|Commander / EDH||Legal|
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|Born of the Gods (BNG)||Uncommon|
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Archetype of Courage
Enchantment Creature — Human Soldier
Creatures you control have first strike.
Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Courage Discussion
3 weeks ago
Hello! I also bought "Adaptive Enchantment" and I'm thinking about some changes now. What do you think about adding Shielded by Faith to protect your commander? Other ideas: Mesa Enchantress for additional card draw, Archetype of Courage and Archetype of Endurance (I like their abilities), Thassa, God of the Sea to make your commander unblockable, Cyclonic Rift to remove threats.
1 month ago
Tribal is always a win in my book.
1 month ago
Firstly, I like the list. I love building tribal decks, but I've never done Humans before - so good on ya!
Secondly, here's context from me: I was introduced to magic thru EDH, and slowly (thru going to FNMs and then PPTQs and then GPs and SCG events) got into the cEDH scene, until that wasn't even enough to satisfy my competitive hunger. Now I grind low level events to try and get my game up and become pro. So I will be making cuts based on "Can you win with this card," not "Let's all have fun." (WHICH IS A FINE WAY TO PLAY !! I just don't enjoy playing that way, but if that's how you want to play, go for it !)
Okay here's a list of 23 cards I would take out to make your deck legal, followed by the reasoning behind why I think you should take them out. I will start by saying Westvale Cult Leader Flip isn't a real card; it's the flip side of Hanweir Militia Captain, but it seems TO won't let you tag the Captain.
Mirari's Wake, True Conviction, Heirloom Blade, Swiftfoot Boots, and Sundering Growth: Also bad redundancy. The wake felt like a bad Zendikar Resurgent. Conviction felt like an Archetype of Courage that can't attack. Boots is a poor man's Lightning Greaves, and you def. do not need both. I'd rather have Descendants' Path than Heirloom Blade. Lastly, Sundering Growth is a worse version of Austere Command.
Bow of Nylea, Congregation at Dawn, Collective Effort, and Open the Armory: All these cards just seem like odd fits to me. It's not that they aren't good, but Congregation and Open specifically seem really narrow. Bow seems to care about things you don't care about, and same story with Collective Effort there. For those reasons, I'd take out these four.
Fumigate, Hour of Revelation, and Wrath of God: NOPE NOPE NOT EVEN ONCE. You have plenty of Oblivion Ring effects on your creatures, AND you have Path, AND you have Swords. You do not need sweepers, your opponents do.
Overwhelming Stampede, Avacyn's Pilgrim, Second Harvest, and Thalia's Lancers: These seem to not be needed. Bad redundancy in Overwhelming Stampede, but it's also a spell (as opposed to Beastmaster Ascension, which is a permanent), so it leaves you open to countermagic. Avacyn's Pilgrim seems meh when you have ramp spells. Lastly, Second Harvest and Thalia's Lancers seem narrow. I see you make tokens, which is what Anointed Procession is for, and Thalia's Lancers can get you legends, sure, but your legends are necessarily "silver bullets," if you will.
Herald of War, Selesnya Signet, and Cryptolith Rite: WOW These were hard cuts. I like Herald, but not as much as I like your other angels. The signet is okay I guess, but, considering you are a green deck, I'm not sure how much you need a target for your opponent's Nature's Claim. My last cut was Cryptolith Rite, and I'm not even sure that's correct. I had a hard time cutting your last card. I think the card is awesome, but couldn't find another spot for it, and I didn't want to cut a land (down to 34 lands) to make room, considering your top end is.. pretty top ended.
OKAY! I think that's it. I hope you at least consider these changes. Everyone plays different, so these are the cuts I would make based on how I play magic. Hope this helps !!
1 month ago
1 month ago
Legendary Creature - Human Ally Archer
First strike against creatures with flying.
, : Put a +1/+1 counter on Vivien, Huntress. She deals damage to target creature equal to her power.
Remove X +1/+1 counters: Create an X/X green Spirit Ally creature token where X is the number of +1/+1 counters removed. If X was 5 or more that token gains myriad and Trample. You may exile Vivien, Huntress and return her to the battlefield transformed.
Vivien, Sureshot (Green)
Legendary Planeswalker - Vivien
+1 Name a creature type, then reveal cards from the top of your library until you reveal a creature with the chosen type. Shuffle your library and put that card on top. You may instead put that card in your graveyard. If you do, Vivien, Sureshot deals 3 damage to any target.
-4 Destroy any number of target nontoken creatures with total converted mana cost 5 or less.
-7 Create X X/X green Spirit Ally creature tokens, where X is the number of lands you control. Each of those creatures fight another target creature you don't control.
Oh yeah, I'd use this <3
I happen to think she's incredibly well balanced, but I'd love to hear your people's thoughts on this one. I'm actually 100% happy with how she turned out.
So I'd like you to create a Bant Enchantment Creatrue with Bestow. But here's the catch: It's Bestow cost must be .
So what are you going to make the card do to warrant that Bestow cost?? ;)
1 month ago
I'd like to ask a few questions about Pharika, God of Affliction when the Theros block was in Standard.
See, I wasn't playing MTG back then. I came in during the release of Magic: Origins. Though I did play from time to time throughout my highschool years (2004 - 2007) and later in college (2009 - 2012), but I didn't actually start buying and building decks until M:O. Simply put, it was a passive interest and I'd just borrow a friend's deck for the day.
