|Commander / EDH||Legal|
Printings View all
|Dragons of Tarkir (DTK)||Uncommon|
|Magic 2015 (M15)||Uncommon|
|Duel Decks: Heroes vs. Monsters (DDL)||Uncommon|
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Enchantment — Aura
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
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|Have (9)||Tommuz , ironax , Fiolek , Yawkcorb , MattN7498 , vashaclarens , maR2307 , dplerner , CAPTAINxCOOKIES|
Battle Mastery Discussion
6 days 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.
2 weeks ago
I think Elspeth, Knight-Errant can be an acceptable substitution for Power Matrix if needed, although I like the Trample that Power Matrix grants. Likewise Duelist's Heritage is a fair substitute for Battle Mastery and each has their own advantages and disadvantages; Duelist's Heritage sticks around when Isamaru, Hound of Konda dies and this deck has more tutors for Battle Mastery
Empyrial Plate is an acceptable alternative to Empyrial Armor but I am not certain I would run both of them. This deck tends to run low on cards in hand and when Empyrial Armor is out the play style changes to accommodate that card. As with Duelist's Heritage and Battle Mastery there are advantages and disadvantages to both Empyrial Plate and Empyrial Armor for this deck; Empyrial Plate sticks around and Empyrial Armor comes down a turn faster unless Sigarda's Aid is in play. This deck tends to run faster and riskier in trade for less resiliency. A more resilient play style, though, is an acceptable alternative and I think the deck can be tweaked to adjust for individual groups, play styles, and meta environments.
Regarding recursion I tend not to worry about it (the "fast and risky" plan). At various times the deck has run recursion effects but they tend to take time and resources to use well. At worst recursion cards are a dead draw if there is nothing to recur and at best it gives you some backup. Instead I would rather be drawing new equipment and resources.
- Godsend is a fun card but I think it would be too slow for this deck. It is a lot of fun in more casual decks in multiplayer, though, in my experience.
- Thanks for the compliment! I can see Lightmine Field and Clock of Omens doing some work for this deck but, as you said, its difficult to find cards to cut. At this point, unless there are more detrimental changes to the banlist, most modifications to the deck are for direct substitutions of existing cards that, for whatever reason, function better than the existing cards.
- I actually did try Sram, Senior Edificer as the commander for this deck when he first came out. The raw value is, to say the least, very powerful. If you wanted to swap Isamaru, Hound of Konda for Sram, Senior Edificer the immediate changes I would make to the deck would be to transition some of the spot removal and unattached buffs to cards that take advantage of Sram, Senior Edificer
1 month ago
Cool deck, the name made me laugh!
So here are some suggestions:
why no Wall of Omens?
as Glacial Chasm and Maze of Ith can shut down your whole gameplan you should include some more ways to get rid of them permanently. By now you can only kill them with Spine of Ish Sah or very slowly with Reality Acid (as brago already can't connect when they're on board) or bounce them once with Venser, Shaper Savant or Riftwing Cloudskate. This is why you might include Strip Mine and Tectonic Edge. They're also bf with Sun Titan ;)
1 month ago
Personally, knowing how the Kolaghan clan works, I feel the rig should come with haste, but that's just me I suppose. Main thing is I understand better that Hero's Blade also doesn't make the cut for exactly that reason that it is not worth just the potential for a free equip (though I do see it as better than Piston Sledge personally).
Regardless, have you done any playtesting with Elspeth, Knight-Errant or Duelist's Heritage? In my mind these would come in for Power Matrix and Battle Mastery respectively, but I do not know if you had tried those cards already. Also, I see Empyrial Armor, but if you run that then why not Empyrial Plate as well? Aren't they the same thing?
Lastly, how often have you felt you needed to recur or resuse any of your cards? I know white doesn't have much for recurring cards, unless it is creatures and probably through attacking, but would this deck benefit or suffer from making space for cards that either can recur themselves or can be brought back?
