Archetype of Aggression
Enchantment Creature — Human Warrior
Creatures you control have trample.
Creatures your opponents control lose trample and can't have or gain trample.
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Archetype of Aggression Discussion
6 days ago
He is always on my mind :D
Thanks, I did not know about that combo, i will make adjustments ASAP. Also if I add Archetype of Aggression I'll have all the Mardu Archetypes, which is nice in of itself.
I know :'( ... D:
I thought it worked the 'good' way, but when i reread it (after having build the deck) I came to the same conclusion. It will be the first card to go, therefore, and probably replaced by Archetype of Aggression as the swordfish suggested.
Thank you both very much for your comments
1 week ago
Was brought here from the Thread posted.
Unless your manabase is very consistent, double mana symbol cards can stretch out a deck's capacity on operating smoothly.
CUT: Brimaz, King of Oreskos, Archetype of Aggression (Replace with Primal Rage if needed), Stormbreath Dragon, Voltaic Brawler (Only energy card?), Dreg Mangler (scavenge is marginal), Putrid Leech, Watchwolf, Flinthoof Boar, Burnished Hart (For better Green Ramp, usually only in decks without green), Crackling Doom.
1 week ago
Deathtouch does pair very nicely with pinging and first strike. But did you know it combos with trample as well? Trample lets you assign any leftover damage to the opponent once at least enough damage to be lethal is assigned to the blocker. It specifically refers to "lethal damage," not "damage equal to the creature's toughness." What does this mean? If the trampler has deathtouch, even 1 point is lethal - no matter how tough the blocker is! If you attack with a 5/5 who has trample and deathtouch, then you can deal 1 to a 4/4 blocker and the other 4 to the opponent.
2 weeks ago
The reason i say that it's not good as a Voltron commander is because of the text on the card, as well as the rule of how one loses to commander damage. from the MTG comprehensive rules:
903.14a A player that's been dealt 21 or more **combat damage** by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)
"Combat Damage" is the key word.
From the MTG rulings on Saskia found on gatherer:
11/8/2016 The damage that Saskias ability causes a creature to deal isnt combat damage.
So therein lies the problem, Saskia is no better than the average commander for killing via commander damage. Sorry to rain on that parade :(
I would say, though, that she still puts out a TON of damage and therefore you might be likely to win by just straight damage through her alone. The buffing artifacts are your saving grace there.
HOWEVER, This is still a good deck and can put out a ton of damage! We just need to up the damage output a bit with some more cards.
Dictate of the Twin Gods, Gratuitous Violence and Inquisitor's Flail will capitalize on that damage output as well. Strionic Resonator will do the same OR ALLOW YOU TO CHEAT SASKIA'S EXTRA DAMAGE ABILITY TO SOMEONE ELSE!... or copy the triggered ability on say ... Hydra Omnivore
You could also use some more trample in case your hard hitters get blocked. the damage that rolls over more than likely will still do a hefty amount. Archetype of Aggression is always my go-to.
I think you need more target changers in this deck. You have one which blinks Saskia, but otherwise you need to kill her with one of your removals if you want to change target player any time soon. Legion's Initiative might be good for ya. Emancipation Angel or Kor Skyfisher aren't as good.. but at least doesn't send your commander to the command zone like removal would.
now for what you don't need...
Mina and Denn, Wildborn is much better for landfall triggers. If Land Tax is the only reason you have it in there, i think the slot could be filled in better ways. at least you can get out Burgeoning and Exploration when you have 1 mana, actually ramping you to Saskia. I feel like especially since your only card draw is either Land Tax or Phyrexian Arena that you won't see her ability very frequently. Granted you do have card tutors, its probably not a card you are going to want to tutor for anyways.
You mentioned in your omissions tab that you don't want Leonin Abunas in your deck because you would much rather move forward with your deck than worry about lost artifacts. I would counter this by pointing out that you are running more slots with graveyard recovery than you would with that one card. Sun Titan can only return one per turn and only in the late game. Glissa, the Traitor is not terrible.. but taking up a slot. and relies on other creatures entering graveyard. a lot of your removal is exile, so you can't control that trigger very well. also Eternal Witness is good utility, don't take it out but it shows the slots you are using for artifact recovery. slots that could be used to press the attack forward.
