|Commander / EDH||Legal|
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|Theros (THS)||Mythic Rare|
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Creature — Archon
When Ashen Rider enters the battlefield or dies, exile target permanent.
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Ashen Rider Discussion
4 days ago
It needs to go without ramp, since the first turns (where another deck would ramp) is spent stocking the graveyard with creatures, Lingering Souls, and Unburial Rites. Now, guess how well that plan goes with Dryad Militant, which you recommended... if you tried to play ramp creatures/spells instead, you'd just get to turn 4 or 5, and then have nothing to reanimate (but a lot of mana to spend on the reanimation).
It's really not that slow. Turn 1 Duress, or land that ETB tapped (it's a budget deck, no fetch-shock here, and that's fine). Turn 2 Grisly Salvage/Satyr Wayfinder for filling the graveyard, and the latter even provides a chump blocker - just enough to drag the game a bit longer, and not be hit too hard by fast aggro. Turn 3 lingering souls or more stuffing the graveyard (preferably stuffing the graveyard, but souls is still good). Turn 4 a flashbacked rites for Siege Rhino or some other big creature - rhino is probably best against fast decks, since it has some lifegain. And while Ashen Rider normally isn't a modern staple, it does pretty well when you reanimate it for 4 mana.
It looks a bit like you advise to keep the lands, and the Siege Rhinos, but otherwise play another deck.
I don't think that "ultra-budget" and "3-color aggro" really fit that well together - there a couple of good cards that are affordable, but abzan aggro/midrange has its strength from some of the most expensive cards in modern - it's not Dryad Militant that wins games for abzan. It's Tarmogoyf and Liliana of the Veil. And they are not exactly friendly with your vallet.
5 days ago
notable 1 drop is Dryad Militant
you have 2 many 3+++ drop creature and have no 1drop ramp in site.. it would be really slow in that pace
5 days ago
Thank you for your comment. I do differently want to swap Declaration in Stone for Path to Exile and some Abrupt Decay, but since I'm trying to keep it under $50, that will come later. And the Ashen Riders are in there to reanimate with Unburial Rites.
5 days ago
The deck looks fun and well rounded. Please don't think I'm just trashing on it. Just trying to help lower the CMC a tiny bit and offer a few more powerful suggestions for somewhat tighter situations. You won't always run into these things, but it's nice to be prepared when you do
2 weeks ago
Thanks for the suggestions, NV_1980 - there's some great stuff in there! And yeah, it's always fun and good against pretty much any deck that doesn't run too much graveyard hate or exiling.
I'm definitely going to consider Weathered Wayfarer - my ramp is pretty much all green so that I can weight my lands toward one color for more consistent starts. But the Wayfarer would be great if I can make it work.
All those protection cards are great. I've actually run some in the past and only took them out because they were less valuable in our meta. I'll definitely try to get Aegis of the Gods in the deck though, since it helps against a few graveyard removal cards.
Blazing Archon is fantastic for this deck. I'm using Peacekeeper instead because it's cheaper and it can pad the graveyard if I need Karador out faster. But the Archon is more stable and permanent, so I may swap back.
Do you have any thoughts on cards that might not be pulling their weight? I'd love to try out now if you're suggestions, but the hardest part is always finding something to take out!
3 weeks ago
the deck is a bit hard to pull off, but for sure possible. some of the best cards to do so are:
Doomed Traveler who doesn't like 1/1's?
Elenda, the Dusk Rose this card is insane in the deck because it gets big so fast that they really don't want to kill it and when they do, oh boy.
Grim Haruspex you draw cards... that's good.
Pawn of Ulamog gives mana faster than you can spend it.
Requiem Angel grants you plenty of threats.
Selfless Spirit almost forces them to take 3.
Shriekmaw again, almost forcing them to take 3.
Ashen Rider if you are feeling spicy.
Sun Titan now they get to take 3 again... and again... and again yay!
Hidden Stockpile can get you some real nice value through out the game, plus a scry 1 sac outlet.
Sorin, Grim Nemesis this card can shred opponents life total if you are lucky and you draw the card of course.
Sword of Light and Shadow its a good card but it is expensive so completely optional.
Torment of Hailfire this card is insane, they lose so much if you cast this late game and by that time they don't have the life to spare or if the are out of guys and cards in hand they just lose the life plain and simple.
Killing Wave yep, its just as insane if not better than torment. you can just sac all of your guys (besides athreos) and make them pay MORE life, its great.
That's about all I got, so yeah, have fun!
1 month ago
The problem with the article (and this has been pointed out all over the place over the years every time it gets posted) is that it assumes everything in a vacuum. It ignores that life is a resource.
