|Commander / EDH||Legal|
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Kicker 6 (You may pay an additional 6 as you cast this spell.)
Put six 1/1 white Kor Soldier creature tokens onto the battlefield. If Conqueror's Pledge was kicked, put twelve of those tokens onto the battlefield instead.
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|Have (12)||Wolfebladeelite , TheAlmostHero , , dbp512 , sonnet666 , Swamy , mazrimtaim , pokemate0 , Grantley91 , thetechzombie , machiavelli2081 , silvereh|
Conqueror's Pledge Discussion
1 week ago
the mana curve does not look very healthy. You have a lot of overcosted things that don't actually do much and at the same time you don't have some pieces that I would say are almost mandatory in a darien build.
I know that you want to abuse Darien's ability, but stuff like Armageddon Clock Mindstorm Crown Jinxed Idol Torture Chamber Angel's Trumpet Jade Monolith (Doom Cannon in the maybeboard) are absolutely garbage cards that do nothing when Darien is not on the field and that do very little work when he is in play. For example, you pay 6 for armageddon clock, than you have to wait 3 turns to have 6 soldiers, assuming that darien survives that long, and they are just 1/1s, maybe 2/2s or 3/3s at best.
Now, why don't you just Conqueror's Pledge for 5 mana and you have the 6 soldiers right away? Without even needing Darien out. I think that your deck should be able to generate a good amount of tokens without him and a CRAZY amount with him.You want only self-pain cards that provide other benefits, like Mana Vault or Mana Crypt if budget is not a problem, pain-lands are ok but you lack Ancient Tomb and City of Brass.
Then, I see that you go hard on the indestructible thing for protection, but
1) indestructible does not save you from the best (and common) removal spells in the format Swords to Plowshares Path to Exile Merciless Eviction Hallowed Burial Chaos Warp Toxic Deluge Cyclonic Rift nor from sacrifice effect,
2) many of your indestructible sources seem weak or slow
I think that you should use protection like Lightning Greaves and Mother of Runes for spot removal and Rootborn Defenses for mass removal if you really want to, but the best defense against removal is to have a deck that can actually recover using cards from your hand.
Then I see that you have a strong lifegain sub theme. Now, some things are efficient and mono white classics, like Soul Warden and Soul's Attendant, but you don't really want to have Healer of the Pride occupying a precious 4cmc slot orNoble Purpose in a 5cmc slot. Also, Anointer Priest is garbage because costs twice a soul sister but triggers only on your stuff and only on tokens, too situational.
Devout Invocation and Nomads' Assembly are bad too, both cost a lot of mana and require you to be already winning but don't do anything if you are behind, I'd cut them for Decree of Justice Secure the Wastes Increasing Devotion
Finally, classic anthems are bad. Very bad. Hall of Triumph Intangible Virtue Glorious Anthem Honor of the Pure Phantom General these things are just trash. You need like AT LEAST 4 of these effects to have an army that can destroy the opponents and win the game. If you draw just a couple of them its just not enough and they are dead cards, if you draw too many there is a good chance that you didn't draw enough token generators and you have no soldiers.
I think that the good approach is to go directly from 1/1s to 20/20s. You do this by using exponential pumping, like Coat of Arms Mirror Entity Jazal Goldmane and things like that. The benefits are that when you are ready you win out of nowhere and nobody sees you as a threat until then and also you don't use tons of card slots for minimal pumping. But, more importantly, dropping the +1/+1 effects opens you the option of using Skullclamp. The card is just bonkers and, ifyou can fuel it, you just win the game, assuming none destroys it on the spot. You also run Steelshaper's Gift, Enlightened Tutor and Open the Armory to find Skullclamp so that you virtually have 4 copies in the deck.
Ah, cut Caged Sun for Extraplanar Lens, its the only mana doubler worth considering in my experience, the other ones just die the turn you tap out to play them. And find room for Martial Coup that is both sweeper and token generator.
It may seem that I'm overly criticizing here, of course you can ignore some (if not all) of my advices if you are not convinced but I love Darien, I have played many of the bad things you are playing and eventually cut them out, just wish that someone told me these things so that I wouldn't have wasted time on bad cards. The cards may seem fun in theory but when you play and the deck doesn't work at all I guarantee that you feel only frustration and no fun.
3 weeks ago
Wow your list is basically what my list should be if I had the money for the more expensive stuff.
