cavern of Souls which helped but that didn't stop the removal), I didn't stand a chance as they just countered Eerie Interlude.
- vs. Burn 1-2
These games were close, game one we both got each other down pretty low, opponent topdecked a burn spell and was able to also drop Monastery Swiftspear I lost to the prowess. Game two I won thanks to the most unlikely source Blood Moon. I know it's weird, I had sided a couple in to turn off Lightning Helix and Boros Charm late game for my opponent, it ended up with them having only uncastables in hand and I won on Champion of the Parish beats, who would have thought Blood Moon would do so much work. Game three again was close I lost to a Shrine of Burning Rage having not expected to see it which was an oversight on my part.
- vs. G/R Vengevine 0-2
I was skeptical about the Vengevine deck, I thought maybe it was just a fluke, I was wrong the deck was insanely good, both games they dropped two Vengevine turn 2 and I had no answer, it wasn't close this deck was way too fast as I was always on the defensive and the pure volume of creatures it played meant my removal was useless, I have to test more against this deck with my other decks and yours and try to figure out a consistent way to beat it.
- vs. 42 Land Swan Hunt 0-2
Swan Hunt had near perfect hands both games, game one they were able to combo off turn 4 (the earliest they can) and won on the spot (I got them to 9 life this game so the deck did well just can't beat the combo once it is assembled). Game 2 was a bit upsetting, I had them at 1 life when they Treasure Hunted into a Swans of Bryn Argoll and combo'd off the next turn. This matchup is easily winnable but opponent just had a great hand and better luck.
The mana base still feels a bit clunky which hurt me in some games, I would cut the filter lands as good as they are as they can't be played turn one really and add some more plains as that would make Blood Moon less painful.
I also found myself mulliganing a lot, I think the deck needs another solid two-drop I'll look around on gatherer and see what I can find and then test it out. Overall the deck itself did fine I just punted a few too many times and got some bad hands.
4 days ago
After four years of longingly staring at Arcbound Ravager in the case of my LGS, I've finally realized my MTG dream of putting Modern Affinity together on paper. I've played a few matches, and I definitely love the deck. However, I have a few questions about sequencing, decision points, and what kind of hands to keep.
If I'm playing against a non-blue fair deck, and I have one, a Springleaf Drum , and two 0-drop artifact creatures in play. I have a Steel Overseer and a Master of Etherium in hand, as well as one land. Do I play the Overseer first to try to get it to stick, or do I play the Master to bait removal in turn two?
I attack a Mardu Midrange opponent on four life with a 6/6 Arcbound Ravager and a 0/1 Signal Pest. They block with a Shambling Vent and have four untapped lands with one card in hand. Do I sacrifice the Ravager to try to get the kill or do I wait another turn?
If I'm given the choice between payoffs, when is it correct to lead with which payoff? What order do I generally play Cranial Plating/Ravager/Overseer?
What do I look for in a keepable hand? What is the optimal mix of payoffs/enablers/lands?
Is it better to play more spells from hand, or get in initial damage from Nexi when I have Cranial Plating in play?
Sorry if these are lacking in details. These games were played a few days ago, so my memory is a little hazy. Thanks so much for taking time to comment.
1 week ago
Getting this with this weeks check, Glimmervoid next week, and Arcbound Ravager the week after. The opal will have to wait until I can find a buyer for my kidney. Because I don't want to make the nub choice here, what do i take out for the upgrades?
2 weeks ago
Okay so I have spent the last few hours testing, and making notes about, the deck against some of my own decks and a couple staples of the format a kind of gauntlet for lack of a better term. Here is how it fared (please realize that most of these decks are fast and set in stone they are not work in progress builds):
vs. Mono-White Tokens 0-2
- The deck was simply too fast for the dragons to keep up, game one the opposing deck was able to get 6 human tokens out turn 5 and win with a massive swing from a Thalia's Lieutenant; game two the token deck had two Champion of the Parish in the opener.
vs. Mono-White Death & Taxes 1-2
- (Preface: this is the archetype and deck I play the most so my experience with the deck had a factor). Game one kept a risky hand with Death & Taxes and lost to quick ramp from your deck. Game two and three I played more conservatively behind my Aether Vial's and fell into my rhythm winning both games relatively easily behind vial and Flickerwisp. Goblin Guide did very well game one and two.
vs. Simic Infect 0-2
- Again a matter of speed, game one your deck got mana screwed and infect got out multiple Noble Hierarch's; game two the infect deck was able to swing for 16 infect turn 3 which is near unbeatable when you didn't have Fatal Push mana.
