Creature — Archon
When Ashen Rider enters the battlefield or dies, exile target permanent.
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Ashen Rider Discussion
2 days ago
Total Allowance $5
Week 1 changes:
4 days ago
Got mixed up, my apologies. Ignore Ashen Rider, because Angel of Despair is the one I meant.
4 days ago
You should definitely listen to taurbeer's advice- it wasn't exactly the nicest way to go about saying it, but the advice is extremely solid. Each Angel he mentioned is sorely suboptimal, so I'm just going to list off some creatures that are bread-n-butter for Kaalia, that no deck of hers should be without.
Rakdos the Defiler- he's put onto the battlefield tapped and attacking by Kaalia, which means his first ability does not trigger the turn he's dropped in by her. As a 7/6 flying/trample, if you send this at somebody, you just made them sacrifice half of their board state, rounded up. It's extremely powerful, even if it is a one-shot effect. Far stronger than Oros, you basically have to run this guy if you're playing Kaalia in multiplayer at the average Commander play level.
Blinding Angel- Decks with no aerial defenses basically have to remove this angel or they don't ever get to attack. Small power, but huge effect- exactly what Kaalia wants. Always run this because it means your opponents must focus removal on it, not Kaalia (and any card that is a must-remove for your opponents is a great card).
Ashen Rider exiles a thing on entering, exiles another upon death. Good spot removal on a powerful body.
All of the above creatures taken into account, I think it's time to talk about the weakness of decks that want to win off the back of their Commander in multiplayer: It's extremely difficult. Your opponents, so long as they have mana, will always be able to interact with your plans. You should be running Swiftfoot Boots and Lightning Greaves (you have no reason to run garbage like Angel's Feather or Ring of Thune over either of these extremely excellent cards. Kaalia needs to swing the turn she hits the board- don't give your opponents a whole round to board wipe or kill her). Even so, those aforementioned cards don't stop Wrath of God and the like. So how do you get around those?
Kill the lands. Cataclysm, Armageddon, etc.. These cards help you keep your opponents from bouncing back once you've cast Kaalia. A shrouded Kaalia while everyone is stuck with no lands is, point blank, the only time I've ever found this Commander to be scary. Otherwise, she is so easily dealt with that I've never seen anyone have trouble with her even in a 1v1 environment.
Also, is there a reason you're running no acceleration? Sol Ring being out because this may or may not be a 1v1 deck, sure, but you have absolutely 0 mana rocks, which means I don't believe you ever expect Kaalia to get killed for some reason. T4 Kaalia is all right, but t2-3 Kaalia is the best.
5 days ago
Sure Ashen Rider exiles stuff. Sweet. So does my commander and a few other things in this deck. But my problem is that I need to CUT cards, not add them. Once I go down to 100, I will be all for any and all suggestions. As of right now, what I'm aiming for is lowering the deck's CMC, finding cards that work well with both Shirei, Shizo's Caretaker and Sun Titan, and having unnatural, amazing combos most people haven't seen before.
Until then, I need to cut cards. And as per the description, I am stubborn and hard-headed. I will need hard criticism and good reasons to cut specific cards. Help me with this, and I can look over your guys' decks and possibly give suggestions, criticism, and/or upvotes.
5 days ago
I second Ashen Rider, that could would be amazing in this deck.
1 week ago
I would pull Ashen Rider, it's mana cost is pretty high and you already have a pretty good amount of removal and I don't see much for recurring him over and over. I'm also a little confused by the Ashnod's Altar, I don't see any particular reason it is in the deck. Though, most of my assumptions are based on my group's meta which could be very different from yours.
I wanted to point out too that Hatred can be used on other people's creatures, so even if your not in the best board state it can be a game changer by getting the person with Tainted Remedy out of the game using someone else's combat.
1 week ago
1 week ago
From the looks of it, this deck seems to be from someone who isnt used to the format very much. So far, it's pretty ok for what its worth, but Id suggest moving some cards around. To be honest, I don't know if any of these suggestions are any good. I'm still in the process of brewing my Ayli deck.
-1 Agent of Masks (Too Slow)
-1 Cage of Hands (Non-Removal)
-1 Gift of Orzhova (Non-Renewable)
-1 Grave Peril (Only Non-black, only upon entering)
-1 Lightform (I just got rid of my most important combo piece for a 2/2 body. that sucks.)
-1 Plea for Guidance (Unless you're going for a sort of Enchantment subtype, I'd toss it.)
-1 Chastise (The things you really want to remove never attack)
-1 Underworld Coinsmith (Again, unless you're going with enchantments)
-1 Treasury Thrull (Too slow and fragile in my experience. There are much better cards for this)
-1 Odunos River Trawler (Not enough Enchantment Creatures. Either commit to Enchantments or toss this one)
-1 Nyx-Fleece Ram (Too slow. If you want a body, there are better ones.)
-1 Felidar Sovereign (Just not a fun way to win. I'd suggest talking to your play group before playing any deck with a non-fun card like this)
-1 Fate Unraveler (Just makes people dislike your side of the board. I'd say remove unless you have someone who constantly draws out their deck.)
-1 Drana's Emissary (Slow, makes people dislike you)
-1 Cliffhaven Vampire (Just annoying. There are better cards for this)
-1 Blood-Cursed Knight (Not reliable unless you commit more fully towards those enchatments)
-1 Crystal Chimes (Commit to enchantments or toss)
+1 Athreos, God of Passage (Recursion+Ayli)
+1 Archangel of Thune (Youre already gaining life, may as well buff on top of it)
+1 Ashen Rider (A bit mana hungry, but the removal is excellent)
+1 Bloodgift Demon (Dont burn out)
+1 Solemn Simulacrum (chump blocker, ramp, and card draw. Recur it to get bonus effects!)
+1 Elesh Norn, Grand Cenobite (gets rid of most of their strength, makes your 2/2 zombies into 4/4 behemoths)
+1Grand Abolisher (Suggested against enemy decks with counters. Not really super required)
+1Grave Titan (More tokens is always good)
+1Gray Merchant of Asphodel (Maybe not good in your deck, but if you can drop this with devotion 6 in 4 player, you get like 24 life. Finisher when combo-ed with Sanguine Bond or other cards with similar effects)
+1Twilight Drover (Gets scary with some of this other stuff on the board)
+1Swords to Plowshares (Staple White removal. really good)
+1Tragic Slip (great black removal. gets around indestructible rather well)
+1Opal Palace (real nice for commander. gets to buff your frail little Ayli, even after she dies a few times)
+1Black Market (very easy to get 20+ black mana on each of your MP1s with a good token deck)
+1True Conviction (Pretty good. Works with that enchantment thing youre doing)
+1Day of Judgment (for when youre behind and you need to get rid of the other guys stuff. You'll probably want a few other cards that'll do this)
|Commander / EDH||Legal|
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