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Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.
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Clifftop Retreat Discussion
4 days ago
Okay, if you wanted to be really rigorous regarding your colours, you could play something like this:
But then all your mana would come into play tapped. My previous suggested mana base wasn't great (I had missed the Gideon of the Trials, so I didn't take it into account), but at least it made it so you wouldn't have to pray to get Gifted Aetherborn out on turn two.
1 week ago
Your lands could be improved by using the untapped dual lands (Rootbound Crag, Clifftop Retreat, Sunpetal Grove) and replacing the taplands you're currently using. Some dinosaur all-stars are Ranging Raptors (also fixes your mana!) and Ripjaw Raptor. Forerunner of the Empire also deserves a mention here as both an enrage enabler and a tutor. Otepec Huntmaster is also surprisingly good, as it both ramps your dinosaurs and can lead to a nasty surprise when you do cast them. Finally, I'm surprised to not see any Regisaur Alpha. That card is really good in any dino deck.
Blessed Light is not a great card, so I'd start with removing that. In the same vein, Temple Altisaur, Sun-Collared Raptor, Raptor Companion, and Knight of the Stampede are rather lackluster cards. If you need a sideboard as well, please let me know, I'd be happy to add something for that as well. I hope this helps!
1 week ago
Considering the heavy colour requirements of the cards in this deck, I think you should strive for a manabase that looks something like this:
This would slow down your mana rather significantly, however, which would be a problem with your current mana curve, but which brings me to my second concern: it seems to me like this deck doesn't have a clear game plan. Your creature lineup suggests a low-to-the-ground aggro deck, but then you have cards like Renewed Faith and Approach of the Second Sun, which seem more fitting for a control deck. I get that you want creatures so you can do something with the extra turns you get out of Glorious End, which is why personally, I would go for more of a mid-range creature curve and put Lyra Dawnbringer in the main. (Also, since Approach of the Second Sun is just a secondary win-condition, I'd probably keep only one copy.)
1 week ago
These are the cards I could get ahold of quickly (my LGS happened to have these). More changes to come
1 week ago
Consider getting a Gilded Lotus. It just got reprinted so, it's $3 or so now, a Thran Dynamo, a Mind Stone, and a Hedron Archive, for rocks. For lands, Isolated Chapel, Dragonskull Summit, and Clifftop Retreat, to finish up your check lands, add some filter lands too(Graven Cairns and the like), for options besides the obvious fetch/shock/ABU duals. Definitely put in the Supreme Verdict. The deck has no boardwipes, in fact, the deck also lacks in good removal too. Anguished Unmaking and Utter End are auto-includes in any deck in Black and White, and so is Merciless Eviction. Other options include Go for the Throat, Cast Down, Settle the Wreckage , Decree of Pain, and Wrath of God/Damnation. As for other includes, the fact that Grand Architect in in the deck means that Pili-Pala should be as well. Darksteel Forge should be included as well as Arcum Dagsson, Thopter Spy Network for free thopters every turn(and free tutors with Arcum), Teshar, Ancestor’s Apostle to open up new combo lines, extra card draw like Thoughtcast, also definitely include Jhoira. That's where I would start with improving the deck. I see the beginnings of a solid deck here though. Good job.
1 week ago
Hey, you're welcome. The changes look good, but consider more lands?
You're right Timebender is not worth it over Hero of Dominaria, not even close, but remember that because of the new Planeswalker rule you can have one of each type of Teferi in play. The new rule cares about the name of the Planeswalker not the type of Planeswalker. You can't really take advantage of Timebender's +2 ability with your current deck, but his -3 and -9 are pretty good with Oath of Teferi. There's a lot of six drops here already with Torrential and Locust, Timebender is the another six drop.
Play your deck like a control deck, but to do this you need a lot of land, you don't want to miss a land drop in the first five turns. Hitting your fourth land drop, turn four is very important to begin to set up the game for your Planeswalkers. Being able to cast Glimmer or Raff turn four can really mean winning the game, or losing the game because you don't have a fourth land. Not only are four lands important, but five lands are also just as important because this lets you play Teferi which is the best card in the deck and the reason to use a super friends strategy.
Control decks traditionally use 26x lands, this is the norm to make sure you make land drops each turn. What can you cut for four additional lands? Consider choosing between Fumigate and Settle the Wreckage and cutting Hour of Devastation? Settle is an instant and now that you've included Raff instants become much better than sorceries because you want to take advantage of Raff's flash ability for historic cards. Fumigate also kills Raff. Consider cutting 2x Fumigate, 1x Hour and 1x Cast Out for 4x more land: 2x Sulfur Falls and 2x Clifftop Retreat? Falls and Retreat both work with Irrigated Farmland.