For example, suppose I lose next turn to my opponent's infinite combo and the only way I can win is if I do so on my current turn. In that case, paying all but 1 of my life total to gain a even a 1% chance of drawing the card I need to execute my own combo is worth it. If I'm playing Storm and sitting at 4 life, paying 3 of that life to go grab a Steam Vents before I try to draw a card is worth it.
This is done at multiple instances throughout the game because I can only play one land a turn. So with the example of Storm in Modern, if I'm going up against another fast deck like Death's Shadow, Burn, or another combo deck, I can map out the number of cards my opponent can play.
So let's continue by taking a look at Burn. It can do 4 damage with Boros Charm. 2 damage a turn with Goblin Guide is one of its more efficient means of damage. Monastery Swiftspear does a lot of damage but is limited by the mana available. Atarka's Command likely does the most damage. A resolved Eidolon of the Great Revel is enough to kill me on its own. What's the fastest way that a burn deck can kill me, as a Storm player?
Hitting a land drop each turn is ideal for the Burn player. If they hit 4 lands and nothing but spells, they should be able to do 20 damage by turn 4.
So with 7 starting cards and then 4 turns being on the draw, they have 11 cards total. 4 of those are lands, meaning they get 7 of their burn spells. The absolute nuts is if they get multiple Goblin Guides and Atarka's Command. So:
Turn one: Goblin Guide, attack for 2 (18 life remaining).
Turn two: Cast another Goblin Guide, attack for 4 (14 life remaining). Cast Lightning Bolt (11 life remaining).
Turn three: Monastery Swiftspear -> Atarka's Command for 3 to the face (8 life remaining), pump the team, attack for 9 (0 life remaining).
That's 21 damage by turn 3, with the Burn player getting a strong draw. So if I'm on the play, and I know I take 21 damage by the Burn player's turn 3, that means the most life I can pay of my own is 10. That's because it's what keeps me alive at the end of turn 2. If I pay even 1 life, I'm dead on turn 3 regardless of what else I play. Because of this, any life I pay by turn 3 is irrelevant.
So if my opening hand has only 2 Misty Rainforest, but I need , then I'm going to pay at least 2 life to fetch a pair of Steam Vents. If I have to fetch and shock twice, I go to 14. I'm dead when my opponent gets their turn three, so I decide to combo off. Part way through my combo, I draw Scalding Tarn and Island. I can still play a land and I only need to get , so I can play the Island. However, since I know I'm dead the following turn, I may as well pay the life to use Scalding Tarn, even if it only improves my draw by 0.000000000000001%.
This is a long, convoluted example, but I hope it illustrates my point. Life is a resource. Games more often that not depend on certain life total breakpoints (in our Burn example, it goes 18 -> 13 -> 1). Using a fetch to thin out your deck in those cases makes the smallest percent worth it.
The times where the article is correct is when looking at a meta that does random amounts of damage each turn and you're playing Mono-Red Burn. It's better off to play nothing but basic Mountains, even if the option of fetches is there. That's because you'll never be in a situation where paying life to improve your chances will be relevant.
Even then, sometimes the shuffling itself becomes a relevant resource. Or you want to fill your graveyard (Grim Lavamancer being the go to example). But most of the time, it comes down to mana fixing. Because fetchlands can grab dual lands, they open up all 5 colors without any issues. If you rely just on dual lands, you may draw all of your spells, but only your lands. If those lands were Verdant Catacombs? It's no longer an issue because you can go get your Taiga or Badlands.
This becomes even more obvious against decks with few actual win conditions. Sneak and Show is going to attack me with either Griselbrand, Emrakul, the Aeons Torn, Ashen Rider, or all of the above. Scapeshift is going to kill me with Valakut, the Molten Pinnacle. Once you know the threshold for when these decks can kill you, crossing that threshold means any life you pay from fetchlands makes the deck thinning worth it.
Edit: I should mention, my point is that "Fetches are good for thinning your deck" is a correct statement. This is only clear if you take the time to think about why. But once you do, it's obvious and becomes second nature to most players.
1 month ago
Recruiter of the Guard and Sidisi, Undead Vizier will help you find combo pieces, and are reusable as you are karador. Any time you want a deck to be more consistent in comboing off, you want more/better suited tutoring.
I am a fan of Ashen Rider as the top side of the cmc with birthing pod. It just gives excellent value and provides an answer to almost anything.
Another thing I run in mine is a 3 card lock using 1) a way to recur a crearute every turn (karador, Meren of Clan Nel Toth, sheoldred) 2) any sac outlet & 3) Yosei, the Morning Star. It completely shuts off 1 opponent, and if you have all 3 good ways to recur yosei, you can do it to up to 3.
I am also not a huge fan of your melira and finks combos. Not that they don't work or have merit, but the cards themselves dont do hardly anything for your deck outside the combo. That just always rubs me the wrong way, because I belive a card should be able to work with almost ALL your deck or provide an answer to your opponent's cards.