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Creature — Human Scout
Whenever Emperor's Vanguard deals combat damage to a player, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Emperor's Vanguard Discussion
1 week ago
Yeah, there's not nearly enough lands. Think of it this way: Lands are 21% of your deck, as it is now. That's the equivalent of running 13 lands in a 60-card deck or 9 lands in a 40-card deck. You're built around an 8-mana commander, so 39 is the minimum you should be running, along with, at the very least, 8 sources of ramp.
I think these 3 videos will be very helpful for you. The first two are videos by The Professor, one on Commander deck construction, and the other on building a 3-color manabase for the format. The last one is SaffronOlive on common pitfalls in deck construction.
Next off, what you'll want to do is look at the EDHREC page for Gishath to see what other people are putting in their decks. If you're on a budget, you can also click at the top right to go to what people are playing in decks labeled as budget. Remember to include card advantage, ramp, removal that is either flexible or hits the whole table, and haymakers that will close out the game.
As for cuts, I would start with 4 to 7-mana non-dinos, since that spot on the curve will get clogged up pretty quickly, and you want to be putting expensive dinos out for free with Gishath. I would also cut Atzocan Archer , Emperor's Vanguard , Frenzied Raptor , Looming Altisaur , Nest Robber , Pterodon Knight , Raptor Companion , Raptor Hatchling , Ravenous Daggertooth , Sky Terror , Steadfast Armasaur , Voltaic Brawler , Cobbled Wings , Primal Amulet Flip, Abrade , Blossoming Defense , Demystify , Lightning Helix , Righteousness , Shock , and Slash of Talons . They're all either too narrow, too weak, don't scale up well with the creature size or life totals of Commander, or don't make sense in your deck.
9 months ago
Deck looks super good, i think that Llanowar Scout, could be replaced with something better, and Wayward Swordtooth is strong, but 4 might be too many just because without the citys blessing it is not great. Also not too sure about Sylvan Awakeningas a 4 of, since it should just instantly win the game 4 seems like too many.
Cards for the mainboard that could be good are Merfolk Branchwalker, either drawing more land or being a big green creature for 2 mana is strong. Duskwatch Recruiter Flip is good in any green creature deck because it draws cards at instant speed, and the flip side makes those creatures cheaper. Path of Discovery could be another good card advantage engine. Emperor's Vanguard could also fit the theme, finding lands and getting huge. Ranging Raptors can also get extra lands out of the deck. Adventurous Impulse and Enter the Unknown can both be great one drops as well. finding lands and creatures. I think the impulse is better overall as a turn one play but both are definitely reasonable.
10 months ago
I would take out the Emperor's Vanguard for another Ramunap Excavator also even though its CMC is 2 more i think Nissa, Genesis Mage would do you alot better because it untaps 2 lands AND 2 creatures and with all the mana dorks you are running it will have much better worth. but otherwise love this deck i love homebrews that do nothing but make your opponent wanna flip the table
11 months ago
Murphy77 Thanks for giving me something to reference! Panharmonicon has been working wonders so I've added a couple...! I don't really like Enter the Unknown as much even though I'm lacking in 1 drops, purely because there is no real way to cast it on turn one, and it's difficult to actually get any value out of it. The added land drop is unnecessary as well, as the entire deck can run easily off of 4 lands and doesn't require any amount of ramp.
I often find myself discarding lands with Tomb Robber, and in those cases I could see Ramunap Excavator working rather well, but those are the only times I actually put lands in my graveyard, and oftentimes the boardstate makes it just as easy to explore off of something else instead.
The deck tends to brute-force overwhelm people, whether by creating several massive creatures, gaining massive amounts of life or flooding the board with creatures, sometimes all 3, so Cobbled Wings, with it's extreme lack of synergy compared to the rest of the cards, seems to be a no go with what we're trying to accomplish.
The purpose of Emperor's Vanguard would be to trigger explore regularly, but the big issue I have with it is that it can easily be chump-blocked or otherwise prevented from dealing damage, and at that point it becomes a 4/3 for 4, which is pretty bad. If you gave it wings then it might work out, but that also becomes 6-8 extra slots to achieve what Tomb Robber and Deadeye Tracker achieve easily by themselves.
Several people have suggested Animation Module, and it looks more promising when considered with Rishkar, Peema Renegade and Path of Discovery, but once again I'll have to test it out and see how it goes!
1 year ago
yebvas it's an interesting deck, I made a few playtests. The only creature I think is a bit slow for the deck is Emperor's Vanguard unless you find a way to make it gain trample or something, maybe with Rhonas's Monument (which I was thinking for my deck as well
1 year ago
So the whole "dies to removal" discussion isn't does it dies to Doom Blade if so it's bad but, it's risk and reward. If you tap out 5 for creature X your opponent spend 2 of there open 5 mana to remove it your now done playing magic till your next turn where as your opponent has 3 mana left on your turn and at least 5 more the next. There's 3 criteria that should pass one of if not more to see play, A) how does it stack up vs removal on curve B) what does it do when it his the field C) can it win the game (how does it stack up vs a Everdawn Champion). In short a card like Emperor's Vanguard doesn't make the cut because, ease of removing it doesn't out weight the gain of sticking on the field, even if it doesn't get hit by removal is a 4 CMC do nothing that can't get by something like the everdawn to even trigger it ability. All in all it's not that "dies to removal" its not with the risk of the removal it dies too for the cost to run it out.
Hope that helps.
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