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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Battlefield Medic
Creature — Human Cleric
Tap: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.
NocTurtle on
1 year ago
Heliod, Sun-Crowned, Resplendent Angel, Crested Sunmare, Serra Ascendant, The Book of Exalted Deeds, Gala Greeters, Trelasarra, Moon Dancer, Voice of the Blessed, Well of Lost Dreams, Elder Gargaroth, Aetherflux Reservoir, Angelic Accord, Authority of the Consuls, Blind Obedience, Ezzaroot Channeler, Glorious Sunrise, Ivory Tower, Nykthos Paragon, Primeval Bounty, Solitude, Spike Feeder, Urza's Saga, Heroic Intervention, Deep Gnome Terramancer
Remove Battlefield Medic and Doubtless One
Your ramp is good but if you change you land base a little it could be better with Three Visits, Nature's Lore, Crop Rotation
Land base Savannah, Scattered Groves, Arctic Treeline, Windswept Heath, Myriad Landscape, Gaea's Cradle
War Room and Bonders' Enclave will draw on a land
One thing I would recommend is not mixing green ramp and white catchup ramp. The white ones just get hosed. You could fix this by running lots of ways to change the amount of lands you control. Strip Mine, Wasteland, Dust Bowl, Selesnya Sanctuary
doctorstrangedays on The Holy Grail
3 years ago
Thanks Granular_Quality! This is a blast to play. Oh man, I just checked out your theme deck and it is amazing! I love the flavor and the altered art you got going on. Thanks for the recommendation, Battlefield Medic is a cool protector. I will have to see what I can take out to make a spot for the medic. I am currently trying to find room for a Greed as well. The struggle is real!
Granular_Quality on The Holy Grail
3 years ago
I would recommend Battlefield Medic he is a great tribal protector!
Snickles@EDH_only on The Church of Sacrifice
4 years ago
list of possilbe clerics to consider:
Heliod, God of the Sun - okay, not a cleric, but makes cleric tokens
Alms Collector - good card draw engine in EDH - prevents players from drawing their deck in one go also
Auriok Champion - linear upgrade from Soul Warden - resists removal
Auriok Replica - good sac for anti-commander damage, fits cleric type, colorless to cast. not super amazing, but worth mentioning
Ayli, Eternal Pilgrim - not all that useful until you gain some life, then amazing removal. and 2/3 deathtouch for 2 isn't bad either
Battlefield Medic - damage prevention based on clerics. nothing to special, but tribal themed, so I mention it here.
Beloved Chaplain - evasion that's hard to top - can't be blocked by creatures, can't be removed by creatures.
Blind Zealot - sacs to destroy target creature when it hits a player, good for general
Cabal Archon - sac outlet? check. Cleric tribal? check. sadistic grin? double check.
Cabal Executioner - on par with blind zealot - lacks the evasion, but doesn't sac to activate. mixed bag, but not horrible
Children of Korlis - sacs to revert life total to start of turn? yes please
Custodi Lich - grants Monarch, and forces creature sac on play and when you regain it. seems good.
Custodi Soulcaller - requires a few players to be super amazing, but still worthwhile even if all you get back is Children of Korlis
Daru Spiritualist - not quite pro- red, but helps agaisnt spot removal for entire tribe. bonus if paired with Shaman en-Kor
Devout Chaplain - most clerics are humans, exile is good. enough said.
Eight-and-a-Half-Tails - good protection for your side of the field.
Entomber Exarch - cleric that can reanimate or force pitch from opponents. not gamebreaker, but solid card with options
Frontline Medic - clerics are indistructable as long as 3 swing? seems good
Giver of Runes - really should be vodka-aunt of runes, but w/e, still good
High Priest of Penance - great to chump with, better with aethreos, best when indistructable
Kor Sanctifiers - decent artifact / enchantment removal on a cleric body, not much else to say.
Leonin Arbiter - the staple of death & taxes and hate bears is, in fact, a cleric. seems useful.
Leonin Relic-Warder - fiend hunter for artifacts & enchantments, not much else to say.
Mikaeus, the Lunarch - cleric that slowly buffs your side
Order of Whiteclay - recusion cleric. not as useful once it gets vigilence, so fair warning.
Pious Evangel Flip - sac outlet that transforms into a mini- blood artist, is cleric.
Pontiff of Blight - mass extort is disgusting. seven toughness is hard to remove.
Ravos, Soultender - recursion + steroids = win
Remorseful Cleric - mass graveyard remval + evasion is good
Shaman en-Kor - this guy is bonkers, and with any form of damage prevention makes your side nigh unkillable
Sin Collector - exiles instants & sorceries, solid card. never returns them either. probably is on a wanted list in some libraries for back charges
True Believer - if you don't want people to target you, ivory mask with legs is a cleric too
Tymna the Weaver - less useful in duels, but solid for mass card draw otherwise
Vile Deacon - cleric tribal lord for black, comparible to doubtless one
Weathered Wayfarer - land tax on legs. still a cleric
Whipgrass Entangler - ghostly prison based on clerics for mana, but single target per use
Whisper, Blood Liturgist - creature recusion that nukes for 6 with general out, or mass reanimation if opponen't don't take it.
Profane Prayers - not an X spell, but cleric tribal nuke seems kinda on-theme.
