Creature — Bird
When Expedition Raptor enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
Printings View all
|Archenemy: Nicol Bolas (E01)||Common|
|Oath of the Gatewatch (OGW)||Common|
Combos Browse all
|Commander / EDH||Legal|
Expedition Raptor Discussion
6 days ago
To remove: Callaphe, Beloved of the Sea, Crashing Drawbridge, Empyrean Eagle, Expedition Raptor, Expedition Raptor, Peace Strider, Sephara, Sky's Blade, Serra Angel, Threnody Singer, Tome Raider, Victory's Herald
To add: Solemn Simulacrum, Silas Renn, Seeker Adept, Myr Propagator, Trinket Mage, Trophy Mage, Tribute Mage, Daxos of Meletis, Clever Impersonator, Burnished Hart, Magister Sphinx, Divinity of Pride, Hanna, Ship's Navigator
To Add: Mirage Mirror, Sculpting Steel, Spellbinder, Isochron Scepter, Wayfarer's Bauble, Sol Ring, Traveler's Amulet, Prying Blade, Explorer's Scope, Dimir Signet, Orzhov Signet, Swiftfoot Boots, Lightning Greaves
1 year ago
First, run Path of Ancestry and Opal Palace. With your Ghostly Flicker, Halimar Depths (and maybe even Sejiri Steppe) could be twice as good. Azorius Cluestone is nothing to sniff at as well, providing card draw in the late game.
I don't think Wormfang Drake does anything for you, as well as the support of Expedition Raptor with you flickering your stuff all the time. Speaking of it: I'd not deny myself the value of Displace in this deck. Therefor, you don't need Aether Spellbomb.
3 years ago
These are the cards i would cut. The only support card that might be good is the reusable one or the one shannon suggested. I love the group hug feel of the deck, but needs more of that.
3 years ago
- Expedition Raptor - Effect isn't strong enough for the cost.
- Hunters' Feast - Effect isn't strong enough for the cost, I think there are other options that are recurrable or have some added value on top of the base life-gain.
- Lead by Example - Effect isn't strong enough for the cost
- Shoulder to Shoulder - Even this one isn't strong enough.
- Early Harvest - If this wasn't only basics, this might be an okay card to run, but as it is, this will probably only untap 3-4 lands, while costing you about that much mana.
- Gleam of Authority - Going deep on the +1/+1 counters? There are better cards than this for doing so. See Experimental Kraj, Plaxcaster Frogling, Vigean Graftmage - you could do a whole proliferate + graft deck.
- Library of Leng - I don't know why you'd want this unless you are hard pressed for Trinket Mage targets or worried about discard effects. Either way, I would want to run something a little more versatile.
- Hurkyl's Recall - Same with this. The allure of saving someone's artifacts from a vandalblast (or your own) is compelling, but until that moment arises (once every three or four games?) you got to be in the right place at the right time, with mana open. Too much work.
- Nissa's Judgment - This card works for your deck, but there's plenty better out there for removal.
- Magewright's Stone - This card seems like a bad Voltaic Key which is also a tough add for the deck. You are stuck on the untap shenanigans deck, which has this one split among several concepts instead of devoted entirely to one.
