SorceryChoose one or more Clan Defiance deals X damage to target creature with flying; Clan Defiance deals X damage to target creature without flying; and/or Clan Defiance deals X damage to target player.
Price & Acquistion Set Price Alerts
|Cardhoarder (MTGO) Price||Normal||Foil|
|0.05 TIX||0.25 TIX|
Clan Defiance Discussion
2 weeks ago
If you're trying to go a control burn route I highly recommend adding 2 Keranos, God of Storms. He's an amazing card the generates lods of both card advantage and life through his draw and free Lightning Strike. I'm not entirely sure what I would cut though. Possible go down to one Kruphix, God of Horizons and drop one Crater's Claws for another. Also I know they are more expensive but going Sylvan Caryatid over Voyaging Satyr provides a more reliable mana dork that won't hurt you if your only option is to untap a pain land for mana. Voyaging Satyr is best for something like Nykthos, Shrine to Nyx. I completely understand the combo and the idea having done something similar with Clan Defiance before rotation, however, these change seems to me that it provide slighty more reliability. These are just my thoughts whatever you decide to go with best of luck!
1 month ago
Haven't even thought about that one mate, thanks :D What do you think i should get rid of? personally i think i should remove the Clan Defiance , but not sure if that's the right way to go..
2 months ago
2 months ago
I'm building anew commander deck now that my old one has gotten a little stale, and I'm choosing Kresh the Bloodbraided as my comander this time around. I've bought a few cards and I'm just looking for some cheap cards with good synergies
(When I say cheap I mean price-wise and not CMC, just to avoid confusion)
Cards I Bought Include:
2 months ago
Game 1: You didn't get any basic lands and your hand was empty by turn 4. You made some nice topdecks, but I had the removal and 2 Shrieking Affliction to keep you from winning.
Game 2: I kept a 1-land hand with five one-mana spells. I tore your hand apart, landing a second land third turn. But I couldn't keep those darned Rattleclaw Mystic s from taking me out. No Annex - land = Loss.
Game 3: You had to mulligan down to five (one five-land hand, then a no-lander, then a three-out-of-fiver). I was in control the whole time with an early The Rack , a Funeral Charm for your Mystic, a Norn's Annex , and a very painful Dismember for your Savage Knuckleblade .
So, it definitely has potential, but it's not quite there. What I would do to change it depends on if you want it to be a midrange strategy (creature-focused, with a good curve) or agro-control. Either way, I'd do this:
+4 Temur Charm : It does everything you want it to do. It's removal, unblockable, and can even be a Mana Leak . +1 Lightning Bolt , because it's awesome. Simic Charm has good potential here, too, especially if you want to go aggro-control.
More 5- and 6-drops are good for a midrange strategy, and mounstrous creatures help, too.
Finally, that manabase needs some help. You can trim lots of those refuges to add basics. You also need more lands (at least 23, probably 24), and I would add something like Rampant Growth to help dig for lands in the right color.
3 months ago
Please, lookoutimscary, try to be a bit less abrasive and a bit more constructive when commenting. It's better for the community and for the players as a whole.
chogosuu: Are you limited by budget and/or new to modern? I'm not big on Modern myself, but I know many of these cards are considered non-playable in such a quick format.
|Avg. draft pick||1.31|
|Avg. cube pick||3.96|
|Commander / EDH||Legal|
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