Brighthearth Banneret

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Morningtide (MOR) Common

Combos Browse all

Related Questions

Brighthearth Banneret

Creature — Elemental Warrior

Elemental spells and Warrior spells you play cost (1) less to play.

Reinforce 1-(1)(Red) ((1)(Red), Discard this card: Put a +1/+1 counter on target creature.)

Brighthearth Banneret Discussion

lagotripha on

3 months ago

The alara block elemental tribal tools are worth a look, especially for more casual decks. Smokebraider , Flamekin Harbinger , Brighthearth Banneret , Nova Chaser , Rage Forger , Pyroclast Consul etc.

lagotripha on Cards for Blue/Green Elemental

4 months ago

Temur elementals feels the way to go. It also gives access to Young Pyromancer which gets a little silly with reef.

Its worth looking at turns 1-2-3 and planning around that- elementals has amazing options;

Old spellslinger cards like Nivmagus Elemental , value like Voice of Resurgence , Flickerwisp and Mulldrifter , a blink subtheme with Shorecrasher Elemental , tribal cards like Brighthearth Banneret and Rage Forger , staples like Fulminator Mage , weird synergy/combo like Vesperlark / Reveillark or Necroskitter , a land animation subtheme( Wind Zendikon , Sylvan Awakening , etc), combo ramp in Soulbright Flamekin / Runaway Steam-Kin / Storm Entity , take over the game cards like Spawnwrithe , graveyard strats like Vengevine / Splinterfright / Thunderkin Awakener .

There is enough support for pretty much anything from control to aggro- it just needs a dig into what synergies you need and what supporting cards make that good.

VexenX on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

4 months ago

Brynx: You make a good point about Sylvan Awakening ! It turns Omnath into a wincon on ETB, plus we can swing in with our horde of lands! Thanks for the suggestions!

KayneMarco: Is the +1 button working? Your voted didn't seem to stick. Regardless, thanks for the +1! Glad you like the build!!!

dingusdingo: The reason I am not running counterspells here is because I don't see myself leaving much mana up for Instant speed effects. I would have to change the whole list quite a bit in order to do that. Although adding cards like Leyline of Anticipation , Vedalken Orrery , Alchemist's Refuge , Seedborn Muse and Emergence Zone is not out of the question, that is not what this deck is trying to do right now. The more I think about it, it might be cool to make this deck a Flash ETB Temur deck! I would likely have to add those four cards as well as 3-4 counterspells. Which counters would you run if you were me? This would change the deck quite a bit, so I have to be sure if I really want to do this... (R.I.P. Prophet of Kruphix )

Right now this is what changes I am looking to make. Please let me know what you think!

CUT

ADD

I will also be adding Cavalier of Thorns and Cavalier of Storms once added to Tappedout.

dingusdingo on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

4 months ago

A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.

When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles

Pyroclasm vs. Blasphemous Act

  • Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
  • Wipes small creatures vs wipes the entire board
  • Same timing restrictions, same color, both deal damage to remove

The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.

Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.

We can do the same thing with Greenwarden and Ewit too

Eternal Witness vs. Greenwarden of Murasa

  • 3 CMC vs. 6 CMC
  • Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
  • Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
  • Bad beater vs. Pretty good beater

Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.

As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.

For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.

Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.

That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!

Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .

Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.

Oh, also check out Brighthearth Banneret Cosi's Ravager Nova Chaser SKullmuncher Tideforce Elemental Tunnel Ignus Young Pyromancer Budoka Gardener Rakka Mar

ciacia on Retriever & Slinger "Bark Park" Pauper EDH

5 months ago

Nice Deck. Take a look at Brighthearth Banneret I think it is a really good addition. I have a 5 color ping EDH deck that uses equipment to create janky combos. In Pauper it didn't seem to work because I couldn't find much deathtouch/etc. and buffing won't help direct damage... I like Blight Sickle tho.

I also made a Chakram Deck, take a look and let me know what you think: Pinging Pauper Partners - Help Wanted!!!

triproberts12 on Horde of Notions - Elemental Tribal EDH

8 months ago

You may want to consider Angelic Renewal in this deck. The way it works with Evoke, you pay the Evoke cost, and by sacrificing Renewal, you get to keep the creature, as well as the ETB when returns to the battlefield. I've run the interaction in Pauper decks, and it's hilarious to do things like turn-2 Renewal, turn-3 Mulldrifter to draw 4 and get a 2/2 flier. You can do similar things by exiling the creature before it's sacrificed with Parallax Wave , Deadeye Navigator , Roon of the Hidden Realm , and Endless Sands . If you like that plan, I would include AEthersnipe and Walker of the Grove , too.

Also, if you're running Reveillark , you should probably be running Karmic Guide for the combo.

I'm also a little confused as to why you're not running Scapeshift in a Gates deck, especially one full of Landfall creatures. Other good land-fetch cards include Skyshroud Claim , Hunting Wilds , Ranger's Path , Wood Elves , Krosan Verge , Nature's Lore , and Karametra, God of Harvests , all of which fetch your Shocklands.

Path of Ancestry is fantastic in tribal decks, and it is an absolute staple in 5-color tribal decks.

This would also be a good deck for the Pickles Lock. Brine Elemental already plays to your theme, and you have multiple ways to tutor it. Vesuvan Shapeshifter is a clone at worst.

The final thing I would do is include some looting effects and self mill that won't put your Gates in the yard, since your commander wants expensive Elementals to reanimate. Kiora, Master of the Depths and Mulch could be good on the mill side, and Faithless Looting , Frantic Search , Greater Good (You can sac Evoked elementals in response to the trigger! Value!), Sultai Charm , and Chart a Course are all good for looting. Also, Surveil can help to fill the yard, as well. Try Notion Rain and Price of Fame (Good for killing Commanders!).

As for cuts, I would lose Brighthearth Banneret (land ramp is just better most of the time), Fertilid (7-mana Explosive Vegetation is bad, even if it has recursion), Rubblehulk (no ability, so it'll just get chumped for days. Run Multani, Yavimaya's Avatar if you want the land-count effect), and Tyrant of Discord (too expensive for a random effect).

Good luck!

JoosetheMuice on Omnath, Locus of Salt

10 months ago

I agree with all of Patrickd's suggestions and cuts except I kind of like tornado elemental. Burgeoning would be a good one, especially if you choose to stick with 44 lands (I think 42 may be enough). Run Nature's Lore over Rampant Growth if not both. I'd like to see some more card draw, Rishkar's Expertise Harmonize Faithless Looting Momentous Fall and Lifecrafter's Bestiary all seem like good options. I like Parallel Lives, Ashnod's Altar as a sac outlet/ramp and Zendikar Resurgent as well. Liege of the Tangle is also a fun option, though not the most powerful. Brighthearth Banneret is another one I like. Aftershock could be okay if you find yourself needing more targeted removal. It has nice utility but the downside is the sorcery speed.

As for lands Tectonic Edge, Scavenger Grounds and Kessig Wolf Run all seem solid. Rocky Tar Pit and Grasslands are better than any vanilla dual land that come into play tapped and are on par with Terramorphic Expanse or Evolving Wilds, they have the advantage of being able to grab your mountain/forests, their disadvantage is they trigger 2 landfalls over 2 turns rather than 2 in 1.

I don't like (apart from what's been mentioned) Rogue's Passage, Decimate, Kazandu Refuge, Rugged Highlands, Sylvan Awakening (seems too risky, but could be worth the test)

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Brighthearth Banneret occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%