Silverblade Paladin does indeed give double strike, but is limited to one creature and assumes that it will not be destroyed, i think you can do better than that. the moment you put it out, it's a target. One substitute that comes to mind is Duelist's Heritage which will work not only on Saskia, but also on any of your other hard hitters like Malignus (one hit kill someone) or Hydra Omnivore, striking everyone for massive damage. Not to mention that it's the same mana cost with 1 less white mana symbol and won't be destroyed by your creature board wipe.
Vigor is a very fun card.. and yet.. I imagine never works the way you want it to, but acts more as a deterrent. They probably just won't block. The only real utility I can see in it for you in an actual game is that you can block with Saskia due to her vigilance. Maybe that's reason enough? I dunno, i've not played against or with a vigor yet, so you'd know better there.. just pointing out how I imagine it going down. Pathbreaker Ibex might be a better option for you! that with Malignus is just disgusting.
You have enough card tutor that it might be worth getting rid of Akroma's Memorial and put in Eldrazi Conscription (less chance for repetition of double strike and more chance of damage.. and the annihilator 2 is nice. Not to mention trample so your damage gets through.
I feel that Basilisk Collar is a bit of a dead card in your deck.
2 weeks ago
It's looking good bro. I have some suggestions for cards that are on the weaker side:
Icy Blast -- chances are obviously high that you're going to have a creature with power greater than 4, but you'd be better off just using Cyclonic Rift (which I see you already have) or some other form of removal (maybe Blasphemous Act, Starstorm or Chain Reaction?)
Predator's Rapport -- I don't really see this as being a life-gain deck. It is more of a beat-down deck.
Some cards you might want to add:
Erratic Portal -- you have a lot of bouncing creature cards. With erratic portal, you can bounce your creatures and instead add a more powerful creature (maybe like one I listed below)
Alpha Status -- might seem a little weak, but if you can get it out and enchant Animar with it, that's one big dude.
I know this is a creature based deck, but personally I think having at least one or two artifact/enchantment removal cards would be handy. Maybe something like Krosan Grip or Appetite for the Unnatural?
So far it looks like a good build. I'm looking forward to seeing it in action!
1 month ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
1 month ago
common staple? hardly, Ichorclaw Myr shows up once in a blue moon, and Corpse Cur is far too slow and grindy for infect. so i would drop those cards to sideboard (will help with affinity and those rare infect creatures, but those dead draws against infect make the deck worse against its ideal matchup)
and the many small blockers doesn't fair well against trample/unblockable strategy that infect typically runs to connect with damage, and the small blockers make Deflecting Palm worse. could be fun to run Archetype of Aggression to make trample an non-threat, and (if its in the budget) Spellskite to redirect their buffs. which gears the deck towards removing their fangs, rather then hoping you can survive them.
it might be better to gear the deck towards non-targeting and targeting removal/burn.
1 month ago
Revoker unfortunately has a lot of games where he only is a 2 mana 2/1 and thus is usually a sideboard card.
The trample idea is nice but all of the cheap trample enablers I can think of offhand (Kessig Wolf Run, Archetype of Aggression etc. require red mana or are mono green and have a restriction like having a +1/+1 counter on it.
As for talimsan vs pilgrim, both are decent and I think either could work:
Avacyn's Pilgrim: Can attack and block, only costs 1 mana, and can produce white mana without paying life.
Talisman of Unity: Can produce colorless, or either color of mana, significantly harder to remove as creature removal is common before sideboarding, artifact removal less so (also it's less likely to be brought in against you).
Both are fine options, what it comes down to is which of those qualities you value most. Talisman gives you more flexibility and can be safer for the long game whereas pilgrim allows for a faster start by having accelerant on turn 1. If you want to have a deck that goes off a turn faster, i'd use pilgrim. If you want a safer long term investment i'd go with talisman. I might personally lean slightly towards pilgrim but as it's only a 1 turn difference i'd probably playtest with both and see how it plays.