|Commander / EDH||Legal|
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Target player discards all the cards in his or her hand, then draws that many cards.
Collective Defiance deals 4 damage to target creature.
Collective Defiance deals 3 damage to target opponent.
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|Have (22)||NixterFenix , Wolfebladeelite , clayperce , jtfran02 , ZombieFood , Falte , Roadhog , Lindough , DrPopular , GoldGhost012 , Spinalripper , golgarigirl , DudeMan1031 , thetechzombie , LTmiller , brokendwarf , hardhitta71194 , Borg0th , tlhunter07 , SamCre1993 , , AlertKnave8075|
|Want (2)||Kravian , LegendDeer|
Collective Defiance Discussion
1 day ago
I don't think you have enough ways to put the -1 counters to trigger the Nest. I had a similar idea, but found that more often than not, it didn't do what I wanted it to. When I started with my deck idea, I focused on the archfiend and stuff like Fateful Showdown and Collective Defiance. When you can discard your whole hand, get the -1 counters, one sided wrath, draw that many card, and get a ton of tokens what's not to like? But alas, it doesn't work that way.
I found that the Sniper is very mana intensive, and he makes the deck mana hungry. Which can make it tough to play your other spells when you are using all the mana for the sniper.
So the Scorpion King will help the deck a ton, but I feel like you need more early ways to play -1 counters. Otherwise you'll be looking at the Nest more as a table ornament than a token generator. I think the deck needs the Soul-Scar Mage and Blazing Volley. You can use Sweltering Suns, but the Mage doesn't survive. I think the mage is the key to the r\b nest deck, but you need to run a fair amount of burn or non combat damage.
The other problem I had with the nest is are the tokens enough to win? Or are they even necessary to win? You're already running 24 creatures- most of them pretty efficient. Are there cards that might be better than the nest? I'm not sure I have the answers, but these are some of the questions I've had when trying to make the nest work myself. If you want to see my take on the deck and how it came to be, it's listed on my profile- "B\R Archfiend"
Either way, good luck with it and I hoped this helped.
3 days ago
I tested this list and liked it, for the most part. However, I have a couple suggestions, based primarily upon my own Boros midrange/ Prowess build:
Chandra, Torch of Defiance is GREAT for a top end card. She provides you card advantage, helps you ramp into multiple removal spells or creatures per turn, kills annoying Thought-Knot Seers etc, or at the absolute worst burns the opponent. My version of Boros runs a pair of her and she has been performing incredibly well.
Skred is a cool gimmick, but you may be better off mainboarding Path to Exile and leaving the Skreds in the side. Path is the most consistent and powerful removal spell in your colors, so I at least would prefer it main.
In my testing, the Forked Bolt and Rift Bolt were rather underwhelming. Forked Bolt seems nice as a 1-of, but half the time I kept wishing the other FB and the two Rift Bolts were something else, namely the other two Boros Charms. In my own deck, I really have a thing for Collective Defiance It does a decent enough Skred impression, but it also cycles land-choked hands, Lava Spikes the opponent, and, if you happen to reach five mana, has the potential to do all three.
Hope this helps! Have fun and draw well.-Gofy
6 days ago
Rando sorcery suggestions. I'm not sure if mechanics work the way I assume, so some of these may be worse or better than I initially assumed. Press into Service, Chandra's Ignition, Seize the Day, Rekindled Flame, Panic Attack, Make Mischief, Heat Shimmer, Harness by Force, Wave of Indifference, Firestorm, Assault Strobe, Collective Defiance, Needle Drop, Aleatory.
1 week ago
You control playing, Bolas worshipping, grixis loving, megadeth quoting sum'bitch. I've been lookin' at this deck for awhile, and I'm extremely excited to enter into the control field as a minion to our lord and savior, Nicol Bolas. This list has been an invaluable resource to utilize as a competitive grixis standard deck, especially with your detailed explanations and statistics. I'm hoping to include some funkier, more casual stuff, like Insult. The dream was to create a deck that comboes Shadow of the Grave with cycling and stuff like Chandra, Flamecaller, Collective Defiance, Fateful Showdown, Cathartic Reunion to draw boats of cards at once, and run graveyard and discard synergies, such as Faith of the Devoted or something like Rise from the Tides. I thought about Brain in a Jar to make discard spells instant, but the whole thing feels a little janky. Any ideas?
Thanks, and HAIL BOLAS
1 week ago
A simple search is showing plenty of options that don't require splashing black for literally 2 cards, one of which that requires an artifact for full effect, which you only have 2 of. Avacyn's Judgment Collective Defiance Cone of Flame are just from the top of a search on Gatherer. I don't play Standard, i was just trying to give any advice I could. Theres plenty of removal options clearly
2 weeks ago
2 weeks ago
IlGuale I took a look at your deck and saw that it indeed has some similarities, seems fun too.
But, the main thing about this deck is that Soulflayer is what you are trying to win the game with (you can a lot of times drop a Soulflayer + a combination of Chromanticore, Oketra the True and Hazoret the Fervent) turn 3. Demigod of Revenge is just as an alternate win con in the cases where the Soulflayer never comes, swing at the opponent with 2 or 3 5/4 flyers is pretty sweet but ideally you want to already be on the lead on turn 5.
Regarding Vampire Nighthawk I originally had it along with Aerial Responder and Prophetic Flamespeaker because I could also cast them in case I needed to use them but the sheer power of giving your Soulflayer indestructible plus another useful ability (haste or double strike!) just seems too powerful. (and you have a guy that gives hexproox, Xathrid Slyblade in the SB for when you are against paths or other stuff that goes through indestructible).
What would you take out for any of your suggestions? I'd be interested in knowing that.
2 weeks ago
I'll admit that I'm not well versed in piloting control decks, but I'm pretty sure that dropping to 20 lands is not a good plan. I love Boros to pieces but we all know how bad RW is at drawing cards, which will magnify missing a land drop beyond reason. Especially when considering the meta contains turn 4 Ulamogs and Zombie swarms. The few control builds that I piloted ran the land creatures (like your Needle Spires) on top of the regular lands or the deck had ways to cheat mana costs.
The reason I recommended dropping Wrangle is that it's a sorcery with conditional targeting, meaning that you don't want to draw it in some cases.
As for Renewed Faith, I'm guessing it will be your main draw spell. The bonus of gain 2 life could help to sustain until you can line up one of your Expertise chains or get Gideon into play. So if you feel that you need to keep them in I can understand the thought process.
What I would anticipate is needing a creature under your control that you don't mind flinging, Glory-Bound Initiate is a good example. There is always the possibility that your opponent will not have a creature worth taking and then flinging. On top of that, without having a full hand the likeliness of having an expertise and a card to cast for free decreases drastically. Using some sort of wheel ability may be in order, cards like Bedlam Reveler, Chandra, Flamecaller, Collective Defiance, or Nahiri, the Harbinger could facilitate a hand refresh.
I hope you find something that I've mentioned useful tcoplayer! My ramblings can sometimes miss their mark.