|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Uncommon|
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Creature — Human Soldier
When Armament Corps enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
Armament Corps Discussion
1 year ago
@wraya2 I got you fam!
2 years ago
Good day to you, good Pyrowolf,
I think you have some solid ideas. A lot of these cards seem like stand alone cards enhanced by Anafenza, which is always solid, but here are a couple cards that might go well with her +1/+1 counter love: Anafenza, Kin-Tree Spirit, because bolster is still solid, and Anafenza won't be weirded out at all by seeing her own ghost. Armament Corps, possibly. Avatar of the Resolute because why not? Crowned Ceratok, because all big guys like trample. Cruel Sadist, repeatable removal. Enduring Scalelord is mainly there for looks, but can be useful if your opponents lack flying. Juniper Order Ranger. Map the Wastes, for that mana ramp/bolster combo (but not a combo combo). Retribution of the Ancients, repeatable removal. Servant of the Scale, for when you want to make sweet, passionate love to counters. And I'd think he works real well with something like Sandsteppe Mastodon. Warden of the First Tree, one of my all-time favorite cards. Like Figure of Destiny, but not as creepy (or as good).
You should maybe try to utilize Anafenza's graveyard hate as well. Black loves to throw things in graveyards, and she would bounce them into exile. Standard discard effects might be nice, but try: Magister of Worth, although it would likely be condemnation if you've been exiling everything. Duress, nothing fancy, but a classic in my opinion. When you can utilize every usable part of your commander without having too much going on, you know you're heading in the right direction.
And here are some additional solid Abzan-colored cards and lands, too: Abzan Banner, it's in the name. Condemn. Command Tower, useful in any EDH deck except mono-colored. Duneblast, in theory, but it is a 7-drop :\ Beast Within, pretty slick instant-speed removal in green. Evolving Wilds. Farseek, multi-colored ramp that is unaffected by color identity. Golgari Rot Farm, solid if you're not trying to go bankrupt on the mana base. Korozda Guildmage, or similar mana sinks for all of that excessive mana you should have with how long you're enduring. Orzhov Basilica. Rampant Growth, solid, but just be looking for mana ramp. Sandsteppe Citadel, probably a good idea. Selesnya Sanctuary.
Pardon, but I think you could find some more useful/powerful cards than AEther Snap, Burst of Energy, and Burst of Strength. AEther Snap is pretty good, I feel like it'd be too counter-productive here.
Remember to keep an eye on draw cards, even stuff like Read the Bones can give you that needed bit of card advantage.
Lastly, your deck may be asking for quite a bit of time and effort to build up into a glorious threat. It would sure be a shame to see all of it go to waste when some plays Hour of Revelation or something like that. Board wipes are inevitable in EDH, but maybe try to find some remedy to that for this deck. Glaring Spotlight could maybe help a little.
I hope these are helpful, good luck!
2 years ago
2 years ago
Get rid of:
Hooded Assassin its second ability is too situational.
High Sentinels of Arashin you'll never use its second ability, especially when the land Gavony Township is much more powerful.
Orzhov Advokist - You want the counters, not other players. Its soft lock ability is nice, but if you need the pillow fort ability, there are better cards for it.
Armament Corps and Sandsteppe Mastodon - Unless you can abuse ETB triggers, the abilities are a one off. The exception to this is Armorcraft Judge, as card draw is essential in EDH.
Topan Freeblade - Renowned serves no purpose whatsoever to the deck.
Revoke Existence - Fate Forgotten costs one more, but at instant speed, playing it when they cast an artifact or enchantment they'll have less mana to work with and are less likely to be able to counter you.
Herald of Anafenza - You're not running tokens, don't bother with this one.
Fleecemane Lion - No synergy with +1/+1 counters. The monstrous is good, but its ability doesn't really sync with the deck.
Creeping Renaissance - Really a dead card most of the time unless your running a graveyard based strategy.
Hope you find all this useful.
3 years ago
DarkLaw - Well it's a strictly better Armament Corps but then Armament Corps didn't see much (any?) play. If it turns an unplayable card into a playable one it's not really the bad kind of power creep. The bad kind of power creep is turning cards that are totally playable as is and then making them insane.
3 years ago
In case you didn't know your deck is not standard. Standard format is made of the most recent sets, in this case Khans of Takir forward. If you are wondering what cards are not currently in deck not legal, there is a link below just below the prices that says "Show illegal cards in boards". You should change your deck type from standard to modern or casual if its just for fun. Just be warned that if you want to make this deck standard about half of it is going to fall out in a month. Khans and Fate Reforged fall out after the 2nd.
As for card suggestions, the enchantment Hardened Scales would greatly help as it causes most your +1/+1 counter placing cards spin up at game changing paces.
I would suggest taking out Armament Corps as they are a slow card that ability is not really worth its mana.
Also suggest taking out Incremental Growth because it is also slow to cast as you need to target 3 separate creatures, meaning if you don't have enough targets it either can't be cast or you need to target your opponents creatures as some of the targets. Another problem with the spells is that if one of the targets gets removed the spell will fizzle and have no effect.
I would suggest putting in more Abzan Charms as this card does so much for the deck that it should be played at 4.
Creature options to consider:
Avatar of the Resolute 2 mana for a 3/2 that has trample and reach is already great value, but adding in its ability to get larger when it enters because of creatures you controlling having +1/+1 counters makes it good to play at most points of the game.
Relief Captain The strongest support creature for its mana you can choose to play. I would suggest replacing Saddleback Lagac as the captain is stronger in every aspect except it requiring double white to cast.
Best of luck with the deck. If you want more suggestions I can offer more pending on what you want to do with the deck, because like I said this deck if tweaked only slightly will still fall out in a month.
3 years ago
If you consider Dromoka to be Abzan enough, I'd suggest looking into the Bolster mechanic. Echoes of the Kin Tree can be a good mana sink for later in the game and can provide more +1/+1 counters than High Sentinels of Arashin. Gleam of Authority makes a creature a flightless version of High Sentinels of Arashin but with the ability to attack and boost during the same turn. Scale Blessing might also be worth looking into as it gives a creature a +1/+1 counter then puts another counter on each creature you control with a counter on it.
I think you might want to remove Kin-Tree Warden, it doesn't generate counters, or provide buffs to creatures with counters. I'd say cutting 2 5CMC cards, like an Incremental Growth and the singleton Armament Corps, in addition to the Warden, and adding in 3 copies of Dromoka's Command will help lower your mana curve a bit. Also, the Command can still provide a +1/+1 counter, in addition to performing other functions, which gives you a bit of versatility. You may also want to remove a card or two from your 4CMC slot and increase the 2 drops you have, or add in an additional Dromoka's Command.
Your lands look pretty good. I would suggest upping Sandsteppe Citadel to 4, then run one each of Scoured Barrens, Jungle Hollow, and Blossoming Sands. If you're going to be running taplands, might as well max out on the most effective one at your disposal. I'd keep the basic lands where they're at, you seem to have a good amount for hitting your turn 1 and 2 drops.
This deck looks like it will be fun to play, and a pain to fight against.
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