|Commander / EDH||Legal|
Printings View all
|Dragons of Tarkir (DTK)||Uncommon|
|Magic 2015 (M15)||Uncommon|
|Duel Decks: Heroes vs. Monsters (DDL)||Uncommon|
Combos Browse all
Enchantment — Aura
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
Price & Acquistion Set Price Alerts
|Have (7)||Tommuz , ironax , Fiolek , Yawkcorb , MattN7498 , vashaclarens , CAPTAINxCOOKIES|
Battle Mastery Discussion
5 hours ago
Battle Mastery goes well with your voltron sub theme that you seem to have.
Mistveil Plains is a good way to recur your enchantments with Zur's ability if you ever feel the need for that.
3 weeks ago
4 weeks ago
I'm not sure you really need hexproof creatures other than Sigarda. She's nearly impossible to remove once you give her Indestructible, and the point of this sort of deck is to stack up one creature to scary proportions; and since this is commander you'll always have her. I'd suggest more creatures with good blocking capability like Sentinel of the Eternal Watch, Silent Arbiter, or Nyx-Fleece Ram, or utility creatures like Auramancer and Heliod's Pilgrim. I'd also recommend Sigarda's Aid so you can flash out auras as needed.
A few good enchantments you're missing out on: Battle Mastery, Ghostblade Eidolon, Abzan Runemark, and Shield of the Oversoul are all very powerful buffs. Flickerform makes Sigarda almost invincible (it takes coordinated opponents to take her down). Some tutors would be useful Open the Armory and Three Dreams are fantastic.
Don't overlook equipment in this sort of deck, you have a lot of enchantment synergy, but there's some fantastic equipment out there Darksteel Plate, Hero's Blade, and Sword of Vengeance to name a few.
My List is here if you want to see more.https://tappedout.net/mtg-decks/sigarda-angel-with-a-shotgun/
1 month ago
I have: 2 Opts (INV), Faerie Conclave, Supreme Verdict (RTR, some edge wear), and Serum Visions (CN2). I also have several cards from your wants: Reveillark (MOR), Bant Charm, Goblin Bombardment, Boggart Shenanigans, Quest for the Goblin Lord, Archetype of Finality, Whispers of the Muse, Battle Mastery, and Flow of Ideas.
Although, the only things in your binder I'm interested in are your 3 fetches. All the cards I just listed are roughly equal to Polluted Delta at about $18, but I understand if you don't want to trade a fetch into smaller cards. Let me know what you think.
1 month ago
1 month ago
Some good cards for this would be Unquestioned Authority, Battle Mastery, Open the Armory, Daybreak Coronet, Sterling Grove, Hero of Iroas, Nomad Mythmaker, Druid of the Anima, Naya Charm, and Temur Battle Rage.
You could also take out some Umbra cards because you have Umbra Mystic.
2 months ago
Yeah, it's tough!! Cutting cards and balancing the ratios between creatures, buffs, utility, and removal is a delicate art.
I generally start with the "8x8" method; choose 8 things you want in your deck and choose 8 cards that do each. You have a great start so I'm not saying to scrap what you have.
It's not perfect but it's a great place to start when building or redoing a deck. One thing to consider is a large chunk of one set of 8 will be ramp and ideally another set will be card draw, truly leaving only 48 cards. There is also the part where several groups of 8 will be "creatures" if you want an aggro deck (which this is sort of a hybrid) so some creatures will fall into a "buff/anthem" category or a "card draw" category or some sort of utility category, throwing some numbers off.
Brave the Sands is the shit.
Removal is slightly more important for aggro and voltron decks than midrange or control decks (you gotta get through!) but you have a good amount.
I generally find combat tricks less useful than constant buffs, so were it me I'd take out War Flare for one of the considered cards.
In my experience with Zurgo, evasion is more important than extra damage, so things like Battle Mastery and Mardu Runemark are less desirable than something like Spectra Ward, which makes a creature nearly unblockable and untargettable. Something like Spirit Loop would be better (and strictly better than Congregate, in my opinion) since you don't get two-for-one'd with it attached. Even with the voltron aspect being played down, Zurgo always has a huge target on his back.
Trample and flying, or something like Trailblazer's Boots help more than Fireshrieker or Inquisitor's Flail in my experience. The damage bonus is still super good though. A balance is good, is that I'm saying. Although perhaps not as much if the voltron aspect is less pronounced... YMMV. Also, Inquisitor's Flail is probably better than Hero's Blade. Conqueror's Flail is great too but a little pricey. I noticed you have a couple of random expensive cards--I assume they're ones you already own? Seems like a budget deck at heart. One thing that's hard about making a strategy like Warrior tribal work is it usually takes extra cash to make up for the inherent lack of synergy (unlike goblins and elves, etc.).
Have you seen Assault Suit? It's literally perfect for Zurgo. Keeps him indestructible on any turn and prevents him from being sacrificed. The damage bonus is nice and since he attacks four times a round instead of once it's almost like quadruple damage. I know you aren't doing a full voltron thing but it's so spicy and Zurgo is literally one of the only decks you can conceivably run it in.
Anyway, check out my Zurgo deck (Khanate of the Golden Headbutt (Artifact Voltron)) if you have the time! More of a traditional voltron deck though.