|Commander / EDH||Legal|
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|Rise of the Eldrazi (ROE)||Uncommon|
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Target creature you control gains protection from the color of your choice until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Emerge Unscathed Discussion
5 days ago
Howdy,I have been working on one myself too. These have been some good cards for me. I am assuming you are wanting to attack fast and powerfully. I think some instants and more card draw would be important to increasing your effectiveness quickly and protecting your creatures from removal once they know how much damage you can do with a double strike kitty. If you are not used to Protection from color cards... they are AWESOME. Useful for unblockability, targeting prevention, and damage prevention.
Utility Card; Mirage Mirror, If you haven't used this card be prepared for its versatility. It is so good!
Also you may want to increase your amount of removal.
1 week ago
Why are you running white, if you dont mind me asking. You are just running Path to Exile and Emerge Unscathed, and both of these can easily be replaced with Fatal Push and Blossoming Defense, if you want to keep the white splash maybe considering adding Lingering Souls, it is such a great card.
1 month ago
Just some thoughts! Love the heroic mechanic!
1 month ago
I think you need more draw and/or cantrips. The "Prowess" problem of having an empty hand slows this deck too much. Take a look at cards that have rebound (like Emerge Unscathed or Center Soul) for repeatable Prowess triggers. Also, you might want to add some evasion and/or protection like Gods Willing or your old friend Feat of Resistance. I noticed also that all three charms you are using all require specific colors of mana (no generic), I wonder if this slows you down?(You need more white mana since all 3 charms use white). The Boros Charm seems like maybe not a good fit here...I know you wanted to put Assault Strobe in instead, it would be a good fit esp if you can add some evasion.
1 month ago
Emerge Unscathed is great! I like how it's instant speed as well. I gotta find a spot for it yet, any thoughts?
1 month ago
Emerge Unscathed and other rebound cards for multiple triggers maybe.
1 month ago
Interesting deck, Aespinoza10. I've always liked the Heroic mechanic, even though it doesn't hold up very well in the Modern meta.
As it is, you have more spells than creatures... which means you're more likely to have a handful of spells, and nothing to cast them on.
My personal take on cuts? Sunblade Elfx4, Common Bondx2, Hardened Scalesx2, Gods Willingx2, Mutagenic Growthx2, Path to Exilex1, Seeds of Strengthx1, Sigil Blessingx4, Rancorx2, Forestx1, Giant Growthx4
Just these cuts should put you at 60.
Some things to add/think about?
This is just from a cursory glance, but what do you think?
2 months ago
You're welcome. I really like Heroic as a mechanic back when it was in Standard. However, a deck based on Heroic does run into several problems, like drawing spells when there are no creatures on board, not drawing enough spells to complement the creatures, running out of gas beyond Turn 5, etc. That was why I thought spells that can be cast more than once (Rebound, Flashback), and creatures that generate creatures (Vanguard of Brimaz, Brimaz, King of Oreskos, Monastery Mentor, Young Pyromancer) are key to this type of deck. A go-wide strategy is good because we have ways to pump the whole board, with Phalanx Leader and Anax and Cymede.
Therefore, my own suggested list is this: 4 each of Monastery Swiftspear, Favored Hoplite, Young Pyromancer, Phalanx Leader, 2 Anax and Cymede and 3 split among Brimaz, King of Oreskos and Monastery Mentor (21 creatures); 4 each of Gods Willing, Emerge Unscathed, Blossoming Defense, Pit Fight (I think we do need some mainboard removal), and 3 Warriors' Lesson (19 spells); 10 fetchlands (4 Windswept Heath, 4 Arid Mesa, 2 Wooded Foothills), 4 basics (2 Plains, 1 Forest, 1 Mountain), 5 shocks (2 Temple Garden, 2 Sacred Foundry, 1 Stomping Ground) and a Horizon Canopy (20 lands). I upped the fetch count because I think the maximum number of lands we ever need is about 4 or thereabouts.
This is all theorycrafting though. I have not actually tested a deck like this in Modern before. Do let us know what your testing results are.