|Commander / EDH||Legal|
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|Amonkhet (AKH)||Mythic Rare|
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Creature — Human Warrior
If Combat Celebrant hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature can't untap during your next untap step.)
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|Have (17)||maR2307 , Ellyreia , fireborne1986 , philktoken8998 , Atroxreaper , AlertKnave8075 , Qolorful , althekoolkid , thetechzombie , mcstang1986 , clayperce , Clawsun73 , PhotogenicParasympathetic , JeremyTheMiner , MattN7498 , Vasbear1 , Spinalripper|
|Want (2)||samuelianstorm , rockleemyhero|
Combat Celebrant Discussion
4 days ago
1 drops... sacred cat 2, bomat courier 2, magma spray 3
2 drops... adorned pouncer or glory-bound initiate 3, skyterror 3, tormenting voice 4
3 drops... aerial responder 2, combat celebrant 2, devoted crop-mate 2, sunscourge champion 2, sweltering suns 3
4 drops... gideons intervention or ixalans binding or cast out 2
5 drops... angel of invention, glorybringer total of 4
7 drops... god-pharaohs gift 4
So to answer your question i think it would look something like this. Maybe some adjustments to ensure a gift midgame. Maybe Inventors' Fair if you keep scrapheaps and such or the gate. Maybe gideon walkers. Main thing is lots of creatures in an agro style, and enough draw so you dont gas out and enough life(lots of lifegain from creatures to help counter other agro decks) to pull a wincon if game goes long. Gideon/ixalans for scrab god or other troublesome things. Then gift to stay going midgame.
Some other thoughts... -you could make a semi exertion style deck with Combat Celebrant + Resolute Survivors type deal and run anointed procession for double tokens off gift and basically win off drain from survivors- i have been messing with my mardu again because of the success with my boros... anointed processions and panharmonicons are both pretty sick in reanimators(i like procession better). Ixalans binding is under-rated. Yes it is slow, but, for example, it locks ramunap red out of the scarey stuff they play multiples of (ferocidon, glorybringer, hazorets). Ixalans is reactive, gideons intervention is proactive. I like both. Your 1,3 & 4 drop slot become great sideboard slots for the deck as you can customize your removal packages with flexibility. 4 interventions for control, 4 settle the wreckage for agro/energy, 4 bindings... doesnt matter, go nuts. Hope that helps.
1 week ago
I know I'm late to the party, but I'm pretty sure your entire combo doesn't work due to Bishop of Rebirth requiring the legal target when it attacks, meaning if it attacks with the Combat Celebrant, you exert combat because they both trigger at the same time then sac it, the Bishop can't target the Combat Celebrant because it wasn't in the grave at the time that Bishop attacked. Basically breaking the entire combo because of the stack. Sadly.
2 weeks ago
Go down the Gideon, Martial Paragon since it is two expensive and ineffective. Go down By Force, or at least move it to the sideboard. Move Authority of the Consuls to the sideboard. Go down the Hungry Flames for another Insult / Injury. You need 1 drop creatures (the mana-curve is a little off, two many three drops). This deck could use 4 Bomat Courier. I think you could lose the Aerial Responder for more Combat Celebrant and Honored Crop-Captain in order to maximize damage. I really like the idea though. Sweet deck my dude.
2 weeks ago
My opinion on aggro decks is that they can't afford to miss a turn 1 creature, especially with Combat Celebrant in the mix. With only 4 creatures to possibly play I feel like any one of the below would increase potency.
And a fringe pick could be Gonti's Machinations
2 weeks ago
Ay yi yi, Huevos mas grandes!
Goodness gracious, great balls of fire.
3 weeks ago
Hey xander11! I'd be glad to help!
In these voltron decks its always best to use equipment over enchantments unless the commander synergizes with enchantments or is hexproof like Sigarda or Bruna. This keeps you from being 2 for 1 when someone is able to remove Zurgo. The only Auras I would use are ones like Gift of Immortality since it is hard to get rid of.
Because of Zurgo's unique ability in being indestructible on your turn, sweepers are fantastic. What you have is a good start but I would also add Damnation, Divine Reckoning, Blasphemous Act, Decree of Pain, Deadly Tempest etc.... This also means other creatures should either be indestructible as well (like the Gods) or synergize with equipment or make Zurgo even more aggressive or evasive in some way. Creatures like Godo, Bandit Warlord, Stonehewer Giant, Sram, Senior Edificer, Puresteel Paladin, Aurelia, the Warleader, Combat Celebrant, Brutal Hordechief etc....
3 weeks ago
that looks pretty solid, I'll probably switch the Gust Walkers for Combat Celebrants, and maybe the Soul-Scar Mages for some Cartouche of Zeals, they make it a lot more consistent with landing hits, and I don't think there are enough direct damage spells to justify the mage.I'm also gonna spice up the land base with some cycling deserts, and the Ramunap Ruins and Shefet Dunes