|Commander / EDH||Legal|
Printings View all
|Commander 2016 (C16)||Rare|
|Fate Reforged (FRF)||Rare|
Combos Browse all
As Citadel Siege enters the battlefield, choose Khans or Dragons.
- Khans — At the beginning of your combat on your turn, put two +1/+1 counters on target creature you control.
- Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Price & Acquistion Set Price Alerts
|Have (46)||Tiddilywinkus , Hootiequack , EliGjerdingen , DrPopular , Mogar , TrackerD , accioali , voidruby , Crimson6 , Ellyreia , Dr_Jay , Friedrice24 , Regulus1010 , Famicomania , Snydog17 , frederiklw , Venser_the_Sojoner , Grantley91 , thetechzombie , darthnuchi , Caldazar , ironax , sneferie , Daeyel , jstn.mrrtt , bakeraj4 , joshw335 , JAT0 , pskinn01 , TheAlmostHero , NobleSlay3r , Va1mar , , 8vomit , killstars , duff87 , orzhov_is_relatively_okay819 , CampbellStev , Reliva , philktoken8998 , Hakira , saj0219 , damo_rox , Relevantworm , mziter501 , golgarigirl|
Citadel Siege Discussion
2 days ago
This list was in need of some updates so I have made the following from the original posting.
Moonsilver Spear, Citadel Siege, Seal of Cleansing, Kemba, Kha Regent, Nahiri, the Lithomancer,Insurrection, Champion's Helm, Brass Squire, Sram, Senior Edificier, Vandalblast, Blinkmoth Urn, Hero's Blade, Gift of Estates, Rocky Tar Pit, 3 Plains
1 month ago
I had a hate bears +1/+1 counter deck headed by Daghatar the Adamant for a bit so here are my thoughts:
Green's competitive edge is ramping yet you are not playing a single ramp spell. Why? While your curve is nice not using this advantage only makes this weaker.
Is Deadbridge Goliath a pet card? Otherwise he is pretty bad. A vanilla creature w an obscene scavenge cost is win less and more simultaneously. I would re-examine your creature choices and prune the less optimal ones. Instead focus on giving more +1/+1 counters like Durable Handicraft, Citadel Siege, and Retreat to Kazandu.
Surprised to not see more outlast guys like Abzan Falconer, etc.
In general I think you are too focused on creatures. As suggested prune and add more ramp, interaction and card advantage for better balance. For CA Shamanic Revelation, Elemental Bond, Phyrexian Arena, Armorcraft Judge, Inspiring Call, etc. are options.
Hope something helps!
2 months ago
I guess you want to use this commander? If so then Citadel Siege, Mentor of the Meek, Elite Scaleguard og Bygone Bishop are all great cheap cards for white weenie. For better ramp I would go with cards like Pearl Medallion, Marble Diamond and Commander's Sphere. Also just get ride of Painted Bluffs and Survivors' Encampment and just add Plains or Secluded Steppe and Myriad Landscape. I can also recommend using something like EDHREC when you need help to find cards for your deck. Hope you find this usefull.
3 months ago
Cards I think are very good in this deck:
Blade of Selves, Sunbird's Invocation, Nahiri, the Harbinger - These synergize with your game plan of casting a bunch of big Angels and beating down with them. They're also just individually powerful cards.
Cards I would heavily consider cutting:
- Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
- Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
- Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
- Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
- Flamewright - This card just isn't doing anything this deck wants.
- Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
- Glory-Bound Initiate - Again, just too low-impact for Commander.
- Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
- Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
- Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
- Iroas's Champion - See Glory-Bound Initiate.
- Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
- Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
- Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
- Shepherd of the Lost - See Glory-Bound Initiate.
- Skyknight Legionnaire - See you-know-what.
- Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
- Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
- Truefire Paladin See...yawn
- Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
- Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
- Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
- Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
- Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
- Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
- Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
- Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
- Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
- Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.
Cards I'm unsure about:
- The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
- Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
- Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
- Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
- Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?
Cards I recommend:
- "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
- Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
- Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
- Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
- Assault Suit - Get Anya attacking on everyone else's turns, too!
- Champion's Helm - Protects Anya while also making her big.
- Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
- Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
- Pariah's Shield - When equipped to Anya, this basically makes you invincible.
- Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
- Stoneforge Masterwork - This one should be obvious.
- Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
- Sword of the Animist - Ramp sword? Ramp sword.
- Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
- Worldslayer - This one is just to silly to not bring up.
- Herald's Horn - Makes your Angels cheaper, and helps you draw them.
- Door of Destinies - This should be fairly obvious.
- Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
- Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
- Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
- Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
- Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
- Archangel of Tithes - Makes life hard for token decks and discourages attacks.
- Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
- Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
- Exquisite Archangel - Saves you from death once, which damn well better be enough.
- Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
- Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
- Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
- Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
- Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
- Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
- Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
- Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
- Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
- Wear / Tear - Versatile artifact and enchantment removal.
- Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
- Swords to Plowshares - Spot removal that deals with just about any creature.
- Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.
On the manabase:
I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.
Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.
3 months ago
The above advice is all very good. Mono W can be difficult to play at first, so some general EDH strategies should be applied first. Always having enough ramp as addressed is the best place to start. Oreskos Explorer is another card I've run, and its a creature which is a bonus for your commander. Solemn Simulacrum is also worth a spot since its pure value in a white deck, if it falls into your budget.
Card draw is another thing you need to look at, but in your colors is more difficult. With lots of creatures, Inheritance could be an option. Mentor of the Meek as well. If you want to add more low cost creatures to trigger Anafenza, Bygone Bishop is a nice little card that can make a lot of clue tokens. Hallowed Moonlight is an all-star for me since people I play with love cheating big things in, and Scout's Warning in a deck like this with low cost stuff is worth a look.
The third thing you want to make sure your deck can answer multiple situations, or can do different things and synergize for your deck. Hallowed Moonlight is an example of a very narrow card, but in an emergency it basically can cycle itself for a new card. War Priest of Thune and Kor Sanctifiers can both kill pesky non-creature permanents while also triggering Anafenza. The cub and proest you're already running are very much a good direction. Intrepid Hero can deal with a problem creature each turn, instead of once like some of your spells, and again triggers your commander. Stonecloaker is instant speed graveyard hate, can bounce itself to recast for more bolsters, or saves an important creature from dying. And all of these cards would be getting you clue tokens if you had a Bygone Bishop, and most of them would be drawing you cards if you had a Mentor of the Meek.
As a random thought, I have been destroyed by the tap part of Citadel Siege more times than I can remember, or it bolsters.
I think you have the start of a good deck, and it should develop into something really fun!
3 months ago
I love seeing Phelddagrif as a commander, since I have a commander on him. Much better and funnier then Kynaios and Tiro of Meletis. What I missed in your Phelddagrif is a win condition. How do you win? With my Phelddagrif, I win with commander damage. I wait until there is only one player left, then attacking him on my Phelddagrif, which immediately becomes trampled and flying. I suggest you to focus on that a beet. things like Evolutionary Escalation and Citadel Siege that are both serving the grouphug defensive theme of the deck and increasing your commander's power will be perfect.Plus, you should try some of the attack preventive cards in this deck. Ghostly Prison, Propaganda, Sphere of Safety and of course, Blazing Archon, will be perfect.Good luck!
4 months ago
It would seem great minds think alike! Nice deck name you have there. ;D
Commander / EDH
SCORE: 12 | 1652 VIEWS | IN 7 FOLDERS
For real, I do have quite a few things I'd like to suggest quite a few things that should hopefully help you out!
The first item I'd like to point out are a handful of outclassed cards. Sylvan Reclamation in GW is for all intents and purposes strictly better than Relic Crush. Subbing one generic mana for one white mana for both exile AND the option to cycle? Count me in! Dreamstone Hedron does provide two colorless mana, but I feel Mind Stone being potentially dropped earlier makes that a more worthwhile option to me. Grappling Hook is nice when you can force your opponent to block how you like, but if you're going for the double strike option I believe there are better options that can come out earlier and work better to your advantage. Fireshrieker is a cheaper double strike equipment, and Duelist's Heritage can boost your opponents' creatures on turns where they are not so inclined to be attacking you to make your opponents finish each other off more quickly!
One thing worth pointing out is that Mirri isn't dependent on cats. While there are plenty of cats and cat-based cards that work well with Mirri, don't be afraid to tip your toes outside of the tribal focus a little bit here. Oketra's Monument is a good example of a card that can boost your strategies with non-Cat creatures. Other cards that work well would be Martial Coup, Secure the Wastes, and Elspeth, Sun's Champion. While a little costly on the mana side of things, Hornet Queen provides great flying defense that this deck typically lacks. These token producers would also allow you to take greater advantage of Skullclamp (or Mentor of the Meek if you choose to add it as well) for some nice card draw.
