Arm the Cathars

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Arm the Cathars

Sorcery

Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.

jarncards on Soldiers

4 months ago

Adeline, Resplendent Cathar might be a reasonable addition. she isn't a soldier but gives you extra fodder for you to buff and will hit like a truck. Also Mirror Entity and she will be good friends with the tokens she poops out.

Errand-Rider of Gondor, Resistance Squad, Spirited Companion, Loyal Warhound, Solemn Simulacrum, and Knight of the White Orchid are always reasonable additions. you need cards and mana to play them. they also love to be blinked and revived, which is what white does best.

Cosmic Intervention and Teferi's Protection are the s+ white cards. they go in every deck with white

You should run Skullclamp and Heirloom Blade. and Recruiter of the Guard. It is too good not to.

You have plenty of blink synergy already. Eerie Interlude, Ghostway, Semester's End are things you should strongly consider, the delayed return allows you to dodge wipes, although youll lose your tokens. Teleportation Circle might be reasonable to add. Planar Guide can also be used offensively too. And The Eternal Wanderer is outrageously strong. It does everything.

Cut Arm the Cathars its awful at 3 sorcery speed. Things like Akroma's Will exist and are 100x better. I'd honestly have you revise most of your instants and sorceries. You dont have enough draw to use spot removal like this without putting yourself at a disadvantage.

If you run baird, you should also consider Norn's Annex, Ghostly Prison, and Windborn Muse. as those effects stack, they get much much stronger.

Darien, King of Kjeldor is pretty silly, although he's expensive. with the soul sisters you run, you become very very hard to kill. Conclave Phalanx isn't great in my opinion without some blinking, but if you use something like Nykthos Paragon, its very silly Knight-Captain of Eos also can do a lot to make you invincible.

Flowering of the White Tree is an amazing anthem. probably the best in the game. Spear of Heliod is probably second if you keep mana up, just because it will likely turn offense to other players because of its awful ability.

Moonshaker Cavalry is probably an instant win if you play it

LANDS: This deck might actually be able to run Scorched Ruins.

You might as well add Daru Encampment, Forbidding Watchtower, and Memorial to Glory. Kjeldoran Outpost has synergy but has a major drawback.

I'll look at more low cost stuff later. most of my recommendations are like 5cmc+

wallisface on Thunderstruck

2 years ago

Some thoughts

  • Braid of Fire seems super bad here. The mana only exists during your upkeep, so you can only ever really use it to cast instants, which generally speaking all cost around 2 mana anyway - so I don’t see the value this brings here… its more likely to just slow down your second turn.

  • stuff like Vandalblast, Erase, and Fierce Retribution are sideboard cards at best. There are too many matchups where they do nothing, to justify them being in the mainboard.

  • Koth of the Hammer feels like faar too high a mana cost for a burn deck. As-is, your quantity of 3cmc spells makes me think you need to have more than 18 lands in the deck. I’d recommend lowering the curve a ton, or going up to 20ish lands.

  • Arm the Cathars feels like a very odd choice given the very low creature-count in the deck. I would also say sorcery-speed pump is usually pretty universally bad (outside of infect).

  • cards like Young Pyromancer and Blood Moon are more suitable for midrange decks rather than aggro decks. I think you need to figure out whether you wang your deck to play aggro or midrange, and then focus your card choices around that - at the moment it’s a weird hybrid of both, that’s going to struggle to do either gameplan well.

Have (1) reikitavi
Want (0)