|Commander / EDH||Legal|
Printings View all
|Duel Decks: Heroes vs. Monsters||Uncommon|
|2011 Core Set||Uncommon|
Combos Browse all
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
Price & Acquistion Set Price Alerts
22 hours ago
Well, for 'draw-go' style decks, my favorites are Mana Web (errata text means it hits all opponents) / War's Toll. They tend to draw less hate, and don't impact your play at all.
Yeah, Angel of Jubilation is great. The other day I had a Meren player scoop right after I played it..
The key to Reconnaissance is that regardless of what creatures you have, you can attack with every creature during every combat step, without fear of losing them to blockers. I have used it for Condemn to fun effect, and made a player super-salty when his AEtherspouts got nerfed. Plus because of how combat works now, you can untap all of your attackers at the end of combat step after damage, essentially giving your creatures vigilance as well.
6 days ago
Most important thing in modern? manabase. You can't afford mana screw the first three turns unless you have a very weird deck. For budget lists I tend to stick to monocolour- I have some neat mono-black lists that kick butt. Knotvine mystic, as much as I love it, will not survive the turn it is played, and as much as I love Meglonoth and Godsire you will never be able to cast them against any deck playing removal (read, every deck bar some extreme aggro strats).Card advantage and board presence are big things in modern, and broadly speaking you have three strategies- aggro, which runs a lot of 1-drops and just kills turn three/four. Look at Goblin Bushwhacker/Reckless Bushwhacker, Loam Lion, Kird Ape and co if you want to try this. Cards like Vines of Vastwood to protect your creatures. For midrange, you want removal spells like Path to Exile, Condemn and so forth for the first few turns, alongside some acceleration into cards that trade two or three for one, to take out an opponent in those middle turns of the game. Some strategies include Troll Ascetic, Thrun, the Last Troll, Witchstalker or planeswalkers, or a more focussed strategy like Avalanche Riders type land destruction or Demigod of Revenge reanimation. Control decks basically just run removal, card draw and a couple things which eventually win. Its pretty rare to see one of these in naya colours.
Haste is a wonderful ability for your larger cards, and cards with it only rarely break the bank- a Stormbreath Dragon will soon dodge almost all relevant removal in the format, often closing out the game. Cards like Fatal Push, Path to Exile, Lightning Bolt, Abrupt Decay are all there to watch out for.
For mana cards the important thing is those first three turns. that means that lands that come in tapped are a major disadvantage. While on a budget, cards like Battlefield Forge, Inspiring Vantage, and so forth that are cheap, are untapped, but unfortunately don't pump Wild Nacatl and co.Biggest peice of advice? cut it to two colours or to monocolour if you're working on a budget, as lands and mana consistancy is where budget decks struggle, focus on three or four cheap, efficient cards that you want to cast every game and just build your deck to do that. Mayael's Aria/Greater Gargadon for example, and build the rest as manadorks and removal to achieve that. Lightning Helix/Condemn as removal/lifegain, for example.Good luck, have fun brewing, and test your decks before you buy.
1 week ago
While I'm not that familiar with Angels, I have a pretty good understanding or Prison Style type decks.
Here are some cards I would consider in your build for the prison aspect. Quantities vary based on how much control you want:
- Aven Mindcensor - Almost kills any fetch effect
- Journey to Nowhere
- Oblivion Ring
- Ghostly Prison Mainboard
- Elspeth, Sun's Champion
- Elspeth, Knight-Errant
- Gideon Jura
- Gideon, Ally of Zendikar
- 4 Flagstones of Trokair - Yep Legendary, no down side as it brings a plains with it when you replace it and it dies.
Misc Value Cards:
- I would put 2 Rest in Peace in the mainboard as it screws with so many decks in the field.
- <3 the Runed Halo's and Paths in the main.
1 week ago
Hey man, looks like you're just starting with commander, let me tell you it's the best format there is.