1 month ago
While I understand the concern around Auras I was just thinking about a few equipment/artifacts. I am not telling you to split focus at all. Like I said it is certainly doable to have an aura focused build. However because there are things that mono white Auras cannot do like Trample, Deathtouch, Hexproof/Shroud, and Haste(All of which can be pivotal when focusing on a few creatures), you may want to consider a few equipment. Also there are some Auras like Lifelink, Vigilance, Hyena Umbra, Battle Mastery, Duelist's Heritage, Flickering Ward, Empyrial Armor, Indestructibility, Cage of Hands, and Inviolability that would work very well in this build. Also Ajani's Chosen works quite well also.
1 month ago
Looking nice so far!! Here are some suggestions from my experience, fellow Kaalia player :)
As far as creatures go, pretty much just play the ones you like!
Some less-budget suggestions: Master of Cruelties, pretty much instant kill if they have no blockers. Rune-Scarred Demon, Gisela, Blade of Goldnight, Aurelia, the Warleader, Lord of the Void, Akroma, Angel of Wrath, Gisela, the Broken Blade. Those are some of my favorites. A little heavier on the budget but super fun!
Mid-budget options: Ob Nixilis, Unshackled, Platinum Angel, Anya, Merciless Angel, Mana-Charged Dragon, Rakdos, Lord of Riots, Angel of Despair, Mother of Runes, Deathless Angel, Hellkite Tyrant, Tariel, Reckoner of Souls, Blinding Angel, Overseer of the Damned, Akroma, Angel of Fury.
More budget-friendly options: Angel of Serenity, Angelic Arbiter, Indulgent Tormentor, Reya Dawnbringer, Harvester of Souls, Bloodgift Demon, Exquisite Archangel, Herald of the Host (For multiplayer), Angelic Skirmisher, Bruna, the Fading Light (to pair with Gisela), Seraph of the Sword, Guardian of the Gateless.
There are obviously numerous options as far as creatures go. Those are a couple of mine. But don't go off just what other people say- if you don't like the feel of killing someone outright with Master of Cruelties, don't get him! If you want to play a little more defensive you can run Seraph of the Sword and Guardian of the Gateless or something! Just play what you want to! :)
Not really sure about the curses. I personally probably wouldn't run them, but they seem fun!
Dragon Tempest is a good include. Give all your fliers haste!
You definitely want ramp, and I see you have some. The appropriate signets, Commander's Sphere, Darksteel Ingot, probably the cluestones (They can draw you cards, which is usually more useful than getting a small creature until end of turn, as with the keyrunes).
If you're going to spend a little more, the check lands like Clifftop Retreat and Dragonskull Summit are great. Scry lands such as Temple of Malice and be very useful. Obviously fetchlands and shocklands are good, but not friendly to the budget at all. I don't think they're worth it sometimes. But everything is up to you! :)
Hopefully these suggestions help! I've said it a lot, but play whatever you think will be the most fun for you! Good luck in the building process- I'll be following along to see how it goes! :)
2 months ago
I've had Phyresis in here for a while, but it's been cut because I haven't found it necessary, with having Empyrial Armor and Battle Mastery and the like, especailly once I have a lock of Necropotence + Solitary Confinement out, I essentially can't lose, so taking a turn or two to grab Armor and Mastery isn't painful at all, especially with a load of counters at the ready to counter anything relevant.
tl:dr - great card, bit win more.
2 months ago
hey outofnothing0! i was adviced, playing your list in a multiplayer game, to runPhyresis or Battle Mastery (to swing for death my opponents faster and winning the game also with the help of helm of obedience rip combo) what would you advice? also phyresis read in the flavour text "Perfection is at hand. You have been freed of weakness and made compleat." and it seems to pair so well with zur that i wonder if it was made for him.Also i haven't bought a Mox Diamond yet but i wonder,seen the hight price, if a mana vault could replace it or not as a mana rock.thanks a lot for the advice!