Artifact Creature — Golem
As Brass Herald enters the battlefield, choose a creature type.
When Brass Herald enters the battlefield, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
Creatures of the chosen type get +1/+1.
Printings View all
|Eighth Edition (8ED)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Brass Herald Discussion
6 days ago
Seems like quite the fun deck. Methinks it could use some hand refilling, though. To that end I'd go for actual draw with Distant Melody and Brass Herald, Icon of Ancestry, and Sylvan Messenger to get more elves in your hand. Also Etchings of the Chosen and Steely Resolve are great ways to keep your dudes around.
2 weeks ago
Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.
As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.
1.) River cards:
River of Tears not the best land you could find, but fits in there
Underground River certainly an essential
Bad River cheap fetchland fitting the theme
Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)
River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw
Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though
Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage
Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme
2.) Cave cards:
Cavern of Souls choose Surrakar and it becomes Surrakars' caves! / expensive though
Rhystic Cave fun land with flavour
Gemstone Caverns not sure if it fits the theme
Cryptic Caves card draw / works just fine with [card:Crucible of Worlds] if you go for it
Waterveil Cavern nice flavour / bad card but who minds?
Cavern Harpy really good interactions with Yarok, can be used for some etb-abilities abuse/combo
Ice Cave just a funny card I wanted to give a shot there, not sure if it's something worth
3.) Cloning your Surrakars cards:
Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned
Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration
Mimic Vat classic card, not the most flavourful
Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning
Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo
Metamorphic Alteration also a nice one
Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars
Unstable Shapeshifter funny card, a quality+ illustration
Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok
Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok
Supplant Form let's just assume for a while that this is Surrakar's magic lel
Dual Nature yeh it is slow, but it is strong / interactions with Yarok
4.) Tribal outlet:
Metallic Mimic one more Surrakar buffing your Surrakars, despite lacking a Surrakar-ish illustration
Herald's Horn will also work with Shapeshifter if you add some
Vanquisher's Banner I don't particularly like it, but still worth mentioning
Brass Herald good interaction with Yarok
Kindred Discovery good interaction with Yarok
5.) Yarok outlet
Panharmonicon I know your strategy is different, but I always find it more interesting when your commander actually is useful
Yarok's Fenlurker flavourful, fine card
Bala Ged Scorpion flavourful, ok/bad card
Bojuka Bog flavourful, fine card
6.) Other cards
Memory Plunder for the illustration
I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!
3 months ago
Check your decklist. You have two copies of Intangible Virtue listed in your enchantments.
That being said, in Fairies is something of a trap, as there are literally only 10 Fairies with that colour in them - and Diamond Faerie with Rubinia Soulsinger also have , taking them further out of your colour identity.
I would honestly go straight Oona, Queen of the Fae if you intend to keep to the Fairies theme, and delve into the Tribal mechanic. Coat of Arms is traditional while Door of Destinies is a good alternative. Brass Herald should be a bulk Rare from 8th Edition or an Uncommon from Invasion for the budget alternative to Adaptive Automaton.
Sol Ring is printed in every Commander precon, so getting your hands on one should not be difficult or expensive, and is a good mana accelerant.
3 months ago
I actually think Brass Herald is an amazing budget card for tribal strategies in cmdr especially ones that dont contain blue, green or black since they lack card draw - in your deck for example you have about 25 samurai making the herald a 3/3 samurai that statistically draws you a card (with chances of drawing more as you fetch lands out of your deck) while also functioning as an anthem effect - sure it sucks to whiff his card draw but he is incredibly cheap making him ideal in draw-light budget tribal decks as stated previously.
4 months ago
5 months ago
6 months ago
Alright, let's get back in the field.
Lords and Anthems
A longtime staple for tribes, dating all the way back to Zombie Master, and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.
Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general
Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high
Metallic Mimic - A de facto Lord, and is prime for ETB abuse
Etchings of the Chosen - Making your general hard to deal with should always be welcome
Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering
Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost
Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work
Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option
Kindred Boon - Mostly just protection for King and at least is worth considering
Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it
That Which Was Taken - Protection for anything, plus synergizes with Artifact support
Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.
Deep Analysis - Its initial cost can be rough, but Flashback is great,
Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable
Distant Melody - A decent choice for any EDH tribal
Thoughtcast - Solid in anything Artifacts
Greed - It's an option
Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game
Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless
Tutors and the Like
Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.
Scheming Symmetry - Better with more people at the table, but is an option
Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite
Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck
Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap
I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.
Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting
Command Tower - Don't question it
Glimmervoid - Staple for Artifact EDH
Mirrodin's Core - Super budget and requires some planning, but is flexible
Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game
Path of Ancestry Color fixing with perks for casting your general
What to Ditch
This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.
Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.
7 months ago
You may want to consider cards such as Brass Herald and Kindred Summons. These will assist you in filtering down into more Slivers. Since Slivers are, by default, an attack-heavy Tribe you may want to also highly consider Kindred Discovery.
Hope this helps!