|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Avacyn Restored (AVR)||Rare|
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Champion of Lambholt
Creature — Human Warrior
Creatures with power less than Champion of Lambholt's power can't block creatures you control.
Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of Lambholt.
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Champion of Lambholt Discussion
16 hours ago
1 week ago
This looks awesome so far. I like the small spells, fat creatures approach.
If you have room for another colorless land, Novijen, Heart of Progress makes an alright secondary Gavony Township. Walking Ballista and Hangarback Walker are also colorless and don't trigger your commander, but they're just freakin' sweet if you can proliferate them... maybe with a Fuel for the Cause.
Finally, some of my favorite janky build-around cards of all time, the counter enablers - Abzan Falconer, Abzan Battle Priest, Ivorytusk Fortress, Mer-Ek Nightblade, Tuskguard Captain, Bramblewood Paragon, etc. These won't make your deck better, but maybe more fun. Big, fun, fat, lifelinky, flying, deathtouchy, tramply 10/10s.
You pretty much already nailed it though. Good stuff as always.
2 weeks ago
2 weeks ago
How's it going, man? I am also fairly new to this site. Just finished uploading the last of my personal decks. I am a long time player of mtg however, and come here with 15+ years experience under my belt.
At first glance, I see two main issues. One is that you don't have enough draw power, and the second is that you literally have zero ways to protect your creatures. Here are the changes I would suggest:
-3 Abundance (Too mana intensive and does NOT count as card draw)
-3 Burgeoning (Doesn't flow well with the deck, imo)
-1 Hardened Scales (Only gives +1 counter/trigger)
-3 Spreading Seas (NO reason whatsoever for this to be in the deck, imo)
-2 Spellbook (Not enough constant draw to warrant)
-2 Venser's Journal (Not enough constant draw to warrant)
-2 Bloodspore Thrinax (Doesn't fit into the theme well enough)
-3 Champion of Lambholt (Costs too much mana, doesn't fit the theme)
-2 Island (New mana curve is not high enough to warrant 22 lands, imo)
+2 Horizon Chimera (Fits the theme, gives protection from flying threats)
+4 Cartouche of Knowledge (Fits the theme, added evasion offers a win con)
+4 Mizzium Skin (A must-have source of protection)
Overall these changes would add a bit more consistency to the deck by increasing your # of playsets. It would increase the amount of protection you have from "kill cards", since you were previously at zero. And I beleive at the end of the day it would increase your card draw, (fitting the theme of the deck). I hope these suggestions help, let me know what you think!
2 weeks ago
11 Creatures! That's scary as hell. I like the ramp and I get that the creatures are somewhat not as needed given you have so many token generators in the deck, but I still run a bit more. Look for cards that will trigger effects when other creatures come into play (or die, as you sacrifice them a lot. I am now considering Goblin Bombardment). Your play style is all about pump and sac, but I noticed you wanted other win scenarios. I got your original playstyle adds, the traditional Swarming adds, and just some quality of life to look for. Sorry it's a lot.
Sac Win Adds:
- Thromok the Insatiable : The ultimate way to Sac your own creatures and become the scariest guy around.
- Stalking Vengeance : You won't have problems ramping in this deck, this allows you to sac kill one player, proc kill another.
- Descent of the Dragons : Sac AND buff. Can't get much better in your original play style.
Swarm Win Adds:
- True Conviction
- Juniper Order Ranger
- Tana, the Bloodsower
- Signal the Clans
- Coat of Arms
- Assemble the Legion
- Iroas, God of Victory
- Mirror Entity
- Stonehoof Chieftain
- Domri Rade
- Champion of Lambholt
Quality of Life Adds (for both styles):
- Warstorm Surge + Triumph of the Hordes combo (have you ever spawned 10 saps in one play? Win the game next time. This also works with creatures dying and proc'ing Stalking Vengeance)
- Hull Breach (much loved and forgotten card)
- Eldrazi Monument
- Spidersilk Armor (A much forgotten card that I've loved forever)
- Growing Ranks
- Sundering Growth
- Druidic Satchel (card advantage)
- Second Harvest
- Saproling Symbiosis
- Xenagos, the Reveler (your best ramp ever)
Obviously none of this is required. And it would be hard knowing what to put in and/or take out because of the many directions Rith, the Awakener can go. Bringing up Earthcraft though, it's not completely needed unless you want to run Squirrel Nest for the infinite token generator win scenario.
2 weeks ago
A friend of mine runs a very creature heavy Riku Build, and has a lot of success with Chancellor of the Forge because it creates tons of tokens. (Chancellor A enters, creates X tokens with X being creatures you control + Chancellor, Riku copy triggers and you pay , Chancellor B enters creating X more tokens, and you end up with 3/4 of your creatures being haste goblins.) Craterhoof Behemoth, Majestic Myriarch, and Champion of Lambholt all work well as huge beaters that get out of control, even with small fields.
Depending on what your manabase looks like, Boundless Realms can get you a ton of mana out of nowhere. On average it looks better for you than Traverse the Outlands (yes it is a good card, but let me explain). The average creature is below 3 power in your deck, and only 1 is above 5 power, not counting clones, with the biggest being 13 (Verdurous Gearhulk copied and putting all counters on 1 of them). This means you would be spending to get anywhere from 4 to the very rare 23 lands. (Though with bigger creatures this becomes no problem.) With Boundless Realms copied, you are going to get anywhere from 6 (assuming you play it turn 5 with an opening hand of Sol Ring, 2 Signets, Guilded Lotus, and 3 lands) to the rest of your basics in your deck for a mere more than Traverse the Outlands.
As far as ramp goes, Sakura-Tribe Elder, Farhaven Elf, and Yavimaya Elder are very good, perhaps even better some of the other cards you have, particularly the artifacts. Ramp in Riku needs to be both castable before turn 4, in the case that it's in the opening hand, but also worth the value of when it has the option of being doubled later in the game.
That being said, artifacts are nice, but only if they are legitimately better than a spell that can be doubled later game. I would drop the signets, possibly the Dynamo and maybe even the Lotus, they may be great, but the simple fact that they cant be copied later game (when running a Commander that literally copies) means that their value decreases as the game continues.
I admire that you want to value cantrip with cards like Preordain and Ponder, but it seems a bit tedious when you could focus on ramp to drop a Prime Speaker Zegana, or Shamanic Revelation, which when copied, both would flood your hand.
2 weeks ago
I would recommend looking into:
Cryptolith Rite, Llanowar Elves, Gyre Sage, Lifecrafter's Bestiary, Karametra's Acolyte, Champion of Lambholt, Heroic Intervention, Traproot Kami, Night Soil, Vitality Charm, Rampaging Baloths, Fists of Ironwood, Clip Wings, Commune with Nature, Soilshaper, Elder Pine of Jukai
And taking out:
2 weeks ago
You might want to look into: Aspect of Hydra, Llanowar Elves, Cryptolith Rite, Kalonian Twingrove, Nylea, God of the Hunt, Dungrove Elder, Scavenging Ooze, Garruk's Companion, Cultivate, Heroic Intervention, Gyre Sage, Primeval Bounty,Lifecrafter's Bestiary, Rampaging Baloths, Karametra's Acolyte, Champion of Lambholt and Predator Ooze