Look at the top six cards of your library. Put up to two creature cards with converted mana cost 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
|Have (3)||metalmagic , orzhov_is_relatively_okay819 , Forkbeard|
|Want (3)||Cyas676 , Loki_Lionheart , Leon_Depisa|
Printings View all
|Dragons of Tarkir (DTK)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Collected Company occurrence in decks from the last year
All decks: 0.28%
Collected Company Discussion
5 days ago
I run a very similar werewolf deck. Mine leans more towards green with some Young Wolf in the one drop slot and a playset of Collected Company If you've got a transformed Geier Reach Bandit Flip CoCo is a monster. yay for werewolves!
3 weeks ago
MrBoombastic Thanks for your thoughts!
I've taken consideration on the lands, and cutted 4 Fabled Passage for 1 Forest and 1 Plains. The other two were for Sunpetal GroveI would still leave 2 Unclaimed Territory just for early game mana fix.
I've added some creature cards in the "Maybe" zone for 1 or 2 Heroic Intervention maybe.
3 weeks ago
I'm more of a dog person myself, but these felines look fierce though!
A few ideas for optimization:
There are plenty of good dual lands in Pioneer, so Unclaimed Territory shouldn't be necessary. It makes your instants harder to cast and the abilities on your cats harder to activate. I'd play the full 4x Sunpetal Grove instead.
I know Fabled Passage helps thinning out your deck, but you're already fairly low on lands. With only 2 colors, you aren't in dire need of the fixing and any potential tapped land could hurt your tempo.
Heroic Intervention is a great sideboard card, but I probably wouldn't play all 4 copies in the main - more room for cats. Remember that Collected Company wants a very high density to be able to consistently hit 2 creatures.
That was my 2 cents. Good luck!
1 month ago
MrBoombastic and LeBonco22 I actually cut Collected Company and added Cavalier of Thorns Awhile ago. But I never updated it on here. I am trying out Satyr Wayfinder And it definitely helps to mill for Uro. I am still unsure if the speed of the deck holds up. But it seems more reliable. My thought is with m21 coming out I might put in Azusa, Lost but Seeking to help with playing lands. And I have changed up my lands to include a few more utility lands. Any other suggestions of things Of cards I could cut and replace in order to help the deck.
1 month ago
So, modern bant spirits runs a few things that you don't have and you don't seem to have great replacements for.
1) You don't have any acceleration. Bant runs Noble Hierarch and Collected Company, which either get their creatures out a turn early or get the two creatures for the price of 1. You can remedy this with your own acceleration with things like Aether Vial or by slowing your opponent down with things like discard spells like Inquisition of Kozilek or Thoughtseize
2) You're not running all of the best spirits. Supreme Phantom and Spell Queller are two of the best cards in the deck, and you're not running them. Additionally, things like Spectral Sailor are not the end all be all, but they are much better than things like Drowned Rusalka
3) Your deck is confused. You're running spirits, which are tempo cards, lingering souls and altar's reap which are value cards, and phyrexian rebirth, which is a control card. Spirits tends to have a bit of value built into a tempo deck, but I'd cut back some of the value/control only cards like deathknell kami and phyrexian rebirth.
All of my suggestions are ignoring your budget, but you may need to take that into consideration when building your deck. Here's a couple of resources on bant spirits and on how to buid your mana base (I think you're running too many lands) if you want some more ideas.
1 month ago
With Uro, Titan of Nature's Wrath, Arboreal Grazer and Growth Spiral, you want a TON of lands as they do basically nothing, if you can't play an extra land with them. Looking at most decks like this in both Standard and Pioneer, they usually play around 28 lands. I know it feels like a LOT, but you'd rather have too many than too few with that many effects, that put them into play from your hand.
Satyr Wayfinder seems like a great fit. He mills for your Uro and keeps your hand filled with lands. This way you might not have to add more either.
While Collected Company is a fun idea, I don't think it fits the deck. It's a tempo card that wants to, ideally, put two 3-drops into play. It can help you ramp, if you hit the right cards and have extra lands in hand, but most of the creatures aren't great hits for it and I think there will be a little too many feel-bad moments. I could very well be wrong though. Other (possibly) more consistent ramp options could be: Cavalier of Thorns (huge body, mills for Uro and ramps + selection from yard), Nissa's Pilgrimage (both puts one land into play AND your hand), Hour of Promise (makes blockers on top of 2 lands), Wolfwillow Haven (earlier ramp), Elvish Rejuvenator (a body and a land) and possibly many more.
Love the hell out of Tireless Tracker, nice one!
1 month ago
I wouldn't jump so quick to discount the deck, but yeah the errata definitely hurts here more than some of the other decks in the format. I'm not giving up on it yet though, not sure if I am going to continue with Zirda, the Dawnwaker as the companion in favor of integrating Devoted Druid, but I do believe Zirda, the Dawnwaker could have a spot on main, the combo is powerful, and perhaps in a Collected Company build there are legs.
Going to have to get brewing to figure it out, but we will see, regardless I think Zirda, the Dawnwaker could have a place in a creature toolbox deck which is what I will be pursuing here.