Choose one or more —
- Clan Defiance deals X damage to target creature with flying
- Clan Defiance deals X damage to target creature without flying
- Clan Defiance deals X damage to target player.
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Clan Defiance Discussion
1 month ago
A couple of things:
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Now as for your deck, I think the changes made so far work. I'd try to get your Elvish Mystic count to 4, but that's just me.
With my suggestions:
2.) got it.
4.) Charging Monstrosaur: I guess for the deck you are running he works.
5.) Mortal's Resolve: understood.
6.) Flinthoof Boar: like Kird Ape you gain a benefit from simply having a mountain and a forest in your deck. the P/T boost is easy to obtain for the low cost that they are. Additionally, they don't hurt your wallet. As for Experiment One and Dryad Militant, if you are going for a more aggressive approach, then they can work, but like saber4734 said, you want to have one main focus and maybe smaller side thoughts in your deck.
7.) Wasteland Viper: its cute, but as a 1/2 with deathtouch, it mostly just sits there waiting to die without ways to pump it up.
8.) Other thoughts:
- Skullcrack -> better, if you are going more of the burn route than the creature heavy deck.
- Burn Away, Clan Defiance, Homing Lightning -> All these spells cost too much for the subpar delivery they give you.
Hope this helps!
1 month ago
I like the idea of flashing in Wolfir Avenger plus the ability to regenerate him. Skullcrack over Clan Defiance simply because it's an instant. Burn Away is too high CMC for what it does. Homing Lightning can be a dud so I'd say no as well. No sense in spending 4 mana to burn 1 creature.
2 months ago
3 months ago
Burgeoning - I think this is mainly personal preference, while it does ramp you well, it's also a -1 in card advantage, and then you must ensure your hand is stocked with hands, which can go away fairly quickly. I'd rather remove to improve my chances at hitting sol ring, ancestral, or wheel.
Elvish Mystic - Same thing here, I'd rather remove to improve my chances at hitting sol ring, ancestral, or wheel. Also dies to easily to mass removal.
Clan Defiance - X spells don't play along with Cascade effects.
Rampant Growth - Staple Green Ramp
Abrupt Decay - Staple removal
Counterspell - Staple Counter
Swiftfoot Boots - Staple Artifact
3 months ago
4 months ago
I think you should drop all colors except for green and red, stuff in all the mana producers you can (Overgrown Battlement/ Axebane Guardian) and all the defenders that draw you cards (Carven Caryatid/Wall of Blossoms). Now that you've got the ramp and card draw to find your win cons, win the game using Vent Sentinel, Colossus of Akros, and most importantly Banefire/Clan Defiance/Fireball
4 months ago
You should strongly consider Ruric Thar, the Unbowed for this deck. On top of being a card that is both strong on the offence and defense, he makes it difficult for your opponent's to play removal and multiple spells in a turn.
5 months ago
Thanks for the input zephramtripp!