|Commander / EDH||Legal|
Printings View all
|Rivals of Ixalan (RIX)||Uncommon|
Combos Browse all
When Baffling End enters the battlefield, exile target creature an opponent controls with converted mana cost 3 or less.
When Baffling End leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.
Price & Acquistion Set Price Alerts
Baffling End Discussion
1 week ago
For the sideboard until rotation Lifecrafter's Bestiary is one of the best options for green for control and midrange matchups. Nissa, Vital Force until rotation is another very good green card for control and midrange matchups. With more Blossoming Defense the main deck is good against aggro, against Goblin Chainwhirler. Don't need to focus other than some life gain on aggro matchups with the sideboard.
Deathgorge Scavenger is graveyard hate, exile is very helpful, as well as life gain. Very good sideboard card against Scrapheap Scrounger, The Scarab God, Rekindling Phoenix, God-Pharaoh's Gift strategies and Zombies. Reclamation Sage is great against white control/midrange destroying Seal Away, Cast Out, Baffling End, Ixalan's Binding, etc. Sage is also a fine answer to Heart of Kiran and other Vehicles.
Naturalize is an instant way to destroy Gift or Aetherflux Reservoir instant can keep your opponent from comboing out killing you. Vehicles and Scrounger are nice sideboard cards for green to combat nonSettle board wipes. Aethersphere Harvester is life gain for aggro matchups and more defense against flying creatures good against Glorybringer and Nicol Bolas, the Ravager Flip. Vine Mare is good against Grixis Midrange, in Zombie matchups and any matchup with Gifted Aetherborn, The Scarab God or Vraska's Contempt. Until rotation Rhonas the Indomitable and Walking Ballista are great mana sinks with all the mana that Elves can make.
4 weeks ago
Right now I think enchantments is really nice to play kitchen table but fnm maybe. If I were playing this I'd look for huge payoffs like Satyr Enchanter. With that going all out 4x History of Benalia seems worth it along with Knight of Grace somewhere in the 75.
Personally, I never add something unless I'm ready to battle all types of decks. With that maybe adding Seal Away, Binding, or even Baffling End or Cast Out. At least 2-3 MB. However, if your all in aggression at the very least SB. You'll be happy at least game 2 and 3 you have the option!
2 months ago
What Purple_Mage sorta said. It depends on what deck you want really. If you Want agro, might aswell just run mono white aggro which takes away from the Knight based Aspect. I love my tribal decks and I assume thats what you are going for. - Saying this again but FOUR Knight of Grace. It is a great 2 drop and curves very nicely into History of Benalia.
FOUR Benalish Marshal. If you are going for the Tribal OR Aggro Strat, Benalish marshal is so good to just pump up your creatures, as well as him being a knight itself.
Kwende, Pride of Femeref Depends on how you want the deck, he is worth 2-3 Spots if you are going Tribal with first strikers. If not, dont bother.
Sorry to say but.. Knight of New Benalia is kinda outclassed by other cards for your deck, Adanto Vanguard (even good in tribal) and Knight of Grace (first strike). It also dies to everything (even without combat damage), Shock, Goblin Chainwhirler, Fanatical Firebrand, Fungal Infection and Moment of Craving are all very common cards.
Dub... You seem to love that card, and thats ok. In limited (Prerelease/Draft) it is amazing. However in Standard, it is kind of lackluster. First of all, all your creatures are knights already (aside from Lyra Dawnbringer and Adanto Vanguard) which dont even need the History of Benalia Buff. Second of all, Enchantment removal is quite common, as well as removal and bounce spells which all make your 3 mana spent for nothing. Third - When your creature dies, the enchantment is destroyed, if you really want buffs to creatures, Forebear's Blade could be a good idea.
Removal is a good option, get rid of some of those silly combat tricks and run a few Seal Away and Baffling End, you needed a way to get rid of big creatures like Hazoret the Fervent. Settle the Wreckage is also very good.
3 months ago
Nice deck! You may want to put in some more Angels to help with the half-Angel tribal theme. I think Heroic Intervention is more of a sideboard card, same with Baffling End. Changes you might want to consider:
4x Serra Angel
4x Baffling End to sideboard
2x Heroic Intervention to sideboard
You also might want to consider how many copies of each legendary creature you have in your deck, as you can only have one out at a time.
3 months ago
That is fair. I was just saying a card that was cheaper that might be more useful for the early game. Stomp is still not bad but was worried about the possible need for a creature on the board to activate. Only other cheap removals I can think of are Seal Away and Baffling End for your colors. I can understand if do not want to use these because of the restricted nature of when you can use them, but both are rather viable as well.
Hope the suggestions you try work out.
