Call to Glory
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
Printings View all
|Champions of Kamigawa (CHK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Call to Glory Discussion
2 months ago
+Land Ramp, it's a Land Creature deck after all and even if this outpaces the ability to create creature lands, extra mana good. Mitotic Manipulation Dig and Cheat a land into play Retraced Image cheat a basic Land from your hand into play Terrain Generator cheat a basic Land from your hand into play, Downside is the land needs to be reserved to tap and another 2 colourless available, it's pricey but it's land ramp outside of Green Myriad Landscape cheat a basic Land from your deck into play, the same downside to Terrain Generator
+Mana Ramp, never hurts, plus there are a few high CMC cards in here. Prismatic Lens just another insurance that Noyan Dar, Roil Shaper can come out earlier, added benefit of fixing mana High Tide Double that Island production for a turn, On the fence with this one since it's a Two coloured deck
+Vigilance, Ideally removing the hard decision of A. Attack and limiting mana. or B. Hold open Mana and limit attacks. Plus many of these have low CMC and can be played early before Noyan Dar, Roil Shaper especially in a slow game where you miss your Ramp Always Watching is another Brave the Sands Hold the Gates Serra's Blessing These do have the downsides of being removed from some of your board wipes Heliod, God of the Sun may work around that
+Untap Creatures be it fainting opponents or bursting extra mana, this shit is gangsta, you have Unity of Purpose and To Arms! can always add Call to Glory, Energy Arc, Rally of Wings and Roar of the Kha. these can boost the over speed of the deck. Thoughtweft Gambit has a high CMC but comes with Sleep attached (Didn't see them in the Maybeboard)
-Stragglers There is some fluff in here. 1. -Swiftfoot Boots add another counter or some other form of CMDR protection 2. -there are a few things with awaken where paying extra for the awaken are just silly, ie. pay extra 3 colourless for 3 +1/+1. You could save the mana a cast some extra cantrips. cast 2 for a total of 2 CMC and get 6 +1/+1 counters with Noyan Dar, Roil Shaper 3. -Sorcery speed card draw. there are some good staples but the instant speed with some vigilance of the field will be better 4.-Proliferate. hard to say really, most cards that come with proliferate have higher CMC, unless your getting 5 or more +1/+1 counters from spending 3CMC, using cantrips really do become much more Efficient.
2 months ago
This deck is definitely moving in the right direction in lots of ways, but just needs special attention in others.
I would start out by replacing the cards that protect lands specifically (I understand why) with counterspells, because they can still be used to protect your lands equally efficiently when used correctly, (in almost all games/scenarios, not quite all, but almost all) as well as protect you from things other than having your lands destroyed (which could potentially be even more devastating). (I personally would especially recommend the 1 mana counterspells, as they seem to be the most effective, the good ones are Flusterstorm, Swan Song, Stubborn Denial (Noyan Dar fits it perfectly), and Dispel.
Then, what could make this deck very good would be re-evaluating your win condition. Rather than swinging with your land creatures, you could attempt to play more cards that allow for "big mana" and use that to force a win. With more cards like Mission Briefing to go with cards like Call to Glory, you could use your X spells to draw, and repeat the process of using mana to reuse and pump the strength of your mana creating spells and then drawing more cards with said mana. This would then lead to your win condition: Brain Freeze. After playing a ridiculous number of mana producers and draw spells, eventually you would draw this and be able to take away someone's entire deck in one go. Lastly, you could finish off the others with simple cards like Stream of Consciousness to Brain Freeze the others.
1 year ago
Nahiri looks like the more fun choice for the deck. Also Call to Glory is a fun flavorful spell for samurai tribal.
1 year ago
@the_unseen89, I like the idea behind the deck - azorius beats via lands. Though if you're looking to recommend this as a cEDH deck, I'd definitely recommend some more optimization, locks & combos to close out the game.
If the best win you have available is as you say - via a 10/10 inkmoth beats then you may want to look at refining the strategy. Some notable cards you could include: Reset , Call to Glory , Energy Arc , To Arms! ; these would allow you to effectively Time Walk your opponents, provided enough of your lands are animated.
With the aim to win/create a lock/use enough disruption by turn four, you definitely could look at Stasis , I'd recommend that in a cEDH environment you look into Mystic Remora and many other format staples. In the description this list features many links to cEDH decks - by viewing these and the descriptions/primers for cEDH decks you'll likely be able to get a stronger understanding as to the differences in play-style and why your deck would likely not be considered "high-power"
2 years ago
Sure thing. Sorry that took a while:
- Woolly Razorback: too expensive, not good
- Hindering Light: not good
- Remove Soul: not good
- Render Silent: too expensive, hard to cast
- Rewind: you don't wanna leave 4 mana open
- Chromatic Lantern: fixes all your mana, so it will be destroyed right away
- Cultivate: not good
- Skyshroud Claim: too late
- Condemn: not good
- Disenchant: claim is better
- Shield Wall: calculate mana cost/toughness boost. a 2 toughness per mana boost is good, anything wose should just stick or do something(like Call to Glory or Glorious Anthem, and even these are kind of bad.)
- Steadfastness: see shield wall
- Disallow: trickbind is better imho
- Pongify: leaves a 3/3
- Mana Leak: can be useless
- Dispel : very narrow for a deck like yours. I'd prefer Autumn's Veil or Heroic Intervention. adding the latter.
