|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Battle for Zendikar (BFZ)||Common|
Combos Browse all
Creature — Merfolk Scout Ally
: Target creature can't be blocked this turn.
Coralhelm Guide Discussion
7 months ago
Tribals are hard to pull off in pauper, and you did well!
9 months ago
Going back a few sets: Ayli, Eternal Pilgrim, Exert Influence, Drana's Chosen, Umara Entangler, Spawnbinder Mage, Angel of Renewal, Elemental Bond, Conclave Naturalists, Anointer of Champions, Willbreaker, Coralhelm Guide, Bloodhall Priest, Flameblade Angel, Weirded Vampire, Furyblade Vampire
1 year ago
Hey I am not sure what the power level of your playgroup is, but I have a few suggestions.
One card you should consider cutting is Arlinn Kord Flip and if you really want to play a planeswalker include Gideon, Ally of Zendikar. He is more on flavor and can give you value even if he dies after only one activation.
Also, I would up the land count to at least 36 and add Kodama's Reach.
When it comes to allies, I would cut some out to make room for lands. I suggest cutting Angel of Renewal, Coralhelm Guide, Goblin Freerunner, Drana's Emissary, Makindi Shieldmate and some of the Changelings.
Here is my list. It isn't budget, but the creature base and most of the spells are affordable.
1 year ago
Awesome! Thats a heck of a showing.
I played this past sunday in a "supersized draft" There were only 4 teams so 3 matches total and we went 2-1. I was playing R/G goodstuff and my partner was playing W/B kill all the things... both of us had a significant number of warriors as well.
Match one wasn't looking good. Our opponents had us to 19 by turn 5 on the back of an early loyal pegasus and some other creature we couldn't block and an aura. We eventually got rid of most of their board and I was able to cast Stolen Strategy, my partner got a decent sized lifeliker with flying into play, and began to stabilize. After their quick start our opponents fizzled out and we eventually won on the back Bramble Sovereign into 2x 10/10 Apocalypse Hydra which wiped their board the following turn.
Match 2 was an embarrassment. My partner and I both took admittedly slower looking hands but we were not prepared for the explosiveness of our opponents decks. They dumped out 4 smallish creatures early while we had nothing on board, then cast Regna's Sanction to pump everything and swing through for lethal in 6 turns... everyone was laughing (including us) because we were pretty sure two-headed giant games are not supposed to be that fast.
Match 3 went a lot like the first one. Our opponents came our quicker, got us to 19 (something about that number) before we were able to start stabilizing. This one was tougher though, and took longer for us to get control as our opponents were playing a lot of flyers in U/B that we couldn't do much about. My partner eventually got out 2 Thrasher Brute, one was quickly dispatched but having the one in play kept us going from 11 to 15 multiple turns in a row thanks to warrior tokens and some lucky flips off of Stolen Strategy. Our opponents got a 13/13 Apocalypse Hydra and a Coralhelm Guide while we were at 11 life... staring imminent loss in the face I flipped over TWO WARRIORS with Stolen Strategy, my partner made more tokens and that put them in range for a lethal final swing...
So. Much. Fun.
2 years ago
Just having a look at this now, Duggan.Got a fair few allies, but sadly not all of them!
Looks like you may be a couple dollars over budget too, so might have to make a replacement somewhere
Initial thoughts are lose the non-ally ramp creatures Avacyn's Pilgrim, Elves of Deep Shadow, Alloy Myr and to a lesser extent Joiner Adept (since her ability is quite special) and replace them with mana rocks, as artifacts can survive a board wipe much better.
You're probably also going to want to put in some more removal. Board wipes are tricky in heavily creature based decks, as you damage yourself as much as anyone else, but In Garruk's Wake or Plague Wind can provide the solutions you need. Another good wipe for you is Aligned Hedron Network, since most of your guys will be under 5 power.
Zendikar Resurgent might be a good shout for card draw and mana efficiency. Since you'll be playing regular creatures it's a reliable source of draw... although I haven't checked the price... even so you may not even want to put it in as there are probably more pressing options ahead of it.
Cheap removal like Angelic Purge or Journey to Nowhere might be good and perhaps even Oblivion Ring. You could really go with anything cheap, but a good guideline is usually 7-10 removal options (not including board wipes), however I see lots of your creatures can serve as forms of removal themselves, so you may not need to cut that much stuff?
The tricky part is knowing what to axe from the list, so I'll just see if I can short-list what I would consider to be the most redundant, or least efficient cards:
Felidar Guardian - More or less a one time effect unless you can reliably flicker him over and over again and for 4 mana you have better stuff to do.
Coralhelm Guide - The activated ability is quite costly, and usually in a smaller creatures deck you tend to be swinging wide rather than tall. Unblockability is attractive, but is it worth not including more removal for?
Tajuru Beastmaster - It's a good ability to be sure, but you need to be playing in lost and lots of allies pre-combat to make it worth it, and there are strictly better versions already in the deck. If you have to make a cut, perhaps this guy?
Prismatic Geoscope - Reads very well, but even in a 3 color deck, it's hard to tease those basics out of the deck. You might end up paying for a 5 mana slow rock that only taps for 2 or 3, in which case Market Festival becomes a slightly better option. Generally speaking by the time you've manged to get one of each basic out, you'll already have more than enough mana.
Allied Reinforcements adds up in terms of mana efficiency, but that's all it does. If it cast at instant speed it would make a nice combat trick or instant rally trigger, but as a sorcery it's a little lackluster. One pop of two extra allies is nice, but I'd priorities some removal ahead of this, especially considering the volume of creatures you already have. I'd argue the same point to a lesser extent for Unified Front, but four simultaneous rally triggers, is nothing to sniff at on the other hand.
Also you can definitely afford to cut a couple of lands. 37 is usually what I would consider a max amount, but with your curve topping out at 6 mana cost (low for EDH) you could probably afford to go down to 35 if you needed to.
Stoneforge Masterwork a good card for this, if you end up having room, maybe not though?
That's about all my thoughts on this for now. The main thing is probably just more removal though. Other than that the prospect of all those stacking rally triggers looks really scary and intense! Nice job! =)
2 years ago
You can take out Coralhelm Guide and replace it with a Pacification Array or Edifice of Authority. They will help you cast your Colossus earlier and cheaper. As it stands the only help you have to cast colossus is Key and Cloak. Shaving off 2-5 mana leaves you with a 6 cost colossus in a format with Atherwork/Ulamog as early as turn 4. If you run Key to the City, you can also add Fiery Temper so you have a chance at a cheap madness spell. Also look at Glint-Nest Crane to tutor up your win con.
If you consider playing in the format, getting playsets of the dual lands will help too. Spirebluff Canal will double the cost of the deck, but will definitely be useful for many other decks.
2 years ago
Might want to take out the Coralhelm Guide... this deck seems to want to win early to mid-game, and the guide's ability isn't really very spammable, maybe some other, lower ability cost, card? Can't seem to think of one right now though...
2 years ago
Might I suggest changing the Coral Merfolk out for another ally? I know you are probably out of any good ones, but you will need them for the cohort on Zada's Commando to activate as much as possible. Coralhelm Guide may be good. I know its ability cost a bit but can still be used if it was tapped making it good for later game with burn deck so you can keep using cohort and swing with something with a decent amount of damage that is now unblockable.
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