: Add to your mana pool.
: Add or to your mana pool. Battlefield Forge deals 1 damage to you.
|Have (2)||metalmagic , rockleemyhero|
|Want (4)||uncappedmarker , Etinifni , Volkolar , tloor27|
Printings View all
|Magic Origins (ORI)||Rare|
|Magic 2015 (M15)||Rare|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Battlefield Forge occurrence in decks from the last year
All decks: 0.05%
Commander / EDH:
All decks: 0.05%
RW (Boros): 4.22%
RBW (Mardu): 1.24%
Battlefield Forge Discussion
2 days ago
Hey, I like the changes you've made, well done.
Armada Wurm is a good high CMC creature upgrade and it makes many other high CMC creatures here not needed. Creatures such as Soul of Zendikar, Tendershoot Dryad, Thragtusk, Rampaging Baloths, Wingmate Roc. These creatures and the token they can create for their mana costs are not better with or without Ghired than what Armada gives you for six mana. When you get Doubling and Lives these are creatures who could be cut.
Another place to think about upgrades is the manabase. The precon manabase is decent, but there's still too many lands that will always ETB tapped making it slow. Some dual lands that can ETB tapped are fine such as Check lands and Battle lands, but these lands can ETB untapped and have a much better chance of doing that because of the high number of basic lands.
Currently Farseek can only search for Cinder Glade meaning it can't search for a dual land that can make white mana. What makes Farseek a good card is it can be dual land ramp which also makes it color fixing. Canopy Vista is a land to consider adding.
With the current manabase consider these lands upgrades:
- Canopy Vista > Graypelt Refuge
- Karplusan Forest > Rugged Highlands
- Brushland > Sungrass Prairie
- Rugged Prairie or Battlefield Forge > Wind-Scarred Crag
- Rootbound Crag > Gruul Turf
- Sunpetal Grove > Selesnya Sanctuary
Like the Talismans the Pain lands will ETB untapped, you pay 1 life to make colored mana or they can make colorless mana without paying life. This is fine though, don't be afraid to use your life as a resource in 40 life Commander especially if you're playing cards that can gain you life later on in a game. Brushland and Karplusan are nice because they can ETB untapped turn one to cast a green one drop mana dork.
The Check lands are fine lands when playing a lot of basic lands in the manabase. Rootbound and Sunpetal will ETB untapped if you control just one Forest which is the most lands of the manabase. Of course Pain lands and Check lands can be even further upgraded with Shock lands and other Rainbow lands, but this is a start to consider for manabase upgrades.
1 week ago
Hey, nice work in progress at upgrading the precon :)
I don't know what the meta you play in is like, but what I can give you is overall advice on how to upgrade the precon. What the precon needs is early game ramp, tutors, haste enablers for Ghired and repeatable protection for Ghired in combat so he can safely attack and populate. Rhinos are really the only threat you need as long as you can keep attacking with Ghired.
Cards within the budget to consider adding:
- Ramp: Birds of Paradise, Avacyn's Pilgrim, Elvish Mystic, Llanowar Elves
- Ramp: Smothering Tithe, Faeburrow Elder
- Ramp: Arcane Signet, Wild Growth
- Tutor: Eladamri's Call, Finale of Devastation, Worldly Tutor, Fierce Empath
- Tutor: Enlightened Tutor, Idyllic Tutor, Open the Armory
- Tutor: Crop Rotation, Sylvan Scrying
- Haste: Lightning Mauler, Ogre Battledriver, Hammer of Purphoros
- Repeatable Protection: Mother of Runes, Reconnaissance, Eldrazi Displacer
- Recursion: Eternal Witness, Regrowth
- Lands: Temple Garden, Stomping Ground, Brushland, Karplusan Forest, Grove of the Burnwillows, Rugged Prairie, Battlefield Forge
- Removal: Swords to Plowshares, Vandalblast, Cataclysm, Wrath of God, Beast Within, Generous Gift
A problem with the precon is the high avg. CMC which is 3.9. This number means that consistently four drops or higher CMC cards will be in your hand which is very slow. Early game you don't want lots of four or higher CMC cards in your hand because you will not be able to cast them. Adding low mana cost ramp by cutting high mana cost cards can help to reduce this number.