vs. Affinity 0-2
- Game one affinity was able to dump it's hand turn one and an Arcbound Ravager turn two, conceded on the spot as turn three faced certain death; game two went well until affinity played Etched Champion and Cranial Plating turn 6, had no answer (there isn't a good answer to this).
vs. 4-Color Aikido 0-2
- (Preface: I play this deck a lot, it's one of my private decks). Both games got stuck behind massive life gain and drain from the aikido deck, slow loses typical when facing this deck as both games went well past turn 20. Didn't draw a board wipe and opposing deck sides in Selfless Spirit.
vs. Mono-White Blink 2-1
- Game one blink deck was mana-screwed; game two lost to Ghost Quarter + Sun Titan lock before being milled out with Thought-Knot Seer; Game three was able to out pace the blink deck and remove vital pieces before they became a problem, Scourge of Valkas was an allstar.
vs. Oath of Nissa Bant Superfriends 0-2
- (Preface: this is another one of my private decks that I have a ton of experience playing and building.) Game one lost to an Elspeth, Sun's Champion emblem with Gideon, Ally of Zendikar and Nissa, Voice of Zendikar already having made ample tokens as well. Game two lost to Ajani Vengeant tapping down Elvish Piper and subsequent Narset Transcendent emblem and Thragtusk with Noble Hierarch triggers.
vs. Eldrazi Tron 1-2
- Game one opposing deck had natural tron, lost to Ugin, the Spirit Dragon followed by Reality Smasher. Game two opposing deck failed to assemble tron quick enough, won behind Goblin Guide and ramp leading to Utvara Hellkite and Savage Ventmaw. Game three lost to assembled tron backed with Thought-Knot Seer's and Walking Ballista.
vs. Grixis Death's Shadow 0-2
- Versus the best deck in the format game one was never close, the shadow deck had 15 life after turn one and a shadow in hand, Gurmag Angler was dropped turn two and was unable to recover. Game two I should have won, was able to remove a Death's Shadow and was a turn from winning off of Thunderbreak Regent when I lost to a Snapcaster Mage + Lightning Bolt + Revolt triggered Fatal Push leaving me with only a Birds of Paradise, the shadow deck then drew two Sahdow's in a row and won off beats.
Though it may not look that way the deck did better than I thought it would considering it is just being built now and unlike the decks it faced hasn't been finalized. Overall record was 1-8; 4-17 in games. It hung on with the better decks in the format and beat a combo deck that once it gets going is near impossible to stop. I would say the gauntlet was a success as it highlighted the needs of the deck and showcased what went right. Follow up comment will have my suggestions.
3 weeks ago
The first thing that needs to be done is cutting out some of the creatures with high mana costs and still die to Lightning Bolt. A creature has to do something amazing in order to justify costing more than 1 mana and having under 3 toughness. Dark Confidant, Arcbound Ravager, and Vendilion Clique fit these criteria. Odric, Lunarch Marshal, Consul's Lieutenant, and Heron's Grace Champion do not. Getting your creatures to survive to the combat phase when they get hit by Lightning Bolt and Fatal Push is a serious issue.
I'd also move away from anything costing more than 3 mana unless it flat-out ends the game when you play it. Surrak, the Hunt Caller sort of fits this criteria, because he's going to come down and give himself haste right away, allowing you to push in for those last few points of damage. I'm not convinced the same is true for Thalia's Lancers or Sigarda, Heron's Grace (although Sigarda, Heron's Grace is probably a prime candidate for the sideboard).
You're also an aggro deck. You can't afford to lose time because your land on turn 1 came into play tapped. Play basics over Evolving Wilds and Blossoming Sands. Sunpetal Grove and Canopy Vista are other good budget options. Windswept Heath, Temple Garden, Flagstones of Trokair, and Horizon Canopy are powerhouses if you're not on a budget. Lands going into the graveyard also means Knight of the Reliquary is viable.
Gavony Township should be played in your list in multiples. 2 would probably be good. You want to see them each game but you don't have any mana dorks (namely, Noble Hierarch) to allow you to play more than 2.
You should also be playing Honor of the Pure. All of your creatures are white and this puts them over the edge. Combined with Gavony Township, you shouldn't need Collective Effort. These two in combination are cheaper and make your team more consistently large.
So what are the replacement options for all of this?
