|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Uncommon|
|Commander Anthology (CMT)||Common|
|Magic 2015 (M15)||Uncommon|
|Magic 2014 (M14)||Uncommon|
|MTG: Commander (CMD)||Common|
|Urza's Saga (USG)||Common|
Combos Browse all
Target player gains 2 life for each creature on the battlefield.
Price & Acquistion Set Price Alerts
|Have (9)||Fiolek , richardmv , ironax , Unjust_DiabIo , Supremespeed , Yawkcorb , Reliva , corys , pskinn01|
1 month ago
It looks like you're relying pretty heavily on your Ajani to gain life.
2 months ago
cut Wall of Omens, Wall of Reverence, Archangel Avacyn Flip, Whip of Erebos, Archetype of Courage, Ajani, Caller of the Pride, Orzhov Signet, Akroma's Memorial, Congregate, Odric, Master Tactician and Crystal Ball. Then choose a subtheme, walkers or lifegain. For walkers add 2x Oath of Gideon, Oath of Liliana, 2x Sorin, Lord of Innistrad, 2x Elspeth, Knight-Errant, Elspeth Tirel and 4x Fumigate. Alternatively go pseudo soul sisters, adding 3x Soul's Attendant, 3x Archangel of Thune, 3x Soul Warden, 2x Lingering Souls and maybe Auriok Champion
2 months ago
Remove Naturalize and add Natural End. Fits better with your theme. Consider Riot Control and Blunt the Assault for Fog effect and life gain. Alive / Well should be replaced with Congregate since it gets every creature in play.
3 months ago
Hart and Sad Robot might be useful, so long as you don't go overboard with critters you can't/don't want to drop with Kaalia. Keeping the total number of cheatable ADD above a minimum of 25 but VERY preferably higher is a good rule of thumb. They would go VERY well with the reanimation, subtheme you've got there, though... especially if you have a good number of sac outlets.
Sword of the Animist is a good addition, as is Phyrexian Arena. I'd also consider Zombie Infestation for this build, in the event that you can't cast Kaalia due to her being a squishy dartboard, but you still wanna cheat some fatties into play. Anguished Unmaking is always good and Condemn would effectively be a third swords in this deck. Those would be the cheapest but still very effective upgrades I'd recommend.
Congregate should be among the first things to go in my opinion.
3 months ago
3 months ago
Thank you for the reply! Like I said, I'm completely up for any and all suggestions.
I think you might a problem with you decks focus. Are you attempting to gain life yourself, or hurting the opponent by giving them life?
So that's the thing with this deck. I can do either depending on which wincon is on the field. If I have a first hand draw that includes Tainted Remedy, I'm likely going to play Wall of Shards turn two, then Remedy (or bridge) turn 3 and then use my cards to "give life" to my opponent with Rest for the Weary, Heroes' Reunion or wall of shards.
If my draw includes my Chalice of Life and/or Sanguine Bond I'm going to try and boost my own health turn two with a Martyr of Sands (played turn one) and a Rest for the Weary/Heroes' Reunion turn 3 for a chalice flip on turn 4. If I have a tutor in hand or bridge, I'll always play bridge turn three and attempt to pad my health for the eventual Chalice. Tainted remedy should be extremely easy to find with this deck, so I'm expecting to turtle up and damage from behind my bridges no matter if I have Remedy, Bond or Chalice out. Now, I CAN remove my Bonds and go for an entirely Remedy/Chalice wincon or I can remove my Tainted Remedies and still tutor for a Bond/Chalice/Bridge wincon. Either way, currently both of them are supported with this deck, but I can easily specialize.
As for colors, I'm ONLY splashing green for Heroes' Reunion since it's the best cheap lifegain card I could find. I would like to stick to LOW mana (like 3 or less) black/white cards if I could.. I'd love to be able to remove the green just to make the manabase that much easier to manage.
So about your suggestions, I really like Congregate because it supports all three wincons this deck has, my ONLY issue with it is that it has 4 CMC and in a bridge deck, that's a bit too high since I want my hand size to be as minimal as possible. This card would likely be best if I dropped Sanguine Bond for the Congregates (probably a 3x) and went for a purely Tainted remedy/Chalice wincon. It'll also (like you said) reduce the amount of black int the deck and allow Martyr of Sands to shine.
Blessed Alliance is also a card that I looked at and I may give a shot in the future, simply because it's such a good toolbox.
Wrath of God, Day of Judgment and Fumigate are always cards that I will consider in white decks. I have a few Wrath of God cards sitting around.. I might toss a few in! The only issue I ave with them in this deck is wiping out my Wall of Shards and if I do get my bridge out with a near empty hand, I'm not worried about creatures anyways.. And if I do get a Congregate in play, I wouldn't want to have a Wrath of God type card sitting in my hand allowing bigger creatures to attack me.