There's a lot of high CMC cards here, in fact there's 36 four or higher CMC cards which is too much. There's a lot of high CMC threats and I don't think you need all of them. Instead of playing so many high CMC threats replace some of them with tutors which can get you the better cards/threats into your hand.
To be more competitive I would expand on combos and use most of the high CMC card spots for more combo cards rather than big creature threats. You have done this some what already by adding Purphoros, Helm for Aurelia and Godo, but consider expanding further. Cards for combos to consider adding:
- Kiki-Jiki, Mirror Breaker
- Aggravated Assault
- Bear Umbra
- Sigarda's Aid
- Savage Ventmaw
- Zealous Conscripts
- Impact Tremors
Combos that go with these cards:
- Kiki + Helm + Purphoros or Tremors for infinite damage.
- Kiki + Conscripts infinite hasty token Conscripts to attack. Add Purphoros or Tremors for infinite damage.
Outside of combos Kiki is good with populate because he can make a token copy of a nonlegendary creature and if you populate the token then that token doesn't go away at end of the turn. Kiki combos with Helm for infinite Kikis since the token copy of Kiki that's created by Helm is not legendary which allows Kiki to copy it.
- Assault + Umbra + five lands for infinite combats.
- Assault + Ventmaw for infinite combats and infinite green or red mana.
More infinite combat combos is good with Ghired because his power comes from him attacking. Outside of the combos Assault is a good card with Ghired because it can give you more attacks which is more populate.
A problem with Helm in all the combos, even Godo, is it's slow because you have to pay the five mana cost to equip it. Aid is a one drop which is worth including for Helm and Selves.
Good luck with your deck.
2 weeks ago
Hey, good start and budget version.
If you want to be quicker than consider reducing the avg. CMC? It's currently too high at 3.6. Reducing the avg. CMC makes it so you can play cards faster. In the case here getting more creatures onto the battlefield before Marisi. Consider more one/two/three drops creatures? One drop mana dorks are good with Marisi because they make ramp to help to cast him faster and they can also be attackers with or without cards that give evasion.
Creatures who are just attackers and don't do anything else are less good then others that can attack while also doing something else. In Commander you want the creatures you play to give you more value then just being a creature who can attack. The manabase can be much faster since all the dual lands you're playing always ETB tapped.
Some budget cards ($5 or less each) to consider adding:
- Sol Ring
- Avacyn's Pilgrim
- Elvish Mystic, Llanowar Elves
- Mother of Runes: protection and evasion.
- Swords to Plowshares
- Rancor: trample.
- Sixth Sense: draw.
- Eladamri's Call: creature tutor.
- Hushbringer: flying.
- Remorseful Cleric: flying.
- Loyal Apprentice: repeatable flying tokens.
- Mask of Memory: draw.
- Boros Charm: protection or double strike.
- Regrowth: recursion.
- Luminarch Ascension: repeatable flying tokens, can activate fast since looks at each opponents end step. If your opponents are not able to attack you then this makes it more likely that you will not lose life.
- Spirit en-Dal: shadow or give another creature shadow.
- Aven Mindcensor: flying.
- Soltari Visionary: shadow.
- Champion of Lambholt: make all your creatures unblockable.
- Silverblade Paladin: double strike.
- Duelist's Heritage: double strike.
- Snake Umbra: draw.
- Beast Within and Generous Gift
More creatures with evasion and effects that can improve combat/attacking are cards to consider because you need to do combat damage to a player to goad that player. More creatures with flying and creatures with shadow is evasion to consider adding. Drawing cards with creatures who do combat damage to a player can be helpful to stay ahead. Double strike is a good ability for an attacking creature.
Shadow is a unique creature ability that makes the creature unblockable because your opponents are not going to have any creatures with shadow. Spirit en-Dal has shadow, but the reason to play it is to repeatedly reveal it from your hand at your upkeep to give a target creature shadow until end of turn. For two mana it can give Marisi shadow making him unblockable.
The manabase can be improved because there's a lot of subpar lands which will always ETB tapped. Dual lands that can ETB untapped can speed up game play letting you cast spells faster. Command Tower is a staple land for multicolored decks. There's a lot of basic lands in the manabase therefore consider adding others lands that have good interaction with basic lands?
