|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Common|
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Creature — Wurm
Landfall — Whenever a land enters the battlefield under your control, Belligerent Whiptail gains first strike until end of turn.
Belligerent Whiptail Discussion
2 years ago
Ok, thats a nice solid start and a strong idea. Modern is a turn 4 format- usually non-casual games are decided by turn four in one players favour, so most cards are at the 1-2 cmc, with key cards castable turn three. I love the idea of a kor firewalker/dash setup, it has a lot of potential, especially running a lot of removal. So lets start by looking at cards, costs and interactions and alternative multiple copies. Basically, the deck as you described it should run two sets of cards- things to enter the battlefield or benefit from entering the battlefield, or things that remove your opponents threats so you can grind out a win.
Removal- Fumigate, Flame Slash, Lightning Bolt, Stasis Snare all fantastic, with this setup Blessed Alliance, Celestial Flare, Immolating Glare are all options, with Leave No Trace, Radiant Purge, Disenchant, Urgent Exorcism and Valorous Stance, with the traditional red Smash to Smithereens and the like.
Engine- Kor Firewalker ( dragon claw ? it dodges boardwipes) Ajani's Pridemate , Screamreach Brawler, Mardu Scout, (Foundry Street Denizen, Dragon Fodder, Mogg War Marshal (possibly a single Cathars' Crusade), Spirit Bonds, Impact Tremors, Mantle of Leadership!!, Pandemonium, Soul Warden/Soul's Attendant, Countless Gears Renegade, Banisher Priest, Blade Splicer, Cloudform etc
Things I'd cut - Shivan Dragon(classic, but reducing the mana costs of the deck mean stuff hits the battlefield faster and you can run less lands) Resolute Blademaster Cinder Hellion Belligerent Whiptail too slow to cast when you need them, need you to already be winning to work. Fireball Heat Ray Armored Ascension Lust for War- slow and don't suit your gameplan of bouncing creatures for effect.
Interesting cards to consider- Legion's Initiative, damage, can protect your creatures by bouncing them, You could consider looking at the white Cloudform flicker archetype, soul sisters Soul Warden decks and RDW, which with key cards being reprinted may provide some good options. There is probably a card that has exactly the effect you want or need if you look for it, so its more about imagining what you want to be doing, and checking it can be done efficiently enough to work.
The key part of it all is sideboard- this is how budget decks thrive in the modern envoronment. Cards to specifically mess with opponents, Disenchant key artifacts, Deflecting Palm a big creature into an opponents face, Combust key creatures in control decks. Its all there with the weird, optional, situation specific cards. Test your deck, see what works and what doesn't before commiting, then go out and play, because your playgroup and metagame will not condform to whatever is out here in the world, and what is best might not be fun to pilot, and thats the whole point of playing. Don't be scared of playing on a tiny budget, there are a lot of cards that have fallen out of vogue and have low prices not because of how good they are but because they are unpopular eg.Nevermore. You can absolutely win most games by piloting well, even against the best decks and players with planning and a little luck.
2 years ago
Are trying to make this a standard deck, or just casual? Either way these are the cards I would take out.Weapons Trainer- you have no equipments so this card is a 2 color 2 mana 3/2. Is't just not good in this deck.Inquisitor's Ox- Delirium will be near impossible to get in this deck reliably so this is just a 2/5 for 4 which isn't great. It doesn't fit in this deck either.Howlpack Wolf-Since this deck isn't wolf tribal it is only a 3/3 that can't block for 3, so it doesn't fit very well either.Belligerent Whiptail- Personally I do not like landfall abilities that aren't permanent. There is roughly a 1 in 3 chance of it having first strike and you can't block with first strike so a 1 mana 2/1 can kill it 75% of the time.Inner Struggle- It just isnt a good removal spell. It costs 4 which is high and is not reliable. Sure it will kill Gisela, the Broken Blade but it won't kill any creature with a higher toughness than attack. I hope this helped!
3 years ago
I tested it out a little bit. Mostly I was struggling to get enough land in play. I'd suggest getting it up to 24 land would make it more consistent.
Otherwise, the Makindi Sliderunner seemed to be the best performer in my test games with it. Scythe Leopard and Retreat to Kazandu put in good work too. Radiant Flames was good too. I'd suggest focusing the gameplan more on those cards. Undergrowth Champion was doing some fun things, but I'm not sure it contributed a lot to winning results.
On the other hand Belligerent Whiptail, Embodiment of Fury and Gaea's Revenge were never a good fit for any situation I was in and they often just sat around in my hand never getting cast. Archers of Qarsi was a nice surprise to draw in a situation where the opponent cast a Dragonlord Ojutai, but it still didn't quite work out well enough.
When I was playing around with a RG landfall deck, I focused more on Scythe Leopard, Dragonmaster Outcast and Grove Rumbler. Then I wanted as many ways to get bonus cards/lands as possible, so I went with a package of Sword of the Animist, Animist's Awakening, Abbot of Keral Keep, Ire Shaman, Wildcall, and Commune with Lava. It's not necessarily the best way to go, but I had a lot of fun with it.
3 years ago
Alright, here we go! I like the landfall mechanic a lot, but I feel like you're trying to do too many things at the same time.
Let's start by cleaning up the creatures, getting rid of some of the worst ones and adding in more of the good ones. I would drop Murasa Ranger, adding in more Grove Rumbler instead. You'll want to have 4 Grove Rumbler total, as that card's amazing in your colors and theme. I'm also not a huge fan of Tunneling Geopede, or Territorial Baloth, so I'd probably drop both of them. In summary:
I also have a couple creature suggestions. I would highly, highly recommend Mina and Denn, Wildborn as a three or four of, as being able to bouncing a land and replay it is amazing in a deck like this. If you end up keeping Embodiment of Fury, I'd add in a couple more of him to make it more consistent and Sylvan Advocate. Advocate does amazing things in this deck, especially with all the ramp into more lands. I think that would be an excellent addition. As a take away, be sure to get 4 Grove Rumbler, and at least a couple Mina and Denn, Wildborn.
I'll do spells and lands in another comment.
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