|Commander / EDH||Legal|
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|Return to Ravnica (RTR)||Common|
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Creature — Elf Scout
2G, Sacrifice Centaur's Herald: Put a 3/3 green Centaur creature token onto the battlefield.
Centaur's Herald Discussion
1 month ago
This is what a deck built around Anointed Procession / Parallel Lives (and you need both to avoid extraction effects) would look like Anointed Procession - demo. You would use Fog or Ethereal Haze to stall your opponent and build counters on Luminarch Ascension or the planeswalkers Nissa, Voice of Zendikar and Gideon, Ally of Zendikar . You have cheap one drops that make tokens Doomed Traveler and Centaur's Herald . There is even a card that protects all your stuff Privileged Position and an incase of emergency Gather the Townsfolk . You have Adorned Pouncer and Honored Hydra in your sideboard because after the first game your opponent will remove any graveyard hate and add enchantment and planeswalker hate, what form this hate takes will depend on the deck you are playing against...
Decks which want to use tokens aren't tribal decks, in fact they rarely have creatures other than a few basics to keep them alive. My first demo deck, Procession of 9 Lives - Demo was essentially a tribal aggro deck, which is what your deck is at the moment. This new demo deck is an Anointed Procession deck, there isn't a cat to be seen in the main-deck and it plays very differently to your deck...
8 months ago
Like many green decks I see, this one has the problem of being pulled in too many different directions. Cards like Garruk's Companion, Rancor, and Leatherback Baloth hint at a very aggressive stompy strategy. Nissa, Voice of Zendikar, Essence Warden and the Wild Beastmaster + Elder of Laurels combo would be better in a dedicated go-wide token deck. Llanowar Elves, Wild Growth, Primeval Titan, and Elderscale Wurm fit better in pure ramp. I would dedicate more resources to a single one of these strategies, maybe having a second as support. This will improve synergy and consistency by lessening the chance of drawing cards that don't work optimally together. For example, if you have some 7 drop bombs in hand, you'd much rather draw Wild Growth than Boar Umbra, and the reverse would be true if you had a hand of cheap beaters.
Some cards I'd recommend for stompy are Steel Leaf Champion, Dryad Militant, Experiment One, and Strangleroot Geist. Some cards for tokens are Parallel Lives, Mycoloth, Centaur's Herald, and Call the Scions. Cards for ramp include Arbor Elf, Voyaging Satyr, Garruk Wildspeaker, and Genesis Wave. And since you're mono, Nykthos, Shrine to Nyx will almost always be great.
1 year ago
I would like to trade for your 2xBoundless Realms, 2xTitanic Growth, Centaur's Herald, Nissa's Renewal, and Search for Tomorrow. please take a look at my inventory and take a look at what you would like for these cards. message me when you are ready to make a deal
Hope we can do business
1 year ago
if you want to go lower on cmc, you should instead put those Intangible Virtue mainboard.
If you plan on making tokens, you may as well cut the angels, besides angel of invention, none of them help with making a bunch of random tokens. no, the soldiers, unless stated, are not humans, so sigarda may be something to cut.
Wayfaring Temple is a great card with tokens. You should put it in mainboard.
2 years ago
No I didn't, and a darned shame that is! Be cause this... is brilliant! I'm surprised to see that you went light on the sacrificial part, but it looks good none the less. I have nothing I'd change, but a few mentions, just to juggle some ideas around: Fungal Sprouting could yield some cracy amounts of tokens/counters with the lambholt champion. With all your surplus cannonfodder, Barter in Blood is great for board clearing. Centaur's Herald is a great early body that can trigger morbid and give you a bigger butt. Maybe a tutor or two to get your key pieces? Stay frosty, 'cause this is cool!
2 years ago
This feels like it wants to be a token deck with the populate cards you're running, but you don't make much in the way of tokens other than the birds and occasional centaur.
I would lose the blue, it's not doing you any favors here. Along with getting rid of blue, you can feel free to remove Transguild Promenade (as well as the two blue guildgates) in favor of another Selesnya Guildgate if you have one or just more basics. Transguild imo is too slow for 2 color populate deck.
I don't know if you're looking to buy singles or buy into any particular set. It looks like most of your cards came from Return to Ravnica and Gatecrash. So based on that I would check to see if you have any Centaur's Herald or anything else green/white that makes tokens (Knightly Valor, Urbis Protector, even Beckon Apparition).
If you're interested in purchasing singles, I can give you some suggestions that won't break the bank and could help out a deck like this.