Good luck with your deck.
2 weeks ago
Hey, what's the max budget you have to make upgrades?
It can be a long process to upgrade an entire precon. What the precon really lacks is ramp, tutors and cards for better interaction with Ghired. The manabase in the precon can be upgraded with better dual lands, but casually is actually fine the way it is. Draw sources is one thing that the precon has a lot of which is surprising.
This is a summary list of some budget cards ($5 or less each, most are less than $1) that I think would help your deck:
- Ramp: Avacyn's Pilgrim, Wild Growth and Elvish Mystic
- Ramp: Selesnya Signet, Gruul Signet and Boros Signet
- Tutors: Eladamri's Call, Idyllic Tutor, Fierce Empath and Sylvan Scrying
- Extra Combats: Aggravated Assault with Savage Ventmaw
- Haste: Hammer of Purphoros, Ogre Battledriver and Lightning Mauler
- Protection: Mother of Runes, Eldrazi Displacer and Boros Charm
- Utility: Temur Sabertooth, Eternal Witness, Reclamation Sage and Regal Force
- Removal: Swords to Plowshares, Cleansing Nova and Heliod's Intervention
- Land: Canopy Vista and/or Scattered Groves that way Farseek can search for a dual land that can make white mana.
- Land: Battlefield Forge, Sunpetal Grove, Rootbound Crag and Sheltered Thicket
The avg. CMC (converted mana cost) of the precon is high at 3.9. This 3.9 number means that consistently you're not able to cast a spell until you have four mana sources and/or four lands which is slow. Consider reducing this number? Getting it down to 3.0 and then even lower after that. To do this consider cutting many high mana cost cards and replacing them with low mana cost ramp? Reducing the avg. CMC will speed up game play.
The most obvious upgrades to start with are adding more low mana cost ramp and tutors, but other upgrades to consider is how to make Ghired better overall for the deck since he's the Commander General. Casually Ghired is about attacking since he powers your deck's strategy by populating which he does when he attacks. Because attacking is important then consider strategies that can improve combat/attacking? Haste, extra combats and double strike are strong strategies with attacking.
I would make the Rhino the focus of the token population because it's big creature (4/4 trample) and is easily accessible because of Ghired. Because Ghired creates the Rhino token I don't think you need to go over the top with lots of other creatures or cards that create tokens. However, if relying more on Ghired and the Rhino token then consider more repeatable protection for Ghired to keep him alive on the battlefield. Not having to do combat damage with Ghired to populate is nice.
Not having to do combat damage means you can protect Ghired in combat so he survives while still populating a token since he attacked. If you can repeatedly protect Ghired in combat then you can keep safely attacking with him. Ghired needs to attack to populate which means he has to survive combat to be able to attack again. Protection for Ghired in combat is another area for upgrades to consider because you want Ghired to be able to keep attacking.
Extra combats are good with Ghired because he wants to be attacking and extra combats means you get to attack again or multiple times on your turn. Aggravated Assault + Savage Ventmaw is infinite combats which is infinite attacks. As long as Ventmaw can attack it makes six mana. Five of that mana can be used with Assault for an extra combat. At the extra combat Ventmaw will attack again and make six mana; use that mana with Assault and repeat. Without Ventmaw Assault is still a very good card because it can be repeatable for five mana on your turn you get to attack twice which can be a lot of Rhinos.
I offer more advice, more explanations about each of these suggestions, more detailed steps you can take to improve your deck, cards you could cut, etc. Would you like more advice?
Good luck with your deck.
3 weeks ago
Hey, it's great you're doing this for your daughter, but this is deck is not aggro, not close. It's midrange and honestly it's better that its midrange since aggro is less good in multiplayer Commander and aggro is not what you want with Angels.
Angels are about doing combat damage with flying to your opponents which Gisela, Blade of Goldnight is much better at than Anya, Merciless Angel and you have Gisela. As General Gisela doubles the flying combat damage that Angels do including herself. All Angels you control benefit from Gisela. Gisela can also help with the crack back since damage dealt to you is reduced. Anya is better as part of the 99 than as General.
