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Format | Legality |
1v1 Commander | Legal |
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Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
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Modern | Legal |
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Quest Magic | Legal |
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Vintage | Legal |
Bolrac-Clan Crusher
Creature — Ogre Warrior
, Remove a +1/+1 counter from a creature you control: Bolrac-Clan Crusher deals 2 damage to target creature, player or planeswalker.
ScionsStillLive on There's one, set for stun (Help Wanted)
4 years ago
Try this:
Bolrac-Clan Crusher and Strangleroot Geist .
Make sure to kill Strangleroot Geist after this.
Skippyeights on Gruul Midrange
5 years ago
A few card suggestions...I don't know what I would pull to add them because your deck seems well balanced now, but maybe worth considering:
Incubation Druid can help ramp faster especially if you have Rhythm of the Wild or Domri in play to give it a counter when cast. Plus, it is a mana fixer and can give you another red if you need it for a Phoenix. The adapt ability also makes it better late game than a Llanowar Elves .
Beast Whisperer is always good in a creature heavy deck and can give you card advantage.
Bolrac-Clan Crusher might be a useful card for your sideboard. Its another source of direct damage to take out some key components of aggro, aristocrats, or tempo decks i.e. Judith, Tithe Taker, Pteramander, etc. You can also nail Planeswalkers with it. With Rhythm of the Wild, you will always have counters, or you could re-adapt a Growth-Chamber Guardian after stealing its counters.
PTsmitty on MTG Arena: Which Limited Deck?
5 years ago
I am usually pretty good at figuring out which colors I should go with when assessing a limited pool, but this group of cards has me a bit puzzled. I have created 3 deck ideas and was wondering if you all could help me with determining which one would be the best option.
Temur Deck running 17 lands
The idea with this deck is to play bigger 4-6 drop threats and us the adapt mechanic along with the
Bolrac-Clan Crusher
to remove the counters and use them for direct damage. This deck is running the following guildgates for the colossus and mana fixing: x2 Radkos, x2 Gruul, x1 Simic, x1 Gateway Plaza. My concern with this deck is that I can get overwhelmed fast and not be able to catch back up.
Radkos #1 running 17 lands
Move into a Radkos build so I can more consistently use
Theater of Horrors
when I draw it. This may also allow me to use
Skewer the Critics
for the spectacle cost more often. I have x3
Goblin Gathering
, but worried that this card is not going to be what I am hoping it to be. I kept the radkos GG, gruul GG, and gateway plaze in to allow for me to run the colossus still. Should I take out
Flames of the Raze-Boar
out of this build since I only have the colossus that is true 4 powered creature?
Radkos #2 running 16 lands
I dropped the colossus, but I am still running x2 Radkos guildgates. I added
Ill-Gotten Inheritance
,
Orzhov Racketeers
, and
Vizkopa Vampire
in place of the Colossus, x1 land, and
Flames of the Raze-Boar
.
I am thinking that the temur deck will be more interactive and has the bigger creature threats, but the radkos builds will provide me with more consistency. I wish there was a way I could try these two decks out first before starting the tournament...lol. Any input is appreciated. Thanks!
Hi_diddly_ho_neighbor on Ravnica Allegiance: Spoilers and Speculation
5 years ago
ZendikariWol - Are you sure you read Combine Guildmage properly? It's second ability literally removes counters from creatures. So far we have three: Galloping Lizrog, Combine Guildmage, and Bolrac-Clan Crusher, and they are all at uncommon to boot. Plus there is the rare Biomancer's Familiar that allows for additional adapt.
It isn't a lot, and I'd like to see more for sure, but there is support for counter removal.
Also, Standard merfolk just got a nice boost: