|Commander / EDH||Legal|
Printings View all
|Duel Decks: Garruk vs. Liliana (DDD)||Common|
|Shards of Alara (ALA)||Common|
Combos Browse all
Creature — Human Shaman
Whenever another creature is put into a graveyard from play, you may gain 1 life.
Price & Acquistion Set Price Alerts
|Have (4)||Supremespeed , XxCataclysmiCxX , TThors , frederiklw|
|Want (6)||Talonisnthavingit , ztanos , vashaclarens , VaultTechy , ctrlxfreak , Lythia|
6 days ago
I'm just going to toss these out here ("?" means I'm not so sure):
Adventuring Gear ...swing!
Imprison ...reusable control.
Multani's Presence ...hate blue? draw?
Permeating Mass ...my favorite chump!
Shaper's Sanctuary ...draw?
Thrull Parasite ...extort?
Utopia Sprawl ...ramp.
Altar of the Brood ...landfall?
Bloodchief Ascension ...lifegain/wincon.
Curse of Vengeance ...fun?
1 month ago
Deathgreeter Soul's Attendant Profane Memento Identity Crisis Gift of Orzhova On Serra's Wings Ajani's Pridemate, more boardwipes like Wrath of God Day of Judgment and if you want to be a dick Armageddon
1 month ago
Gutless Ghoul can be better then Sangrophage.
Deathgreeter can be help to gain life, instead of the artifact.
Shamble Back in Sideboard.
2 months ago
I think Strength in Numbers may end up not work out well, because most of the time you'll sac' a lot before you swing. Maybe something like Unnatural Predation or Larger Than Life would work better. Plus you might need more than just 3 trample cards for it to be effective.
Also, consider my new friend Deathgreeter as an accomplice to Essence Warden (maybe call 'em the "Soul Siblings" ... even though have nothing to do with souls...). Gain life when a creature enters because of Essence Warden, and gain life when you sac' a creature due to Deathgreeter. You like lifegain.
2 months ago
Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.
This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.
Here we go:
Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.
Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.
Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.
Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.
2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.
Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!
Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.
Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.
3 months ago
I noticed this question was still marked as unanswered a few days in a row and decided to check it out. First there is no combination of cards that add 4 mana from a creature dying. The only thing I've found that comes remotely close is Carnival of Souls which triggers on entering and will net a total of 3 mana if the created token was sacked with Ashnod's Altar, combined with Pitiless Plunderer, which also adds a treasure token to be sacked. In any way this seems overly complicated way to go infinite. Are you sure you and your brother understand the rules for sacking and the situation is not as follows "I'll sacrfice my token to Ashnod's Altar, then while this is on the stack I'll sacrifice the same token again and net myself 4 colorless mana".
On another note as already said if he holds priority he can't do anything else and will block the game. Also since you gain 1 life for whenever a creature dies (possibly from Deathgreeter) your brother can't kill you since he also does 1 damage for each token dying and the game will end in a draw. But this is the case ONLY if he manages to prevent you from killing Slimefoot. You say you have 12 black mana, but the question is can your brother create tokens more times than you can pay and remove counters to kill his commander. Regenerating Slimefoot does nothing since the ability with the counters give Slimefoot -X/-X and if it resolves he will die as a state-based action.
Hope that clears the situation
3 months ago
Authority of the Consuls feels like a shoe-in pick for this deck, as it is a nearly better Blind Obedience (hald the cost, but more lifegain, and no mana cost, only thing is it doesn't hit artifacts).
Sunbond can gain a lot of value on your commander, as it helps place a ton of +1/+1 counters on it.
3 months ago
A friend of mine plays a Ghave commander deck. Here are some suggestions:
Hopefully you found some of these suggestions useful. GLHF.