2 years ago
Since you currently have 65 cards with 33 lands, I think you can easily afford to cut some forests. Howl of the Night Pack is strong, but it's not strong enough to justify drawing what will otherwise be dead lands. Adding in creatures that offer ramp is certainly a valid way to access additional mana while also filling out the curve. Which ones you add could actually be related to the direction you want to take the deck in. Right now I see potential for a "summon many tokens that are buffed by Essence of the Wild" strategy and a "buff dudes with +1/+1 counters and let Kalonian Hydra wreck face" strategy. I'd want to focus in on just one and play more copies of the relevant cards to improve consistency.
The Essence of the Wild plan gains the most value out of the tokens since you don't have to spend as much on setup, you just need the Essence. The cards that summon many small tokens are especially good since they get the largest bonus. For example, Howl of the Nightpack is like "7 mana: summon 7 2/2s and give them +4/+4" while Horncaller's Chant is like "8 mana: summon 2 4/4s and give them +2/+2" (which amounts to a 30/30 difference in stats). In that version, I'd want any ramp to get to the Essence as quickly as possible. Arbor Elf, Greenweaver Druid, Joraga Treespeaker, and + are all possibilities. Ordeal of Nylea, Miming Slime, Primordial Hydra, Giant Growth, and Enlarge are other cards that don't fit as well into that strategy. Having ways to tutor for the Essence like Chord of Calling might be more useful than having other bombs.
The other plan is something I see more often. You play efficient creatures that gain value from/already provide +1/+1 counters in the early game. Card with evolve like Experiment One or cards with undying like Strangleroot Geist are some examples. Then, Kalonian Hydra and a handful of other bombs can go completely nuts and overrun the opponent. Centaur's Herald, Jade Mage, Sporemound, and the populate spells fit in less with that strategy. There's also the potential to swap Parallel Lives with Doubling Season if budget allows. The ramp option I'd prefer here would be Gyre Sage, although standard Elvish Mystics are certainly solid. Finally, I'd look at redundancy in the win condition with spells like Solidarity of Heroes or even an alternative like Overwhelming Stampede.
2 years ago
First of all, great idea and great tribe! I have looked at this for a while and thought of another angle but it's not necessarily a better build, merely a different one. Here are my random thoughts that led to it:
We don't have many two drop Centaurs, since they are an expensive tribe. A possible two drop is Herald of the Pantheon but we would have to play some enchantments for that card to make sense. Thankfully, this is not too difficult because Centaurs has some minor enchantment synergy due to most of them coming in the Theros block.
Since we are dedicated to playing some enchantments, I thought of another synergy that a Green/White deck can exploit - tokens. We already have Centaur's Herald and Call of the Conclave that produces tokens, why not expand on that? After examining all other Centaur token producing cards, I thought the next best one was Fated Intervention. Now, 12 token-producing cards is obviously not enough; thankfully we have enchantments such as Parallel Lives and Growing Ranks and Doubling Season and Intangible Virtue that are good with a tokens gameplan (there are many other options out there). Incidentally, this also incentivises us to play enchantment-based removal.
With all these in mind, here is a very tentative proposed list:
- Land (24)
- 4x Windswept Heath
- 2x Wooded Foothills
- 2x Marsh Flats
- 3x Forest
- 2x Plains
- 2x Temple Garden
- 1x Canopy Vista
- 4x Razorverge Thicket
- 4x Horizon Canopy
- Creature (18)
- 4x Centaur's Herald
- 4x Noble Hierarch
- 3x Herald of the Pantheon
- 3x Courser of Kruphix
- 4x Pheres-Band Warchief
- Sorcery (4)
- 4x Call of the Conclave
- Enchantment (10)
- 3x Journey to Nowhere
- 1x Oblivion Ring
- 3x Growing Ranks
- 3x Parallel Lives
- Instant (4)
- 4x Fated Intervention
Some pre-testing notes: Enchantments are usually harder to remove than creatures (unless you are playing a Nahiri deck), although tokens are quite easily wrecked by bounce spells and some artifacts. There is quite a bit of lifegain with Courser (which is also an enchantment!) and Herald combined. Our one and only lord is still very fragile as it is within Bolt range. This is firmly a midrange deck and might have some game against other midrange attrition decks like Jund but will probably lose badly G1 to combo decks and have a slightly disfavored matchup against aggro decks.
I'm using this as a starting point to fine tune. Will try to see how it goes.
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