Creature — Human Soldier
Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature.
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Catapult Squad Discussion
3 months ago
This looks like a pretty solid Soldier tribal deck. But I see some room for improvement:
- There are a couple of lands I would suggest running that will be a little better than Plains in your deck. Firstly, Daru Encampment is a staple soldier land. I would also look at Nomad Stadium as a means to deal yourself damage and increase your legion. There are also some generally good white mana-makers which can be of use in any monowhite deck. But they tend to be pricey, so I'll leave them off my list.
- You're making a ton of tokens with this deck, and to that end Anointed Procession can be of assistance.
- Catapult Master and Catapult Squad are two all-stars in Soldier tribal that sometimes get missed.
- Finally, there seem to be some cards in here that aren't pulling their weight as Soldiers. I would remove Perimeter Captain and Valiant Guard, along with Timely Reinforcements. There are just better options in Commander than those cards.
I hope this helps. This looks like a super-fun EDH deck, and +1 for using my favorite tribal card: Cryptic Gateway.
5 months ago
I like the general beat down premise of the deck although I feel some of the soldier choices are sub optimal such as Abzan Skycaptain. I am guessing by the number of more recently released soldiers that your collection is fairly new and that you are working with what you have. With that in mind I have compiled some categories for soldiers you may wish to consider in the future for roles in the deck.
General Combat value soldiers: Aerial Responder, Bastion Protector, Fabled Hero, Fencing Ace, Gustcloak Savior, Kazandu Blademaster, Odric, Master Tactician. Bastion Protector is HIGHLY advised if you can as it makes your creature board indestructible with your commander out in combat. I would also recommend in general using creatures that are inexpensive and provide two or more useful keywords, although double strike is powerful enough to warrant use by itself I feel.
Token generators: Darien, King of Kjeldor, Brimaz, King of Oreskos, Lieutenants of the Guard, Patrol Signaler, Precinct Captain. Soldiers tend to die pretty quickly with the eldritch abominations that frequent commander and especially when board wipes abound so I would recommend increasing the solider token generation of the deck to ensure a capable offense. Darien has recently been changed to a solider and so could fit the deck pretty well.
Utility: Catapult Master, Catapult Squad, Aegis of the Gods, Intrepid Hero, Kalemne's Captain. Flexibility can be pretty useful for survival in commander and I feel these offer some flexibility without impacting the raw offensive capabilities of the deck much.
Hate Effects: Loxodon Gatekeeper, Thalia, Guardian of Thraben, Thalia, Heretic Cathar. Although not necessary there are a few tax and hate effects in solider tribal if you ever wanted to branch out in that direction but I feel its better to go all in or not at all with hate effects, however these are some of those options.
Card advantage: Enlistment Officer, Mentor of the Meek, Palace Sentinels, Preeminent Captain, Ranger of Eos, Recruiter of the Guard, Relic Seeker. Card advantage will make or break you in commander while I think all these are worthy inclusions I can not state strongly enough how much you need Mentor of the Meek, with Elspeth he is pay three mana draw three cards and most solider cards will trigger his ability. Monarch will also net you a card at the end of your turn and with your solider army the odds of you getting hit for combat damage and losing monarch are fairly slim and easy to get back if you do.
Life Gain: Soldier of the Pantheon. I personally think your life gain should be left to equipment with life link since if your deck is doing its job its going to be most people hiding behind creatures from you, but here is a tribal life gain creature.
Equipment Choices: Basilisk Collar, Chariot of Victory, Batterskull, Lightning GreavesThese were some equipment I thought might fit the deck well and tried to aim for equipment that would add two or more keywords, Lightning Greaves are worth adding for the haste and free equip cost in my opinion.
Enchantments: Dictate of Heliod, Cathars' Crusade. I would not advise going for the heroic mechanic with auras as the deck seems to have difficulty with card advantage currently and you are setting your self up for two for one losses to removal, with that in mind I recommend these solid anthem effects.
Card draw: Mind's Eye, Staff of Nin, Skullclamp. You will find card draw to be quite tricky in white so I have compiled a few non creature draw engines for you to consider, I recommend adding all of them as you can never really have enough card draw, just ask a blue player.
In the future I would recommend adding 5-8 enchant/artifact destruction spells, especially artifacts, as creature strategies can be easily disrupted or fall victim to combos and your deck has almost no ways to stop such things currently. Look forward to seeing how this evolves in the future.
10 months ago
AmadeusKaelPyralis Thanks. I have other decks posted even longer with no comments either, though.
I also bought the deck for it's artifacts and angels. But before I took it apart, I had a few games against one of my friends who plays a Purphoros, God of the Forge deck and I won all of them. This made me want to modify it, after knowing it's potential. I also love to play with unpopular themes and commanders, with Kalemne being the least favorite and least played commander of that year's release, I knew I had to build one and it has to be a giant theme. For the fun and the challenge.
Your ideas are great. I've thought of them before, mixing other tribal themes into giants. Most of the playable giants are either soldier or warrior (if they have more than one type). However with Kalemne being a soldier, unless we decide to reduce her role in the deck, warrior might not be a good choice compared to solider. There are quite a lot of soldier tribal cards, most from the Onslaught block. Catapult Squad and Catapult Master work best with Kalemne since she has vigilance. There are two problems, though. The first is that most solder creatures have low CMC, making it difficult for Kalemne to grow. The second is is that most solder tribal cards give creatures either first strike or vigilance, which Kalemne doesn't need at all. So with either warrior or soldier, we might end up replacing Kalemne as we improve the deck. This is not what I would want to do. I want to stick to her as a commander. Therefore mixing creature types doesn't seem to work at the moment.
Right now the helping hand mostly comes from large powerful creatures with CMC greater than 5. It's actually not that hard to cast giants if you have Stinkdrinker Daredevil or Urza's Incubator in play. Along with other mana ramps, this deck is actually quite fast. Usually turn 3 Kalemne and turn 4 4/4 double strike dealing 8 damage after we play a 5CMC giant (turn 2 Kalemne and turn 3 attack if we have either Sol Ring or Ancient Tomb.
1 year ago
It seems you missed one of the vows; Vow of Duty.
War Cadence can both be a bargaining tool, and make your opponents more enticing to attack.
Catapult Squad plus an ample amount of soldiers gives you incredible control over combat math. Players have to start asking you to let their creatures survive combat. Brigid, Hero of Kinsbaile and Ballista Squad do similar work.