For starters to upgrade your deck I would get away from aggro and focus more on how you can strengthen the midrange strategy with Angels. Examples of upgrades to improve midrange are cutting Embereth Shieldbreaker for Knight of the White Orchid, cutting Fumiko the Lowblood for Solemn Simulacrum, cutting Kalemne, Disciple of Iroas for Anger.
Cards you could cut:
- Dwarven Mine
- Idyllic Grange
- Phyrexian Soulgorger
- Embereth Shieldbreaker
- Fumiko the Lowblood
- Meteor Blast
- Kalemne, Disciple of Iroas
- Jareth, Leonine Titan
- Chandra, Fire of Kaladesh
- Fiendslayer Paladin
- Tajic, Legion's Edge
- Desolation Giant
- Truefire Captain
- Hunted Dragon
- Razia's Purification
- Crystal Slipper
Some other cards you could add:
- Lands: Battlefield Forge, Sacred Foundry, Rugged Prairie, Sunbaked Canyon, Clifftop Retreat
- Ramp: Talisman of Conviction, Smothering Tithe, Pearl Medallion
- Angels: Lyra Dawnbringer, Resplendent Angel, Aurelia, the Warleader
- Removal: Swords to Plowshares, Generous Gift
- Skullclamp: use it with 1/1 Soldiers that Assemble creates for a drawing engine.
- Luminarch Ascension: can be a repeatable source of Angels and it can activate fast since it looks at each opponents end step.
- Boros Charm
- Blind Obedience
- Serra Ascendant
Good luck with your deck.
1 month ago
I mean, the easiest way to improve the deck as I see it is to improve the mana situation, both in the lands and in the rocks. For the lands, I suggest cutting one or two, since if you play more rocks (see below) you'll play faster and still have all the mana you need. Fetch lands (like Scalding Tarn or Windswept Heath ) are the easiest way to improve your mana consistency, but unfortunately they tend to be prohibitively expensive. I suggest running more duals like Shivan Reef , Battlefield Forge , Sea of Clouds , etc. instead of your ETB tapped lands like Mystic Monastery .
With regards to rocks, you're already running two of the best ones ( Sol Ring and Arcane Signet ). However, I've never liked 3-mana mana-rocks like Chromatic Lantern or Jeskai Banner , since in my experience things like Talisman of Progress , Talisman of Creativity , Fellwar Stone etc. are simply better. I'd advise increasing the number of cheap (CMC<=2) mana rocks in your deck, as well as cutting one or two basic lands for the same number of cheap rocks. This'll both speed up your deck in the first few turns AND increase the number of hits you get from your general's attack trigger.
Speaking of the attack trigger, consider Strionic Resonator . I play it in my Ulamog, the Ceaseless Hunger deck, and I've found it to be a pretty good way to press an advantage. Being able to see 8 cards rather than 4 with Narset, Enlightened Master 's trigger seems pretty good.
Depending on your personal theory of ethics, you may wish to consider mass land destruction (MLD) as another method of winning. I personally have no problem with it, but some people might not like it. Anyway, if you want to go that route you should run Armageddon , Cataclysm and (potentially since it's about $100) Ravages of War . Note that Jokulhaups doesn't really work, since it'll kill your general, too.
Wear / Tear is, I think, an auto-include in any deck including Boros colors. It's an extremely efficient method of spot removal.
I've always loved Dack Fayden in EDH. He steals rocks, loots you to where you need to be, and only costs three mana... If you have access to him, I highly advise including him.
Preordain is a good cantrip on par with your Brainstorm and Ponder . While it is admittedly less powerful when it comes to leaving a card you want to cast with Narset on top of your library (since you'd have to scry both to the top), it is a powerful enough turn 1 play that I think you should run it anyway. I have frequently found one-land hands keepable on account of cantrips, and running Preordain will make it that much more likely for you to hit a good opening 7.
The last card I want to mention is Proteus Staff . If you cut all the creatures in your deck except your general (which I honestly think you should strongly consider doing), you can use Proteus Staff to reorder your entire deck. The way it works is this: second main phase, after you've attacked with Narset, Enlightened Master and (hopefully) gotten an extra turn coming to you, you target Narset with the staff's ability. That tucks her to the bottom of your deck, but then immediately finds her again and puts her into play (since she's the only creature in your deck). Because Proteus Staff says to put the other revealed cards on the bottom of your library IN ANY ORDER, you can then put all the other cards in your deck in any order you wish (since your whole deck has been revealed). That means you can stick 4 extra turn spells on top, cast them during your extra turn, rinse and repeat.