Thalia, Guardian of Thraben is one of the first things you'll want to include. Her taxing effect makes sure your opponents are off tempo in casting their removal or win conditions. Storm basically can't win so long as Thalia, Guardian of Thraben is on the table.
Mirran Crusader is a powerhouse. Immune to Abrupt Decay, Fatal Push, eats Tarmogoyfs, etc. Probably the scariest thing you can do is follow up a turn 2 Honor of the Pure with a Mirran Crusader. If your meta doesn't have a whole lot of green or black, Blade Splicer is another good option for your 3-drop slot.
Hero of Bladehold will quickly end the game and is a a great card to play at the top of your curve. Ranger of Eos is another option. Either card will quickly flood the board and benefit from Honor of the Pure/Gavony Township.
Thalia, Heretic Cathar is absolute hell to try and deal with in Modern. A lot of people are playing fetches and shocks in their mana bases with only enough basics to dodge Ghost Quarter and Blood Moon. Combined with Thalia, Guardian of Thraben, your opponents' mana bases will be so strained they may never cast anything after turn 3.
Lastly, there's your maindeck hatecrap that comes from playing G/W Humans. Grand Abolisher, Ethersworn Canonist, True Believer, Imposing Sovereign, and Fiend Hunter will steal games out from under the right opponents.
All of this hinges on you playing Honor of the Pure or sticking with only humans. If you don't run Honor of the Pure, Experiment One, Mayor of Avabruck Flip, and Noble Hierarch are powerful alternatives (you may want to still include some of these anyway, especially Experiment One).
You can also move away from humans and more into G/W Little Kid. You get more hatecrap (Leonin Arbiter, Qasali Pridemage, Scavenging Ooze, Voice of Resurgence, Aven Mindcensor, Gaddock Teeg), more beatsticks (Loxodon Smiter, Wilt-Leaf Liege, Brimaz, King of Oreskos, Thrun, the Last Troll), and mana dorks.
I'd be remiss if I didn't mention Collected Company. It can be a little underwhelming, however, unless your deck is filled with silver bullets and singletons. You're looking more to go wide and attack as fast as possible. It will completely change the dynamics of your deck and how you play it.
As TMBRLZ, however, you really haven't provided much information. It's hard to tell you specifically what to add or cut from your deck (like is Hero of Bladehold to expensive for your budget? Sword of Fire and Ice?) other than just by glancing over it.
What's your budget? Who will you be playing against? Do you want this deck to remain strictly G/W? Strictly humans? What's the local meta? Is it a bunch of Zooicide players or U/W/x Control players? Or is it 1 guy with a $2,000 Rock deck and a bunch of people with Standard decks? Is this something you want to play for the rest of your Magic career or are you only looking at something to jump into Modern with? Do you plan on playing Legacy or Vintage and this is a deck you'd like to use help ease into older formats?
None of these questions have really been answered and so we're kind of left giving vague card suggestions/descriptions, instead of something like "Cut 3 copies of X and replace them with 2 copies of Y and 1 copy of Z."
4 weeks ago
Hello! I've been playing blue moon for nearly a year now and I have a few suggestions.
First off, even with card draw and scry, running 4 moons is a bad idea. Redundant moons don't really help you at all, especially in game one. There are very few main deck answers for a moon, if it is on the board it generally stays so drawing an extra really hurts more than helps. I'd recommend running Enigma Drake as a one of over it, as your graveyard will fill up fast.
Next, I feel your conterspell and removal suite to be a bit off balance. Lightning Bolt is great, but there is only so much it hits. To be honest, bolt is falling out of the meta. Death's Shadow, Thought-Knot Seer, Tarmogoyf and Arcbound Ravager don't care about bolt, however goyf and ravager care about Spell Snare, as does Snapcaster Mage, Dark Confidant, Scavenging Ooze and so much more. With that in mind, don't be afraid to run sorcery speed removal. Flame Slash, Roast and Serum Visions should at least be considered for the spells of the deck. Glimmer of Genius may also be worth a peek.
I think that the creatures are fine, I personally don't run them as I prefer more spells but they do their job.
Here's a link to my list if you want to look over it for reference!
Everytime I've played with it I've done well... 4-1 several weeks, 3-2 is most common since I have many Death's Shadow players, burn players, and affinity at my LGS. A bit too fast paced for the deck.
Best of Luck!
1 month ago
No. When Arcbound Ravager creature dies, it last existed on the battlefield when it had +1/+1 counters on it. Undying only triggers if the creature had no +1/+1 counters on it when it died.