Creature — Human Knight
As Dauntless Bodyguard enters the battlefield, choose another creature you control.
Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
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|Commander / EDH||Legal|
Latest Decks as Commander
Dauntless Bodyguard Discussion
2 months ago
Well met, young callant! I have some suggestions with your names on them. Such a strange coincidence.
Jests aside, let's do this.
So, I see budget, I see counters, I see mill. Let's start with mill.
One does not simply play a graveyard deck bereft of the following: Satyr Wayfinder finds some lands whiles stocking the bin. Grisly Salvage is morbidly efficient, finding creatures and lands. Winding Way does the forenamed, whereupon it sometimes betrays you (Don't look it in the eye). Grapple with the Past brings stuff back and loads the bin. It feels great. Funeral Rites is fine and straight-forward. Ransack the Lab is cheap whiles bearing efficacy.
If you're feeling betaken to your graveyard chicanery, Perpetual Timepiece does an absolutely lovely job of stocking the bin.
Ahem. DEATH'S OASIS?! It mills, it fills, and eventually it kills. Moreover, it is three to cast, thusly on-theme.
Okay, now counters!
Unto the intrinsic:
Let us protect thine commander! Selfless Spirit is out of budget yet amazing, Saffi Eriksdotter is of a similar role, and Dauntless Bodyguard, along withal Selfless Savior, are budget options for choice.
There are two routes in commander decks (when playing fairly); a low-curve with a foison of card draw or a higher curve with less card draw. Low-curve = more card draw. I'd add Painful Truths, Sign in Blood, Funeral Rites, Ransack the Lab
I am biased, but I put Once Upon a Time in literally all of my green decks. 'Tis most lovely each time I cast the gest.
And therefrom is the finis of my comment. Fare thee well and may fortune betide!
3 months ago
deck should probably running
3 months ago
First, as those are mostly a pile of suggestions, there are literally a hundred or two more cards that would fit in that category -- so I filtered it out and gave you some of my favorites. If you want more...... I might need to sector off my weekend.
Now, for deckbuilding, here's a few baseline rules that you really should know:
Start with your win condition or your value engine. A solid example of a win condition is Colossal Dreadmaw or Charging Monstrosaur. They're solid sized creatures for the right cost, and they're very difficult to outpace once you've resolved them. A win condition should be the way you deal most of your damage.
In creature based green decks, you want about 8-12 4-5 or even 6 mana creatures as your win conditions. Typically Green has Ramp, which means bigger cards come down faster.
Another good strategy is t1 Elvish Mystic or one of his friends into a t2 3-mana creature. You can find some pretty good creatures that will enable to get a 4/5 in play t2 with that strategy, but you want 8-12 1-mana ramp and 8-12 3 drops.
In aggro decks, you typically want 8-16 1-mana threats. Aim lower if you're red(red gets cards like Lightning Bolt and higher if you have white and/or black. Cards like Dauntless Bodyguard are fairly common in W/B so you can be a lot more creature heavy.
In more control heavy decks, you might not be running any creatures at all. With control, you typically want to kill creatures rather than play them.
For value engines, just about anything that draws a card every turn or can make a creature every turn. If you go value, make sure you have a good enough win condition -- you can't win by just drawing cards.
Your core(win con/engine) should probably be 4 mana on average. 3 mana in faster decks, 5 mana in green or control decks. Of course, if you're a green control deck(*coff coff standard bant ramp coff coff) you can probably use higher costed cards. Plenty of control decks will use 6 mana win conditions and 4/5 mana value engines.
Once you have that, you need to build around it. You want 4-12 1-mana spells and 8-12 2 mana spells. Once you're done, you should have a handful of things to do t1, t2, and t3. You should plan your game almost entirely up to t5, and it is preferable although difficult(you'll need to get out your hypergeometric calculator) to plan your game up until t10.
Remember to make absolute sure that you have things to play early game. It is so easy to lose just because you didn't draw the 5th land you needed. Of course, you'll be in a more casual setting meaning you won't have quite as much to worry about, but you should at least follow bare minimum curve guidelines to get the most out of your deck.
Here's the basics on land counts:
want 2, functions with 1: 18/19/20
want 3, functions with 2: 22
needs 3: 23
want 4/5, functions with 3: 23/24
want 6/7, functions with 3/4: 24/25/26
absolutely needs 5+ mana: 25+ (increment by 2, so needs 6 should be 27)
Those are my go-tos, they might need tweaking for you depending on how you shuffle.
On that note, I find that different decks need different shuffle styles. I will seriously shuffle decks differently based on how I've noticed I've drawn with different shuffles. Also, when cutting your opponent's deck it is possible to cut it in a way that increases their chance of getting a bad hand and needing to mulligan. I've won many a game by cutting well, but I won't be sharing that secret.
On multicolor v. monocolor:
Multicolored decks are typically better. You mostly want 2 colors, possibly three and if you're insane and have the cash(aka elon musk) you can go 4. If you're Elementals, Humans or Slivers you can attempt 5 color.
However, monocolor decks get one huge advantage: they can be a lot faster. Since their manabase has 0 downsides, they don't have to play their cards right in order to be able to cast their spells, meaning they can just play cards. The efficiency makes monocolor great for fast, aggressive decks.
On deck ideas to recommend(for 60-card):
Those are great baseline decks to try out and try to get the feel of some generic archetypes. Once you've attempted those, branch out and see what you like.
4 months ago
Hello Rorolith thanks for passing by :)
You're right about exalted and battle cry. Akrasan Squire are here to power up Champion of the Parish to put pressure on turn two. I have to try to replace Akrasan Squire by Dauntless Bodyguard to see if it's better. I already thought about Kytheon, Hero of Akros Flip but don't know if it can fit on this deck. Sure he can be transformed as a planeswalker but will he survive ? At least Dauntless Bodyguard can save me a Champion of the Parish.
About Grand Abolisher it was in a previous version of the deck but as you stated it's a slower cast and if I have to choose I prefer receive a Lightning Bolt to an offensive card because it's the spirit for this deck haha. But I agree with you it's definitely a sideboard card.
4 months ago
Akrasan Squire and the mechanic Battlecry don't work very well together. I think also that Exalted isn't the best idea for your deck considering you probably want to cover the board very quickly and knock your opponent to 0. Maybe Dauntless Bodyguard, Kytheon, Hero of Akros Flip, or Grand Abolisher? Grand Abolisher is a significantly slower cast than Dauntless Bodyguard and Kytheon, Hero of Akros Flip but could possibly save you in some situations, Its probably a sideboard card though.
5 months ago
HARDsofty Awesome deck man. Got some suggestions; you said those Boros elite are in there for early blockers; unless you prefer their late game offensiveness, I'd maybe consider running Dryad Militant, Resolute Watchdog, Giant Killer, Dauntless Bodyguard, Skymarcher Aspirant or Alseid of Life's Bounty. Extra utility that'll protect other beaters/remove threats late game. Even Thraben Inspector, for that card draw.
6 months ago
Nice deck (+1). I really like the Lurrus of the Dream-Den + Martyr of Sands combo. Have you considered Alseid of Life's Bounty, Dauntless Bodyguard, or Resolute Watchdog to protect your creatures or provide them with another way to get through? Speaking of getting through, Augur il-Vec is a pretty good target equipment. Hope this helps.