Good luck! Hope this helps.
1 month ago
Gracco Thanks a lot for your feedback, I think we are definitely on the same page as to what the deck should be, a few thoughts on your points however:
- I think Searing Blood is a must on this decks sideboard? I think, my BEST possible turn 2 against lets say mono green or gruul or mono black would be searing blood + attack with Monastery Swiftspear .
-Same for Smash to Smithereens ? except its actually even better
- Deflecting Palm for now the meta is quite diverse in non competitive play that i think is fun to have
-Ok on the -1 Titan's Strength , its just a one off i like to have because theres a fun combo with Boros Charm and prowess, but I actually think x2 Shock is better than x2 Lightning Strike .. its a cheaper way to set off prowess, if this was a 12 creature burn deck i would agree and even think about Skullcrack , but I think this deck is strongest when turn 2 is and turn 3 its hitting with one or more monastery swiftspear or Soul-Scar Mage , hence go for the 2x shock 2x lightning strike, and I need to think about setting off spectacle as cheaply as possible if needed..
-Unfortunately if I want to run the Wizard's Lightning efficiently I need to have all the wizards i can get, and i think soul scar is better than viashino as it is one mana and has an ability that can be useful recurrently as opposed to the one off 2 damage. That said runaway steam kin is a great card that I play in my standard mono red deck.
-Im worried about the damage coming from this mana base.. hence my doubts on the ruins. Could I maybe only run 2 Battlefield Forge ? I find myself that sometimes against aggro decks i end up killing myself with the mana base and Eidolon of the Great Revel
-Ill think about throwing in one or two more exquisite firecraft, i agree its an awesome card against control, and may I say a very satisfying way to win the game :D
2 months ago
Hey, saw you're forum topic asking for help.
You have 21 deck spots left which should all go toward lands. You have $50 left in your budget which is plenty to finish a playable manabase with some left over. I see Farseek , but there's currently not a dual land that it can search for. You could add Temple Garden , Stomping Ground and Sacred Foundry , Farseek can search for one of these Shocks lands. Another direction that's less expensive is Canopy Vista , Cinder Glade and Sacred Foundry . The Battle lands like the Shock lands can be searched for with Farseek. Of course the better option would be to include all these lands.
Here's a land package to consider for $40:
- Exotic Orchard
- Ash Barrens
- Naya Panorama
- Contested Cliffs : Uril is a Beast.
- Battlefield Forge
- Canopy Vista
- Cinder Glade
- Sacred Foundry
- Stomping Ground
- Temple Garden
- Fortified Village
- Game Trail
Round out the rest of the manabase with basic lands.
As far as optimizing on a budget then Argothian Enchantress and Path to Exile combine for $20 which I think I can be better used because there's plenty of less expensive alternatives especially Enchantresses. Sterling Grove for example gives you something that's better than Argothian, an enchantment tutor that also protects from target removal for all your other enchantments. Sterling is an enchantment, it has other interactions in your deck which is really good for a tutor. Path is fine, but is less needed when you have Swords to Plowshares . Sigarda's Aid gives you something that your deck doesn't have, flash for auras.
Other cards to consider adding:
- Sterling Grove
- Sigarda's Aid
- Eladamri's Call
- Wild Growth
- Trace of Abundance
- Fertile Ground
- Enchantress's Presence
- Satyr Enchanter
- Nature's Lore : search for a Forest dual land (Garden, Ground, Vista, Glade)
- Beast Within
- Fellwar Stone
Cards to consider cutting:
- Argothian Enchantress
- Path to Exile
- Kodama's Reach
- Rampant Growth
- Faith Unbroken
- Vow of Wildness
- Scourge of the Nobilis
- Boros Signet
- Gruul Signet
- Selesnya Signet
Because of the Enchantresses I think land auras are better here than Signets and many land ramp spells that can only get basic lands. Good luck with your deck.