Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
Printings View all
|Eldritch Moon (EMN)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Clear Shot Discussion
2 months ago
, lots of small creatures on my side that can chump block, or use a bit of removal. Any creature (opponent's or ours) can die to trigger it. Honestly, I don't worry about it too much. If I manage to get the trigger, great! That happens probably 60% of the time or more. If not, I have a 1/2 body with deathtouch for only , so that's already decent value. The +1/+1 counter is just a bonus.
Notice that most of the removal is "target creature deals damage to target creature." As a result, a 1/2 with deathtouch targeted by Clear Shot or Nature's Way will kill an opposing creature without dying itself.
In short, I don't worry too much about the Revolt keyword. I pay a lot more attention to the Deathtouch keyword!
I hope this explanation helps!
3 months ago
shadow63 What card? Savage Punch ? That's a fight effect. I would say the first card I have known as one-sided fights is Crush Underfoot and a more flexible version in Soul's Fire . The first green version was Rabid Bite in Shadows over Innistrad.
I don't think there's a consensus on what this effect should be called.
4 months ago
I like the concept that you're going for here. I got a few ideas to help improve the deck. I do love me a good list so sorry if this post seems a bit long.
I would take out Gnarlwood Dryad and put in a Foulmire Knight . You don't have a consistent way of turning on delirium so Gnarlwood Dryad is just gonna be a 1/1 deathtoucher (and nothing else) for most of the game if not all of it. Foulmire Knight at least gives the versatility of giving you card draw and/or providing a deathtoucher.
I like Ambuscade and Clear Shot as cards but since Clear Shot is an inherently better card (because it gives +1/+1 rather than +1/+0) you should be running 4 of it before you start adding copies of Ambuscade .
Moving on to the sideboard, I think you should drop Dissenter's Deliverance in favor of Return to Nature . You lose the cycling ability but gain the power to answer not only artifacts but also enchantments and graveyard strategies.
Between the deck currently consisting of 19 deathtouchers (23 if you count Hissing Quagmire ) and 7 one-sided fight spells the deck has no shortage of creature removal. Because you're in black you should have at least some level of hand disruption for when you end up fighting either control or combo decks. To this end, I would go down some number of the Grasp of Darkness / Dead Weight / Fatal Push in your side and replace them with Thoughtseize (Or Duress if you don't feel like paying $120+ on those).
8 months ago
Looks good, though I'm not sure how much you need fight cards like Prey Upon and Clear Shot since your commander comes out early and gives you roughly the same effect for free whenever a bear comes out, which should happen fairly often. At least Savage Swipe gives a respectable buff, so that one's alright.
Might I also suggest to add Yeva, Nature's Herald ? Creature flash looks like it could be useful here, and it also helps that the card lends itself to bear flavor in the art. Vivien, Champion of the Wilds is a similar suggestion.
Other than that, Grizzly Fate seems like it would be an alright inclusion in the deck.
9 months ago
That comment about flying makes sense, I'm not used to having such nice creature removal as green!
For board wipes, I was thinking of including something like Predatory Urge in place of one of the fight instants/sorceries. It's similar to Ulvenwald Tracker , making the fight into a per turn ability means I can save cards in my hand and be in a better position after a wipe. But with the amount of card draw in the deck, it might not be necessary/good to save too many cards
Does it often come up that you fight using someone other than the commander where one-sided fighting cards would be better, like Aggressive Instinct or Clear Shot . Having lower cost cards as well as instants vs sorceries is better, but only if there's no advantage to one-side fighting. Commander being indestructible helps a ton, but I wanted to know if you ran into scenarios where having one-sided would have been better.
Only other card I was gonna suggest/ask you about is Triangle of War , this deck has a lot of draw, which is very nice, so being able to have one of your fight cards on the table instead of in your hand seems useful.
1 year ago
What do you think of this combo:
- Any creature with 3 +1/+1 counters.
- Galloping Lizrog x3.
- Win on upkeep.
A mere 17 mana combo! And with Alchemist's Refuge , you can do it at instant speed! If you feel like this Hearthstone-level of BS-ery is acceptable in your games, I think it'd be the most exciting way to play into the Ascendancy win-con. Just play pure defense until then, foggy creatures, tokens, counterspells, etc.
Since your playgroup probably wouldn't appreciate that combo, however, you can focus on chaining Lizrogs for a few turns and protecting Ascendancy. The game plan then simplifies to:
- Stick creatures that contest the board. Use them as soft removal with Clear Shot and Mutant's Prey type effects.
- Draw your deck to find 3 Galloping Lizrog .
- Play the Lizrogs for an inevitable doom-parade of mutants. Hopefully they will be threatening enough to prevent your opponent from dealing with the Ascendancy itself.
- Curator's Ward might be overkill for protecting Simic Ascendancy , you have Turn Aside already which is probably better. Feels more interactive too, I think.
My only other suggestions would be Master Biomancer , Fathom Mage and Zameck Guildmage (or Combine Guildmage , but Zameck is better I think) if you want a slower build-up. Vigean Hydropon maybe? And Novijen, Heart of Progress seems like an easy include. I like your idea behind Hadana's Climb Flip, but to me that leans towards Ascendancy as the secondary win-con, not primary.
2 years ago
The image is there to keep the lands the your hand will gather in check, but I would like a better card for it's job. Your right about the mouth though, I will look for some good draw. Clear Shot will probably replace hunt, as it buffs, is instant and just deals damage, not fights.