For the manabase make blue and white the priority and decrease red. Check lands: Sulfur Falls and Clifftop Retreat can really help this manabase because these lands not only make red, but also another color. This is the direction I think you should take with red in the manabase, let the dual lands provide the red and leave the basics with Islands and Plains. Dual lands with red rather than Mountains also make playing Chandra easier because with dual lands there's a better chance of having two lands that can make red mana.
I suggest cutting Fumigate from the main deck, but it's still a very good card in some matchups. That's what the sideboard is for :) There's currently no 15 card sideboard, but when you get around to making one this is the place for Fumigate as well as another Cast Out if you want that as well as more Settle.
A strategy around Teferi really needs to be able to take advantage of his +1 ability: draw a card and untap two lands. Being able to play Teferi and then on your end step untap two lands means making two drop removal or counterspells priority. If you resolve Teferi, draw card and then untap two lands which you can use to kill a creature or counter an opponent's spell this puts you very far ahead in a game. You have the right idea with playing Abrade and Harnessed Lightning since they're two drop removal, but consider expanding on this idea?
Seal Away is the prime removal spell to use with Teferi because it's two mana, instant unconditional removal, only thing that has to happen is your opponent's creature has to tap. Seal is great at protecting Teferi and slowing down aggro getting you in the mid to late game. Essence Scatter is another great card with Teferi, two mana instant counter any creature. Blink of an Eye is another good one, unconditional instant bounce of any nonland permanent for two mana.
Consider this Teferi two drop spells main deck package:
This gives you more versatility of what you can remove. More Abrade can go in the sideboard because in some matchups it's better than Seal. The one/two punch of Seal and Abrade as two drop removal spells also makes Clifftop Retreat a very good land option.
Good luck with your deck.
2 weeks ago
First thing I looked up were your lands.
You have too many that enter the battlefield tapped and you definetely DON'T want that in a aggro deck. You need the mana now and not a turn later. I would cut them all except Path of Ancestry. Better add some like Battlefield Forge. They might seem bad but later on you won't need to pay life since your other lands will get you the colored mana you need. But they do come into play untapped and give you a choice depending on your situation. Edgar games can become Arch Enemy games pretty fast so you need all the speed you can get. Checklands like Clifftop Retreat help too and are not that expensive. Finally you really should add a Bojuka Bog against nasty graves. Just for the chance of hitting right with a land spot in your deck its worth it.
So now the sorceries:
Blood Tribute sounds like fun but for 6 mana it does not help you actually killing someone. On another note it only hurts 1 player but gives me the opposition of more then 1 in some playgroups. I would rather play a vampire to add to my main strategy. This things seems to be too much on the sideline. And later on in the game you would spend 6 mana AND tap a vampire for only 5 life loss and 5 life gain for example. So it decreases in efficiency. Vampires you play don't.
Bubbling Muck seems like fun but you are using 3 colors so its efficiency is limited. Especially with no duals in the deck. And the efficiency decreases as the game progresses since you will get your mana and will reach a point where you don't need more pretty fast.
Fell the Mighty sound cool but sometimes you really need to kill tokens or small creatures. Better use a Wrath of God and a Day of Judgment.
Tragic Arrogance is not that good either since you will loose most of your board. The voltron player will thank you and win. Use it in a voltron deck.
3 weeks ago
I actually like Phyrexian Scriptures in this deck. It's a little slow, but does the job. It doesnt hit most of your creatures which is good, but of course the trade off for that is it might not hit a lot of your opponent's either. Test it out and let me know how it does!
I'm not the best when it comes to mana bases, since honestly a lot of the time I just throw lands into my deck and it works out fine. What I would suggest though is definitely run 4 Concealed Courtyard and 4 Inspiring Vantage, and then run like 6 basics. If you do decide to run Canyon Slough as like a 2 of, that gives you 8 lands that will ensure your checklands enter untapped.
That leaves us with 8 more lands to run, I'd suggest 2-3 Spire of Industry and then 5-6 checklands. Your main colors to ensure you have the sources to cast would be red and white, so if you do run 3 Spire of Industry (which I recommend) you can fit in 3 Clifftop Retreat, 1 Isolated Chapel, and 1 Dragonskull Summit.
Like I said, not the best when it comes to mana bases, and my deck isnt the best to go off of for the mana base since I'm running 4 colors :P. I personally am not a fan of checklands in the first place since it seems like my Dragonskull Summits always enter tapped, but thats also because I am only running 4 sources in my list that will ensure it comes in untapped. So nmaybe start with my suggestions and go from there? Let me know how everything does with deck!