So, to begin, 30 lands won't do with your Avg. CMC. and more so with the lack on ramp on those colors. I'd go with 36-38. There are some ramp in white though, Tithe, Gift of Estates, Land Tax, but old cards can get hard to find around. Besides, lands get on your hand instead of the battlefield.
You could try Burnished Hart, an inexpensive very useful creature to fix the colors. Myriad Landscape will find you 2 lands. Terramorphic Expanse and Evolving Wilds won't ramp, but they'll fix you colors and cost next to nothing. Mana rocks: It isn't by chance that Sol Ring is included on every pre-constructed commander deck. I like Fellwar Stone, most of the time it will get you the color you need. And while we're talking about colors, Command Tower is needed here as well.
Here are some stuff that you may cut to make room for those 6-8 lands:
Iron Star and Ivory Cup should be cut: 1 Life isn't nearly enough, less so in Commander. Also you have to pay for get that 1 life, just way too clunky, slow and expensive. Same with Survival Cache, 2 life isn't going to make much difference.
Akroan Crusader: You have 1 instant and 2 auras that could target him in order to trigger Heroic, so this creature would be a vanilla in practically every single game. Why would you target him instead of your commander or any other creature?
Blaze Commando: Similar problem as above, the tokens it can create are too situational. You need a better way to produce tokens.
Evangelize could work against some decks, maybe voltron is the best opponent to target. Still, cost is way too high for it to make it worthy in my opinion.
Stitcher's Graft: I really don't see the point on this one, maybe if vigilance were a theme in the deck, which is not the case.
Other stuff you should consider:
Wraths and removal!: Day of Judgment, Wrath of God, Fumigate, Blasphemous Act, Mizzium Mortars in case your opponents fill the field faster than you. For spot removal, there's Swords to Plowshares, Path to Exile, Condemn, Return to Dust
Battalion: If you like flavorful decks, this Boros mechanic that Tajic has can be complemented with other Boros creatures, like Frontline Medic to protect your creatures, Firemane Avenger as pseudoremoval and the more useful one Legion Loyalist.
Hope this helps.
1 week ago
Claim is significantly better and 1 mana less than expedition, and both lands go to play untapped. Alternatively Kodama's Reach because it's in your side board.
I second the replacing of Fog with Boros Charm. I like Deflecting Palm because I think it's hilarious to be able to redirect an aetherflux shot (even if it's super conditional), but it may not be that worth. Maybe sideboard it?
Beast Within should be in the deck already, idk why you have it sideboarded. It's staple green removal.
I also don't think Mentor of the Meek does anything for you. You don't have many 2 power creatures at all, and not enough token generation for it to come in handy immediately. There aren't nearly enough token generators for Emmara Tandris to be of any use either, and she's hella expensive cmc wise. Iroas, God of Victory is way better at 4 mana.
Dunno if all of these get your deck under cmc 4.1, i kinda just started giving suggestions lol.
to24m on W/G Knights
1 week ago
2 weeks ago
It's actually pretty good, although I would focus on low CMC Knights as much as you can, with only a few curve toppers and a lower land count. Basically, more Student of Warfare, less Hero of Bladehold, more Path to Exile, less Oblivion Ring. Also, White has the best Sideboard hate possible, so take advantage of Stony Silence, Rest in Peace, Condemn, etc. Good luck Yurie!
2 weeks ago
If anyone has any suggestions I'm all ears. I'm still not quite sure whether I should run Condemn & Devour Flesh or go the route of Pacifism & Oppressive Rays. On the one hand, the idea of this deck is to delay as much as possible, while building up both sides of the board for Congregate - so that's where Pacifism & Oppressive Rays (plus any other cards of a similar vein that are in Modern that I've not seen) come in - but on the other hand Condemn & Devour Flesh act as hard removal and a second win con aside from Congregate.
Possibly remove the removal in favour of the enchantments, and keep the removal cards in sideboard to board in, I'm not sure.
I also presume there is something better than Read the Bones in Modern, so if anyone has any suggestions for replacing that.