3 months ago
I've been solo play-testing it, and it's still a little clunky on the front end... maybe that's just because I'm so used to playing aggressive creature decks that tempo or die. If you don't have a 3-land hand, it can get dicey if you don't get a Search for Azcanta. I think you were right to cut Chandra and Red all together.
There's a lot of indestructible in the format right now so maybe Deep Freeze for targeted removal? That or Baffling End I've seen played with some regularity. Another Idea is to maybe tax some noobs with Baird, Steward of Argive.
Finally, Mox Amber would be REALLY good in this deck since you're running almost exclusively legendary cards. Sure it doesn't ramp you early, but it might ramp you the turn you need that extra one for negate protection.
3 months ago
Hi, I like the concept of this deck and I'm wanting to create either a Boros or a Azorius version myself. I have a number of ideas of how to alter this deck so bare with me, I'll try not to make it a stream of thought.
The idea of your deck is to win as quickly as possible smashing face with pumped creatures. Therefore Artifacts in general are going to be too slow. I'd cut them completely and focus just on Aura' s.
As you no longer have a 'reoccurring' source of buffing your creatures through Artifacts that can be re-equipped if creatures die I would then increase your number of Dauntless Body Guard's to 4 in order to protect your late game threats.
Your creature count overall wants to be lower, these sorts of Decks tend to play a select few good creatures and then the remainder being Auras with very little removal. I'd suggest something like:
Maybe keep one Shalai?? If your opponent can't answer it then your pumped guys are protected.Sram is a must have in this sort of deck as it'll really help you keep the ball rolling as all your auras will draw you cards enabling you to play more auras :).
I'd recommend atleast removing some of your other creatures if you don't want to run the above set. These include:
Baird - he just seems very expensive and against your game plan. You don't care about your opponents being able to attack you because you're going to be smashing face so much and winning quick.Danitha - on the face she seems good, but there's other things to do on turn 3 and some Enchantments that I'm going to suggest are cheap enough as it is.Teshar - you aren't really playing enough Artifacts/legends to make this 4 mana 2/2 worthwhile.Skirk Prospector - this more needs to go in a goblin deck. I can see the upside of being able to ramp a little, but I'm not sure on this little dude.
In terms of Enchantments there's quite a few available to you in the RW colour wheel, these include:
Cartouche of Solidarity - this is a 2-4-1 leaving behind a 1/1 even if your guy gets killed. The +1/+1 and first strike is nothing to sniff at either making blocking your dude difficult.
Cartouche of Zeal - haste +1/+1 and a creature can't block this turn is great for a big blow out with either of your big aura fatties.
You've already included Frenzied Rage which seems good and makes your guys even harder to block :D.
Consuming Fervor seems like a good choice as well, you'll have got in for so much damage that the fact that you have to sacrifice your creature seems like a pay off you'd be willing to pay. Plus you have 8 legendary cards so you may have redundancy in your hand.
Other stuff. These can include Legion's Landing a life link dude and the potential to make even more. Lightning Strike, Seal Away andBaffling End as premium removal, but You don't want too much as it'll take away from your game plan.
Sorry about the splurge of ideas. Feel free to take or leave as much of it as you want :).
3 months ago
As it is, it's okay. Its fine. It'll hold up fine, I'm sure. But I could be better. Here's the gist of it.
You're running a lot of creatures, probably way too many. Most decent standard decks will run a max of about 12-15 creatures. Unless you're intending this to be a creature deck. Even then, your card choices are not great for that.
Dauntless Bodyguard isn't really worth the card slot in my opinion. If you plan on keeping 4 ofs, there's no real reason to sacrifice it to save anything. Not that it's a terrible choice. There's just better options available.
You're also running a lot of ramp with almost nothing to ramp into. Llanowar Elves is good. If you're determined to run ramp, I'd cut those down to 3. Elfhame Druid is not great in this at all. You run no kickers, so it's worth nothing compared. If you're determined to run another ramp creature, just run Druid of the Cowl. The extra toughness will do more than a dead ability.
You're running no removal whatsoever. That can be problematic. Usually will be. Ixalan's Binding in sideboard will cut a lot of problematic cards out of the picture in games 2 and 3. I'd main 4 copies of Cast Out as your main removal.Authority of the Consuls gives a huge amount of board advantage over nastier opponents. Other additions I'd make include Plummet, Baffling End and stuff like that. Maybe consider Settle the Wreckage for when crap hits the fan.
Evra, Halcyon Witness is a fine wincon. She's great. The problem with her is that her only redeeming quality leaves you very vulnerable. A chump block from your opponent can leave you dead next turn. Not saying to change that, just be careful.
Just as a general rule, I'd stay away from 4 ofs and allow yourself more flexibility and variety. Just remember not to make it do too much at once. Stick to one general thing you want it to do, run with that.