While Hornet Queen is fresh on the mind, I'd like to point out Sandwurm Convergence as another great defense against flying decks.
Tribal vs non-tribal aside, let's talk about how to tap Mirri outside of combat. You'll want to get her tapped every turn you have her out, but sometimes swinging away just isn't a viable option. Cards like Cryptolith Rite and Glare of Subdual allow you to get plenty of non-combat utility out of Mirri as you enable her. Don't forget lands that tap your creatures, including Survivors' Encampment. Cards with Convoke can also be beneficial, especially with all the token generators you have. Chord of Calling and Obelisk of Urd are probably the two best for your deck.
Fun fact, if you're looking for a cheap and on-theme infinite combo. Combine Cryptolith Rite, Oketra's Monument, Whitemane Lion, and Leonin Battlemage for an infinite number of tokens and an infinitely large creature!
In regards to your manabase, I have two concerns: I believe there are too many ETB tapped lands, and you don't have enough ramp.
For the ramp side, you should look to squeeze in Selesnya Signet and Talisman of Unity - they are great to drop early, and allow you to drop Mirri as early as turn 2! Getting some redundancy in your deck with Kodama's Reach wouldn't be too remiss of you either... wouldn't you want to double your chances of drawing into Cultivate early?
For the lands, the only ones you're running that enter tapped that I'm a fan of are Path of Ancestry and Selesnya Sanctuary. While the other provide solid fixing, being set back a turn on mana when you should be aiming to generate as much as possible to get your token production up can really slow you down. More basics, and cheap duals like Sunpetal Grove, Fortified Village, Canopy Vista, and Temple of Plenty that either enter untapped under the right conditions, or at least provide some extra utility, I believe would be preferential. To put it in perspective, would you rather gain 1 life, or scry 1? Would you rather have a guildgate, or Scattered Groves that does the same thing, but can be cycled AND more easily fetched?
In addition to that fixing, more utility lands would also be worthwhile for you. Hashep Oasis and more relevantly Shefet Dunes provide mana for you while also giving you the option of pumping your creatures. I personally run other cards in my own Arahbo deck like Homeward Path and Scavenger Grounds as well, but you could tailor those to your personal meta.
I'd also like to discuss putting some redundancy in your deck.
When it comes to your commander, Mirri is nice since she locks down combat, but there are other options here that can perform similar roles! Crawlspace provides a similar protection effect, although it allows two creatures attacking and not one. Citadel Siege allows you tap one of your opponents' creatures each turn, so they can only ever attack you with their second best option! On the offensive side, Krosan Vorine is another cat(!!!) that with provoke forces your opponent into bad blocks. Likewise, Odric, Master Tactician provides similar combat control.
I notice you have a pretty heavy equipment focus, but with the amount of token generation that Mirri benefits from, more anthem-esque effects like Mirari's Wake and Marshal's Anthem would be appreciated. Two that I can think of off the bat would be Spear of Heliod and Bow of Nylea. Both provide excellent utility outside of their offensive boosts. If you have Mirri and the Spear out, 3 open mana means your opponent KNOWS that their creature can die that turn. Likewise, the Bow makes blocks even tougher even WITHOUT Mirri, not to mention it's such a Swiss Army Knife otherwise!
The last thing I'd like to cover are you win conditions. Going wide with your tokens is critical to your strategy, so let's find a way to take maximum advantage of that. Throne of the God-Pharaoh and Jazal Goldmane stand out to me as some of your best finishers, but we can add more. If you have the budget for it, Craterhoof Behemoth is one of the best token finishers out there, but if you're looking for a cheaper option (albeit slightly weaker), Decimator of the Provinces provides a similar Overrun effect on a body. I'm a big fan of infect, so Triumph of the Hordes is something I would include in my own Mirri deck, as it's such an efficient blowout card. I can understand if you're not keen on infect, though. Finally, True Conviction can quickly turn games around when you'd otherwise be down and out thanks to the massive lifegain it provides, not to mention board-wide double strike often being enough to end games.
I know I went on and on here, but I do help this was of help to you! Please, I'd love to hear your thoughts.