Snickles@EDH_only on Gods and the clerics who worship them
4 years ago
needs more cleric tribal - I'd ditch the backup Orzhov subtheme ( Basilica Screecher , Crypt Ghast , Teysa, Envoy of Ghosts , & Tithe Taker ) and probably the Regal Bloodlord for some cleric support: Akroma's Devoted , Battlefield Medic , Battletide Alchemist , and Daru Spiritualist come to mind for that. Edgewalker is a must for the colors, and I'd probably ditch the monuments and obilisk of urd for more clerics - Alms Collector and Bygone Bishop give decent card draw, Eight-and-a-Half-Tails , Giver of Runes and Mother of Runes offer amazing protection for your field. Frontline Medic and Selfless Spirit offer indistrucbablity for your own wipes. Sin Collector offers good andi-countermagic / tide-turner removal. High Priest of Penance is just amazing with the recusion this deck should have. Rotlung Reanimator turns all clerics into double duty sac fodder, and Priest of Forgotten Gods , Yawgmoth, Thran Physician , and Whisper, Blood Liturgist are more than happy to supply that role, with Skirsdag High Priest backing them up. and Weathered Wayfarer pulls the same job as Land Tax , but can fetch non-basics, and is a cleric.
amicdeep on Cleric Army
7 years ago
if you want to go tribal cleric Battlefield Medic, Devoted Caretaker, Glowrider, True Believer, Ayli, Eternal Pilgrim, Fiend Hunter, Frontline Medic there are plenty of others as well
islandsopwizplsnerf on Tajic EDH
7 years ago
Ah, crap, Frontline Medic, not Battlefield Medic. How the hell do you edit comments?
islandsopwizplsnerf on Tajic EDH
7 years ago
The two simplest ways to win in commander are creature damage (dropping opponents from 40 to 0) and commander damage (21 damage from the same commander). Tajic can hit that sweet spot of 7 damage (the minimum needed to kill in 3 turns) but Boros (white-red) lends itself very well to creature damage.
When you combine red's themes of energy, movement, and aggression with white's themes of order, protection, and community, you get a military force. Straightforward, resilient, powerful beatdown. Boros doesn't just lend itself to "going wide" thematically; going wide reduces your color's natural weaknesses. WR doesn't have the card draw spells, tutor spells (search your library for a card you want), or ramp (sustainable extra mana, from creatures or putting extra land into play) to quickly recover from a big loss, and lacks counterspells and graveyard recursion to prevent or mitigate removal spells (it has all of that, of course, just less than other colors). You can "go tall" and stack a bunch of equipment and auras on Tajic (and indestructible makes that more viable than it would be otherwise) but a Darksteel Mutation or the like stops you in your tracks.
The most threatening card on the table draws everybody's removal, generally, so you can avoid that by not playing cards that are threatening in and of themselves but become much more powerful than the sum of their parts. Lets say you have Tajic, Akroan Hoplite, and Aurelia, the Warleader on the board. You swing for a total of 14 and then swing again for another 14. Respectable. But a single Malfunction or Murder on your big Aurelia drops that from 28 to 4 damage. Compare to having, just one example, Tajic, Akroan Hoplite, Hanweir Garrison, and Kongming, "Sleeping Dragon" out: you swing for 26, but knocking out any one creature doesn't drop that nearly as much or cost you that much mana. You want to deal with removal and counterspells the same way you deal with creatures, by going straight through them. It comes down to card advantage: spending a Murder or Malfunction on a big creature is good, but spending it on a buffed-up token is rarely going to be worth the battlefield advantage. I've been running Iroas, God of Victory for awhile now: he's a blast to play and I'm constantly surprised at how often I win.
Cut cards with Heroic (Akroan Crusader) that benefit you for spending resources on them for cards with Battalion (Firemane Avenger, Battlefield Medic) that benefit you for building up a board state. Cut cards with enter the battlefield pumps (Viashino Firstblade) for cards with permanent, army-wide pumps (Kongming). Cut burn spells (Lightning Strike) for cards that shut down creatures regardless of how tough they are (Excoriate). Cut big, temporary, single target pumps (Titan's Strength) for army-wide pumps (True Conviction)
Noblis of War and Cavalry Pegasus are great, but you get more value out of them the more creatures you have on the field: Spear of Heliod gives more extra damage if you have ten 1/1s than one 10/10. You have a good base, but some cards don't synergize well with the rest of what you're doing: Spikeshot Elder, Spark Trooper, Skyknight Legionnaire, Minotaur Skullcleaver, Dawnstrike Paladin, Cyclops Tyrant, Anax and Cymede, and Akroan Crusader are all good creatures, but they don't help you build a threatening army beyond the paltry damage they deal. Battlewise Valor, Lightning Strike, Magma Jet, Titan's Strength, Warleader's Helix, Act of Treason, Mugging and even Silence don't give recurring value or enough of it in one go to swing the game completely. You don't have enough lifegain going on to benefit from Angelic Accord.
Some cheap, combat oriented cards I'd suggest: Archetype of Aggression, Archetype of Courage, Hanweir Garrison and Hanweir Battlements, Angel of Jubilation, Balefire Liege, Heliod, God of the Sun, Legion Loyalist, Geist-Honored Monk, Assemble the Legion, Cathars' Crusade, Agrus Kos, Wojek Veteran, Pianna, Nomad Captain, Captain of the Watch, Hammer of Purphoros, Sun Titan, Hellrider. Sunhome, Fortress of the Legion and Slayers' Stronghold are better than sorceries or instants that pump your creatures because they can do it over and over again, and provide mana when they aren't.
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