Rhox Faithmender Is a very sexy card if I decide to go the Sanguine Bond route can use my lifegain as a wincon. The only issue with a Sanguine Bond wincon is that it slows the deck to a minimum of 7-8 turn win and has more expensive cards in hand, therefor hurting my Bridge defenses.
Proclamation of Rebirth - I MAY purchase this and put it on the sideboard. Right now the only thing I could return is my Martyr of Sands which could help me produce a self lifegain wincon. I'll keep this one in mind.
Thank you so much for the writeup and suggestions! I might actually change up the deck just a bit. Your input was much needed. Thanks again!
3 months ago
I really like your deck idea. The synergy with Wall of Shards and Tainted Remedy is fun. You were asking for suggestion on a bunch of differen subjects, first I will you my considerations regarding the colors of the decks, and then I have a bunch of cards choices you might consider.
I think you might a problem with you decks focus. Are you attempting to gain life yourself, or hurting the opponent by giving them life? You need to figure this out. Is your decks most important card either Tainted Remedy or Sanguine Bond/Chalice of Life. I do understand why you're playing both, as the other can be a backup. 1 of the other is still something I would run, but not more.Because you're running Martyr of Sands, you'll also need more white cards in your deck, than black. This is why most of my card choices are white.
Consider these cards to replace Ruinion:Blessed Alliance - A great removal, that currently seed play in modern.Congregate - Great against Token decks.Lone Missionary - Great blocker and also have synergy with some of the cards below.
Replacements for Aciennt Stirrings:Wall of Omens - Also a wall, and delays the game further while providing you with cards.Thraben Inspector - Same a Wall of omens, expect it requires an additional payment to draw the card.Survival Cache - Gains a small amount of life, but will only draw you cards if you have the most life. It can draw your two cards.
If you're deciding to playing green, even though you might be moving away from the color, consider running Kavu Predator. You might also consider being mainly white, with just a splash of black, green or blue. (For Trophy Mage)
This is some other cards, you might consider in your deck:A Wrath effect - Wrath of God/Day of Judgment/FumigateSun Titan - Recursion for all your creatures, as well as Chalice, Bridge and Tainted Remedy.Emeria, The Sky Ruin - Also recurs creatures, but only in the late game.Rhox Faithmender - Doubles your own life gain effects.Blind Obedience, instead of Authority of the Consuls. It allows you to drain life just from casting spells.Proclamation of Rebirth - Excellent in recurring Martyr of Sands.
3 months ago
Yeah, it's tough!! Cutting cards and balancing the ratios between creatures, buffs, utility, and removal is a delicate art.
I generally start with the "8x8" method; choose 8 things you want in your deck and choose 8 cards that do each. You have a great start so I'm not saying to scrap what you have.
It's not perfect but it's a great place to start when building or redoing a deck. One thing to consider is a large chunk of one set of 8 will be ramp and ideally another set will be card draw, truly leaving only 48 cards. There is also the part where several groups of 8 will be "creatures" if you want an aggro deck (which this is sort of a hybrid) so some creatures will fall into a "buff/anthem" category or a "card draw" category or some sort of utility category, throwing some numbers off.
Brave the Sands is the shit.
Removal is slightly more important for aggro and voltron decks than midrange or control decks (you gotta get through!) but you have a good amount.
I generally find combat tricks less useful than constant buffs, so were it me I'd take out War Flare for one of the considered cards.
In my experience with Zurgo, evasion is more important than extra damage, so things like Battle Mastery and Mardu Runemark are less desirable than something like Spectra Ward, which makes a creature nearly unblockable and untargettable. Something like Spirit Loop would be better (and strictly better than Congregate, in my opinion) since you don't get two-for-one'd with it attached. Even with the voltron aspect being played down, Zurgo always has a huge target on his back.
Trample and flying, or something like Trailblazer's Boots help more than Fireshrieker or Inquisitor's Flail in my experience. The damage bonus is still super good though. A balance is good, is that I'm saying. Although perhaps not as much if the voltron aspect is less pronounced... YMMV. Also, Inquisitor's Flail is probably better than Hero's Blade. Conqueror's Flail is great too but a little pricey. I noticed you have a couple of random expensive cards--I assume they're ones you already own? Seems like a budget deck at heart. One thing that's hard about making a strategy like Warrior tribal work is it usually takes extra cash to make up for the inherent lack of synergy (unlike goblins and elves, etc.).
Have you seen Assault Suit? It's literally perfect for Zurgo. Keeps him indestructible on any turn and prevents him from being sacrificed. The damage bonus is nice and since he attacks four times a round instead of once it's almost like quadruple damage. I know you aren't doing a full voltron thing but it's so spicy and Zurgo is literally one of the only decks you can conceivably run it in.
Anyway, check out my Zurgo deck (Khanate of the Golden Headbutt (Artifact Voltron)) if you have the time! More of a traditional voltron deck though.