- Reality Shift: exile is awesome
- Noble Hierarch: mana dorks
- Elvish Mystic
- Llanowar Elves
- Fyndhorn Elves
- Arbor Elf
- Birds of Paradise
- Wild Growth
- Selesnya Signet: mana rocks
- Azorius Signet
- Simic Signet
- Mystical Tutor: finds everything
- Nature's Claim
- Echoing Truth
- Muddle the Mixture: finds a lot of really crucial cards and doubles down as an emergency counter
- Sylvan Library: too good not to run, even without paying life, fetches make this great. maybe also consider Mirri's Guile
Mana base(33 is enough at this average cmc):
- Tropical Island
- Arid Mesa
- Flooded Strand
- Marsh Flats
- Misty Rainforest
- Polluted Delta
- Scalding Tarn
- Verdant Catacombs
- Windswept Heath
- Wooded Foothills
- Horizon Canopy
- Reflecting Pool
- Adarkar Wastes
- Yavimaya Coast
- Ancient Tomb
- Nimbus Maze
- Strip Mine: Maze of Ith so you always wanna have one of these four sooner or later during a game.
- Ghost Quarter
- Tectonic Edge
- 3 Forest
- 3 Plains
- 4 Island
That's what I'd do and then playtest it and go tweaking. Hope that helps and also that it wasn't too brutal. For real tweaking please add a list of decks you play against or how a normal game looks like(amount of combo decks, creature decks, control decks per game). You do run lot's of creature spot removal, but I let that in, since you might need it.
2 years ago
I would be leery of running Howling Mine. Remember, you aren't giving away a card for a card, you're giving away three. Without some sort of effect that really capitalizes on extra card draw, like Nekusar, the Mindrazer, Niv-Mizzet, the Firemind, Psychosis Crawler, The Locust God, or a mill strategy, it's typically a terrible idea to give your opponents extra cards. It can be good in an artifact deck with ways to tap it though. I'd replace it with Outpost Siege or one of the equipment that draws cards. Honestly, you're doing pretty well on card-draw anyway and could replace it with a land or a ramp effect. I only mentioned it to show that they were out there and applicable to Boros colors. At least with Temple Bell you can be political as well as control whether or not people draw. Kind of on-theme too.
I think your creature count is slightly low for an aggro deck, but with Iroas protecting them and a heavy Equipment them it's likely fine! You'll probably have to find out in playtesting.
I feel like you don't have enough ramp to only be running 33 lands, though your deck's average CMC is relatively low. Playtesting it will be the final judge but it may be a bit of a gamble. It depends if your group does Partial Paris mulliganing. Makes it easier to gamble with a low land count.
Taurean Mauler is a Samurai! So is Mirror Entity. Both very good in Commander but I'd understand if you want to keep the deck's creatures more "pure". Flavor matters, after all. Masako the Humorless gives pseudo-vigilance but Always Watching and Brave the Sands are kick-ass cards and already in your deck. Michiko Konda, Truth Seeker is extremely good but not budget at all.
Call to Glory is quite flavorful but not super-awesome. Tenza, Godo's Maul is a fantastic piece of equipment (Kamigawa too). Cathars' Crusade is very good for a deck like this but not a cheap cheap card. Same with True Conviction. Your budget seems to allow for a decent amount of $2 cards though so I'd consider them. Legion's Initiative is decent and can save your board from a Wrath of God. Spear of Heliod might be okay. Traditionally Samurai more commonly used spears and bows on the actual battlefield.
Konda's Banner can be an excellent card and is very flavorful but it doesn't actually work that well in this deck, in my opinion. Iroas isn't always a creature and he'll only ever give creatures +1/+1, being a God and not a Samurai. You have a decent number of Legends though, and FWIW all are human so even Godo can use it well. It's always better to have it on your commander since you can reliably play him. Half your creatures would get +2/+2 and the rest +1/+1 from one of the other Legends. Not bad, but you could do an anthem effect like Dictate of Heliod that is more reliable and harder to remove. The mana cost of the banner is pretty great though. Maybe Kongming, "Sleeping Dragon"? Not amazing, but flavorful. Glorious Anthem is nice. Always Watching is an anthem too so that's great.
You could drop one to three of your Arrest effects for other utility cards or increased land/ramp. I love effects like that and I love shutting stuff down but you have an above-average amount. Perhaps change one of them to an Oblivion Ring for slightly more versatility. The nice thing about the Arrest-like cards is they don't send commanders to the Command Zone.
3 years ago
Fine, you've won your upvote.
Call to Glory can probably take the place of To Arms! as a similar effect, and Inner-Chamber Guard can probably take the place of Fiendslayer Paladin. High Ground is cute, but bushido doesn't stack for each creature blocked, so it's a weak card I would cut for removal. I could also see either Gift of Immortality or Angelsong getting the axe for extra removal.
3 years ago
Austin_Smith_of_Cards OHYESYES VERYY GOOD, HAD SOME OF THOSE CARDS IN DECK ORIGINALLY BUT RAN OUT OF ROOM, I LIKE Call to Glory , AND Inner-Chamber Guard, BUT OTHERS SEEM NOT TOO GOOD. WHAT WOULD YOU SUGGEST ME TAKE OUT AUSTIN~DONO Swords to Plowshares AND Condemn ARE DOPE TOO. THANK YOU FO SUGGESTION AUSTIN~SAN.