Clan Defiance

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Gatecrash (GTC) Rare

Combos Browse all

Clan Defiance

Sorcery

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

xxxavo on Yidris!

1 month ago

Remove

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.

Lifecrafter's Bestiary - The value is to conditional in my opinion. I'd rather play a Mystic Remora or Rhystic Study

Add

Rampant Growth - Staple Green Ramp

Abrupt Decay - Staple removal

Counterspell - Staple Counter

Swiftfoot Boots - Staple Artifact

usaDiabetic on Saskia budget

1 month ago

Maybe Conqueror's Flailand Clan Defiance.

You could dump the Ash Barrens for Inkmoth Nexus

HarrisonHarry on no attacky

2 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

CaptSillva on Ulrich's Wild Hunt

2 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.

Other cards you could consider are Clan Defiance, Hull Breach, Domri Rade, and Decimate.

Jenicopolis on Werewolves :)

3 months ago

Thanks for the input zephramtripp!

If anything, I'd take out Tower Defense, Gruul Charm and Clan Defiance. Kruin Outlaw  Flip and Howlpack Resurgence would be great there, that's true.

zephramtripp on Werewolves :)

3 months ago

If you are building Werewolf tribal, would it not be worthwhile to move up to the full four for each of your Anthems mainboard, i.e., Full Moon's Rise, Howlpack Resurgence, and Kruin Outlaw  Flip for the menace effect, probably removing one-ofs and two-ofs like Gruul Charm, Tower Defense, Briarpack Alpha, Mage Slayer, and Clan Defiance?

Other tribal options include Adaptive Automaton and Metallic Mimic for another lord effect.

But if you feel the deck works for you, than that's cool too.

Snydog17 on Rosheen Cloud Hydras

3 months ago

Rosheen's Brood is my list for this type of deck.

Looks nice! Cloudstone is a pretty janky thing, and that's a pretty creative way to use it.

A couple spells you might use are: Clan Defiance, Banefire, Release the Gremlins, and Red Sun's Zenith.

I personally run Hardened Scales, Urza's Incubator, and Ventifact Bottle to get some bigger creatures and store mana.

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