Just a few tips:
I think Jade Monolith is not very good. I cut it because it really does nothing. None will risk a combat phase if they see it on the field. I tried Blood of the Martyr and Sivvi's Valor that have the same effect but you can use them to surprise the opponents. In the end I cut them too, which brings me to the next point,
in my opinion going all-in on Darien ability is not a good choice, because he is very expensive and if they kill it once or twice then your whole deck stops working. I think you should have a few more ways to generate an amount of tokens that can kill. Of course you already have Elspeth, Decree of Justice and Martial Coup, I'd suggest also:
The last four do not create soldiers though,
Anointed Procession, this a bit win more
Also, Mana Vault is dope as ramp and is a self-pain source when tapped
Expedition Map to find one of your sweet pain-lands or Nykhtos.
Finally, I think the mana doublers paint a target on your more than helping you. Either someone kills you or they get immediately blown up. I run only Extraplanar Lens because its cmc is low enough to do something else on the same turn I play it.
Ah, for the self-pain there is also Cold Snap, since you run snow lands. It's a bad card but I run it for flavor.
1 month ago
Updated Colossus Rules Relating to Kicker Costs
3 months ago
Hey there! Welcome back to the world of EDH!
A few suggestions for you - biggest thing I am noting is not enough draw and ramp. I count about 3 draw engines in the deck, more if you count your tutors. As a general heuristic I aim for about 10 solid draw effects, either powerful one shots or strong engines like you have in Phyrexian Arena and Skullclamp. Underworld Connections, Read the Bones, Necropotence, Land Tax, Gift of Estates, Promise of Power, Damnable Pact, Read the Bones all reasonable options pending budget.
As for ramp I also typically aim for 10 total sources. Myriad Landscape is an easy inclusion in 2 color decks that only occupies a land slot, other possibilities would be Ashnod's Altar with your token theme, Mind Stone, criminally underplayed Wayfarer's Bauble,Commander's Sphere, and personal favorites Everflowing Chalice Worn Powerstone and Thran Dynamo.
That leads me to a couple of other suggestions - replace token makers with more powerful iterations. Conqueror's Pledge and Nomads' Assembly are decent cards, but Secure the Wastes, Decree of Justice, or even Entreat the Angels are all more scalable and mostly instant speed, a huge boon in edh.
So what to cut? I would start with a few cards that I believe are underpowered - Archdemon of Unx, Phyrexian Gargantua, Elixir of Immortality, aforementioned token producers. I would also consider finding good but expensive cards to cut to lower Your curve - i have found the ideal sweet spot in edh is 3-4 mana power plays more so than 6-7 mana bombs that die to a removal spell or board wipe.
4 months ago
Nice deck! Got some new ideas from it for mine like Thalia, Heretic Cathar.
I agree to your choice of Iroas as commander. You can do really go aggro with iroas without loosing your little creatures and also push a lot of the damage throught with the menace-ability.
Also consider Ashling the Pilgrim to wipe out opponents creatures during your attackphase before blockers are declared.
Maybe Skullclamp helps with the little acces WR have to card draw.
My own approach to Iroas aggro multiplayer is here: Iroas, God of War (Multiplayer EDH)
Greetings form Gottsplitter
8 months ago
Hello Kafkaesque_, please playtest Skullclamp thoroughly. It is hard to assess on the paper, but it does not work that well if your creatures get boosted somehow, because you do not get the card immediately (without sacrifice outlet). You basically need your opponent to kill it in combat, and opponent will not cooperate - they will wait to get rid of skullclamp first. It might work for you, though. It is a better card compared to other options by a sufficient margin to give it a try.
Anyway, take out Avacyn, Angel of Hope. It is too expensive to cast it fair way, and it will expose you to opponents Bribery and more notably graveyard recursion. Also Kytheon, Hero of Akros Flip does not seem to do much for the deck. I would also take out Marble Diamond for a land - you do not need to accelerate that much and any mass removal for nonland permanents will set you back on mana. Ghostly Prison does not impress me much in this deck, too. You could chump block with tokens easily and Ghostly Prison does not protect your commander! Nomads' Assembly seems like "win more" card to me - if it works, it is excessive, and if it doesn't, it's useless. Either take it out or switch with Increasing Devotion or Conqueror's Pledge
8 months ago
8 months ago
Needs more serious boosting to soldiers. To fix that ad something like Coat of Arms, Door of Destinies ,Stoneforge Masterwork , etc. You also need better token summoning so shit like Alliance of Arms, Benalish Commander, or Conqueror's Pledge works perfectly.