No, my questions are these:
- When Pharika, God of Affliction was in Standard, was there an over-abundance of creature removal? Because her ability seems to specifically target creatures which have already been killed / discarded / milled?
- Was there a lot of graveyard tricks around the Theros block, and thus the potency of exiling creatures was of great benefit?
- What was the mechanical purpose of giving your opponent a 1/1 token? I understand that paying for a permanent removal from the game is really cheap, so the cost is offset in some way, but why give them a 1/1 DEATHTOUCH chump blocker?
She's always struck me as the odd-ball of the Gods. They are all so darn straight-forward.
Iroas, God of Victory gives your guys Menace. That's awesome!
Mogis, God of Slaughter is an Indestructible sac-engine. Oooh, boy and I use him very often in my Rakdos decks.
Erebos, God of the Dead stomps out life totals and is a seriously under-rated draw engine. I mean, SERIOUSLY YOU DON'T EVEN TAP HIM WHAT IS THIS NONSENSE?!
Kruphix, God of Horizons - Dude, just stop. I've run decks where I pool over 100 mana and people end up forgetting about it until I drop bombs like I'm ((insert outdated reference of your choice, here.))
Karametra, God of Harvests Oh. My. God. "Hey, I see you tapped your lands this turn to play a creature. Let me help you out with that <3"
I mean they are all soooo good.
Then there's Pharika.
"Hey, I heard you like combat tricks, hand manipulation, sac, burn, draw engines, land drops... so how about I create some 1/1 Deathtouch tokens for your opponent?"
Seriously. I can't logically wrap my head around her. Either you exile your own graveyard for some chump blockers which I guess is okay, or you give your opponent said chump blockers and, well let's hope you've got yourself Nylea, God of the Hunt and they don't have Archetype of Courage.
I just... I don't see it.
Were you supposed to combo Nylea, God of the Hunt + Erebos, God of the Dead + Pharika, God of Affliction and hope you get all three out so you can swing for damage that can't be recovered from? Because honestly, that seems really difficult to do.
So what's going on here? What am I missing? What was Standard like back then that warranted a card like this to be made?
(Wait, was Dredge a thing around this time? Then I could understand it. Discarding / milling yourself and turning them into protection seems like a logical method, but I don't know if that was a thing or not in Standard. Hence the thread.)
3 months ago
Good_knight Well I really don't know what you have so that makes things harder. I can offer some suggestions but that kind of depends on your meta. What is your playgroup like or are you talking about local game store? Do you play 1v1 or more?
If your 1v1 I suggest more spot removal. This should help you buy time to get your engine online. There are a ton of cheap options as white and black are good for this. If you have a local game store near buy, you might be able to do get these pretty easy. Afterlife, Swords to Plowshares, Blazing Hope, Crib Swap, Mortify, Profane Procession (this would be a good card for this deck even when you move beyond it simple trickets). Unmake, Walk the Plank, Go for the Throat. You get the idea.
Ok so some ideas for improving your creature pool. I tried to keep this pretty cheap. Dauntless Bodyguard, Chieftain en-Dal, Fiendslayer Paladin, Kinsbaile Cavalier, Knight of Dusk (A great cheap card for this deck. Just make sure you always have the mana up to destroy. Since it can be played at instant speed you can kill their creature after blockers are declared and damage is done. This is one of the reasons you should wait until second main to play nonessential spells. Lightwielder Paladin, Knight of Sursi, Mirror Entity, Pentarch Paladin.
Artifacts and lands: Whip of Erebos, Fellwar Stone, Rupture Spire, Path of Ancestry Unclaimed Territory . If you want to splurge a little bit get an Isochron Scepter and put something like Go for the Throat on it.
This are just suggestions. Take all or some. On August 10th the new preconstructed Commander decks come out. In the past these have been pretty awesome for right out of the box. You can always tailor make them. They are normally worth well over the MSRP.
Also don't let the prices here scare you too much. They are just a generalization. You could go to tcgplayer and get better values. Even after you choose, they can optimize your cart to get a lower value.
3 months ago
How strong are the decks you face? How strong do you want to make it. Also Oloro can be so many things. As far as I got it, your plan is to get some life here and there, to be able to draw cards off of Oloro and then win via some combo you don't actively search for or combat damage. Also what's your budget?
First low budget steps would be to add in all signets and talismans in your color(they all cost 2 and make 1 mana right away). They are the best colored accelerators esper has. Then there's also Mana Crypt and Mana Vault if you want way too much mana quickly.
Second: Pick a strategy. If it's beatdown + refill with Oloro from lifelink then go all in for that. If you want to win via Felidar Guardian or the nifty Exquisite Blood + Sanguine Bond combos make sure to add in the good black tutors Vampiric Tutor Demonic Tutor and Grim Tutor for example. To gain the life for felidar maybe run Beacon of Immortality. If you don't want to go for a combo directly, then I'd suggest focus more on effective creatures. Sure the soulsisters make a life for every creature, but what if your creatures on board can't attack and you can't play any more? Also taxing yourself for each creature played might not be ideal either. A fun way to make sure your creatures are always effective are the Archetypes from theros, and all of them in esper are great! Archetype of Courage, Archetype of Imagination and Archetype of Finality are all great for a deck that wants to attack. Also True Conviction does exactly what you want in this plan :)
Tell us a little as to what you wanna do with your deck and what your meta is; then I can provide better help. Also imho you don't run enough removal but that's to be added in when we know more :)