Front:Conqueror's Galleon Flip
|Commander / EDH||Legal|
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|Promo Set (000)||Rare|
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(Transforms from Conqueror's Galleon.)
: Add to your mana pool.
, : Draw a card, then discard a card.
, : Draw a card.
, : Return target card from your graveyard to your hand.
Conqueror's Foothold Discussion
4 days ago
So I've only played two games with the latest changes to my list, but the recursion cards I've seen bring a ton of value. Karmic Guide and even Conqueror's Foothold Flip were huge -- since white lacks so much card draw, being able to bring removed cards from out of the graveyard is even better.
Grand Abolisher is also a really strong effect for Darien, but typically needs to be held back until I can throw a haymaker on the same turn I drop it (otherwise it will soon eat removal before I get to untap).
The biggest overperformer is almost no doubt Weathered Wayfarer. I wish there was another card with his [repeatable] effect in monowhite, as it feels that so much of my gameplan depends on getting him out to find my painlands. Ranger of Eos and Recruiter of the Guard can both grab him in a pinch, but games where I don't find any of those three are usually very rough. Expedition Map works in the same vein as the wayfarer, but is obviously a one-shot effect.
1 week ago
Nice list! If you find that you hurt for card draw, Bygone Bishop could help since you have a pretty high density of <3 cmc creatures. Mind's Eye can give incredible value if the table leaves it alone for a turn cycle or three, but will probably draw some removal.
Conqueror's Galleon isn't exactly on-theme with soldiers, but in my Darien list, it performed way better than I expected. The crew cost is easily handled by dumping tokens into it, and the flipside (Conqueror's Foothold Flip) gives a good mana sink for card filtering, pure draw, or recursion (for any card!). Coat of Arms is absolutely massive in any tribal deck that wants to beat face, and can be a very quick game-ender even with a relatively humble amount of soldiers.
I've found that having 2-3 cards with Soul Warden effects really help keep your life up, but I also haven't tried running Healer of the Pride or Lich's Tomb like you have in your list. So that combination may keep you alive pretty well on their own.
3 months ago
so don't know about the thing which cancels the usefulness of the lands other than tapping the lands for mana :/
4 months ago
6 months ago
Would Conqueror's Galleon Flip (for Conqueror's Foothold) or Xiahou Dun, the One-Eyed be worthwhile for non-creature reanimation? I feel like those can help add to the count of stuff to bring back those cards to tutor and whatnot.
9 months ago
Your deck NEEDS Nameless Inversion. The changeling rule makes it a knight and two mana for repeatable +3/-3 at instant speed? Yes, yes please. I would drop 2-5 of the less impressive knights for greater draw power. Other possibilities for discard sources would be Anvil of Bogardan, Call the Bloodline, Grimoire of the Dead, Key to the City, Necromancer's Stockpile, Tortured Existence, Conqueror's Foothold or Geier Reach Sanitarium depending on how much having non knight creatures bother you, although I think Geier Reach Sanitarium is worth it. Necrologia acts as a one turn Necropotence without the exile draw back to sculpt your hand and fill your graveyard by paying 10-20 life.
9 months ago
So with playing with a commander deck I'm been building... I realized I could add Paradox Engine and Conqueror's Galleon Flip to go infinite. Once the galleon has flipped to the foothold, you can pay 4 and tap it to draw a card, and then casting a spell will untap everything. If you have the Vizier of Tumbling Sands on the board, that means untapping either Itlimoc, Cradle of the Sun or Conqueror's Foothold to keep drawing and casting to your hearts content! Works best with 2 Vizier of Tumbling Sands on the board so you can untap both your draw and mana :)
I'm working on what I can take out to add these additional pieces, and any help would be greatly appreciated!
11 months ago
I've not played it out, but Conqueror's Foothold Flip has good synergy in this deck, plus I can always tap my commander to make it a creature and transform it. Comparing anything in red to Regrowth would be silly if you judge by the mana costs. We will see how it truly functions when I play it.
Humble Defector I have played many times, and it works excellent. In 2 player, it's guaranteed card draw. In multi, it normally fledges allegiances with another player, which helps buy time. What I've found is it's always way more advantageous to me to draw cards than anyone I am up against, save mono-red.
What is it about Armillary Sphere that isn't good? Haven't played it. Helps thin the deck and get cards in my hand. Doesn't allow adding more than one per turn. Good late game to use the ability. What's your reasons?