Tap: Add (1) to your mana pool.
(Red)(Green), Tap: Target Beast creature you control fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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Contested Cliffs Discussion
1 week ago
I'm a big fan of the update, the deck has come a long way. However there still are a few things that I think would make the deck better still:
Rounding out the curve so that it has the look of a descending staircase. To do this we need to replace a 3-drop with either a 1-, 2-, or 4-drop. Snake Umbra is definitely the weakest 3-drop.
Holy Mantle could still probably be replaced. I still find this card to be really unimpressive at 4 mana.
Lastly, Grasp of Fate is still missing. This card is really hard to pass up.
I don't want this to get lost in translation over multiple posts so I'll try to fix the curve and you can either agree or disagree with my adjustments...
You mentioned getting rid of the color fixing enchants like Abundant Growth and Unbridled Growth, but those are there for multiple reasons. They add to enchantment count (for both Ancestral Mask & Ethereal Armor), can filter and/or draw cards, and provide early game fixing. There is not really a need to remove them as they actually do more than you think.
The lands that I suggested were...Grove of the Burnwillows, Horizon Canopy, City of Brass, Mana Confluence, more fetches, and Okina, Temple to the Grandfathers. They will be better than the speed lands and with the replacement of more basic lands, better than the check lands as well. I definitely would not get rid of all your basics though.
My suggestion for your ideal land base would be...
1x Ancient Tomb
1x Arid Mesa
1x Marsh Flats
I also love that you have this deck tagged as "casual," this deck is a far cry from casual. Lol
1 week ago
Glad to hear the deck has turned out for you, even if it was slightly.
Personally, I would just replace Winds of Rath. My logic being that I usually only need a board wipe when I am behind (i.e. My general has been wiped a bunch/poor boarstate). If this is the case, then I've probably already lost. Voltron is an aggressive deck, thus we need to focus on resilience and efficiency.
There's nothing wrong with wanting Wheel of Fortune. It's an amazing card, yet I forgot about it. It's definitely a better option than Harmonize granted you have the money to acquire one. I'd include it if you have the ability.
Other than Thalia, Heretic Cathar, there is Linvala, Keeper of Silence (good if your meta has an abundance of Kiki/Splinter Twin combo, early game mana elves, or generals with problematic activated abilities like Arcum Dagsson or Yisan, the Wanderer Bard) and Magus of the Moon/Blood Moon (this depends on how comfortable you are playing a three color deck with this kind of effect as well as how many decks in your meta will be punished by it).
I've also tested Sanctum Prelate and Ethersworn Canonist, but they hindered us too much. Scavenging Ooze and Containment Priest didn't do much either, but testing them led me to find that Ground Seal was the most efficient graveyard hate option.
I think running 4 colorless lands is fine. I have gotten away with it and had few issues. You have a lot more options than I do when it comes to that last colorless slot, so choose wisely. Do you value the haste, pump, and vigalence of Slayers' Stronghold? The large pump and evasion from Kessig Wolf Run? The double strike from Sunhome, Fortress of the Legion? The removal that comes with Contested Cliffs? Or the protection that comes from Yavimaya Hollow?
1 week ago
My deck performed pretty well tonight, but the combined power of enchantment-based destruction and counterspells was ultimately my undoing. Even with two effective card-draw engines, I really wish I had Wheel of Fortune at that point in the game, but maybe that's just desperation talking. Had I mulliganed more aggressively like you suggested, I probably would have won. I definitely avenged my loss from the previous game, just like this deck was designed to do.
I don't know that I encountered a point where Stony Silence or Null Rod would have been useful, and Torpor Orb would have been beneficial in one game and against one player in particular. Don't get me wrong: they're great cards: they just wouldn't have had much relevance.
Thalia, Heretic Cathar is great for its low cmc cost and its effect: any other creature-based prison effects you'd recommend off the top of your head?
Possibility Storm is kinda high in terms of its cmc cost, and Choke is somewhat narrow, but I'm running out of low-cost stax options that don't adversely affect my general, so I might have to risk including the latter, even if it ultimately ends up being a dead card. The rest are definitely viable options: I might have to re-think my cmc limit, but I do agree with your philosophy of being oppressive with prison cards, as opposed to just surviving with pillow fort cards.
What do you think of Mana Web, Mystic Barrier, Crackdown, Karmic Justice, Impending Disaster and Smoke? Not great cards, and I know Mystic Barrier isn't cheap, but it would probably keep me from losing. I don't know. lol Just saw 'em in my notebook, and they seemed somewhat functional.
Thinking of squeezing Contested Cliffs in there: it really would have been useful tonight.
So would you recommend the inclusion of roughly 7 removal cards and 7 stax cards? I typically consider wrath effects to be removal.
2 weeks ago
1 month ago
3 months ago
A friend of mine runs a pretty nasty deck. She uses beast creatures for the most part. She lets them fight with Contested Cliffs before she attacks. Terra Stomper is great for this deck. Also Caller of the Pack is a great card.
have you considered Warstorm Surge?
5 months ago
Contested Cliffs can be decent reusable removal that people forget about. Only problem is that it only taps for colorless and your commander is the only target.
6 months ago
Uril has access to Aggravated Assault, which gives you a way to take down multiple opponents on the same turn. Just slap a Bear Umbra or Sword of Feast and Famine onto Uril and away you go. Sack effects aren't as rough on Uril if you run mana dorks like Elvish Mystic to help push him out quicker, since they can just be used as sac fodder to shield him.
With red you also gain more ways of dealing with blue if blue is common in the decks you play against. Spellbreaker Behemoth and Vexing Shusher make your commander harder to counter and there are cards like Red Elemental Blast if your meta is really blue heavy. Contested Cliffs worked out great in my old Uril deck. It lets Uril clear out a potential blocker, and I've used it with Spellbreaker Behemoth to deal with annoying creatures like Patron Wizard in Azami.