If you want to go deeper on the +1/+1 counters/proliferate mechanic:
- Cultivator of Blades - I'm big on this guy right now, as he buffs all attacking creatures (including your allies')
3 years ago
First things first, your mana base needs help. This deck needs about 13 more lands. Generally you want any type of deck to be about 40% land. It can vary depending on Somewhere between 34-40 lands should be fine. I have 38 lands in my EDH deck with a 5 mana costing Commander. Based on the cards currently in your deck, you will need more blue sources than white. Here is a site that lists all the lands available for your Commanders colors
You will also benefit from more mana producing artifact aka mana rocks. They will help you ramp into more mana faster as well as provide both colors of mana from one source, for the most part. There is a mana rock section in the link above, but here are a few of the better options:
Azorius Signet, Commander's Sphere, Talisman of Progress, Thought Vessel, Thran Dynamo, Gilded Lotus, Sword of the Animist (doesnt produce mana, but it lets you fetch land), Weathered Wayfarer (allows you to fetch land), Knight of the White Orchid (allows you to fetch land), Solemn Simulacrum (allows you to fetch land)
Now, lets go over the decks synergy with its Commanders abilities. Protecting your Commander once its on the battlefield is important but luckily Dragonlord Ojutai has Hexproof, but only when he is untapped though, so giving him Vigilance becomes an important element of the deck. Also, to insure you will benefit from his last ability, making Dragonlord Ojutai Unblackable is also helpful. These are all options that could help:
VIGILANCE - Always Watching , Sword of Vengeance, Angelic Field Marshal, Avarice Amulet, Mammoth Umbra, Vow of Duty, Ajani Steadfast, Akroma's Memorial, Concerted Effort, Daybreak Coronet, Accorder's Shield, Auramancer's Guise, Avacyn's Collar, Haunted Cloak,Iona's Blessing, Serra's Blessing, Serra's Embrace, Shield of the Righteous, Asha's Favor, Marked by Honor, Triclopean Sight, True-Faith Censer, Vigilance
UNBLOCKABLE - Cloak of Mists, Holy Mantle, Invisibility, Spirit Mantle, Steel of the Godhead, Traveler's Cloak, Unquestioned Authority, Spectra Ward, Infiltrator's Magemark, Godsend, Chitinous Cloak, Flickering Ward, Prowler's Helm, Rogue's Passage, Trailblazer's Boots, Tricks of the Trade
Once you add some artifact equipments and/or enchantments, you will need a way to make sure you can get them onto the battlefield each game. You can do that by using the following cards to fetch them from your deck:
Enlightened Tutor, Open the Armory, Steelshaper's Gift, Fabricate, Heliod's Pilgrim, Drift of Phantasms, Muddle the Mixture, Dizzy Spell, Ring of Three Wishes, Tamiyo's Journal, Auramancer, Hana, Ship's navigator, Academy Ruins, Buried Ruin, Stonehewer Giant, Mystical Tutor
Regarding your removal spells, I would suggest adding some cards with Exile effects and spells that can target/effect more than one creature/permanent. These are just a few examples:
AEtherize, Boomerang, Condemn, Cyclonic Rift, Disenchant, Oblivion Ring, Path to Exile, Return to Dust, Supreme Verdict, Swords to Plowshares, Unsummon, Vapor Snag, Wrath of God, Banishing Light, Damping Matrix, End Hostilities, Oblivion Ring, Grasp of Fate, Quarantine Field, Unstable Obelisk, Valorous Stance, Descend upon the Sinful, Evacuation, Fate Forgotten, Reality Shift, Detention Sphere, Phyrexian Rebirth, Rout
To make room for more lands and some of the cards I suggested, youre going to have to remove some spells. These are the ones I dont think have much synergy with your Commander:
Archaeomancer, Aven Surveyor, Benthic Infiltrator, Clockwork Vorrac, Deep-Sea Terror, Doomed Traveler, Expedition Raptor, Hisoka's Guard, Kor Cartographer, Niblis of the Breath, Noble Templar, Phantom General, Pristine Skywise, Prodigal Sorcerer, Sandsteppe Outcast, Skaab Goliath, Thraben Inspector, Bewilder,Fleeting Distraction, Ojutai's Breath, Ojutai's Command, Pressure Point,Rakshasa's Disdain, Refocus, Sift Through Sands, Twiddle, Twitch, Tidal Surge, Jeskai Runemark, Fleetfeather Sandals, Lightning Greaves, Vessel of Endless Rest
3 years ago
It seems like you have a sort of ally subtheme going through this deck. If you wanted to make it stronger, you could cut Stern Constable, Twins of Maurer Estate, Topplegeist, Expedition Raptor, Unruly Mob, and Chaplain's Blessing In favor of a playset of both Kalastria Healer and Drana's Emissary.
Both of those cards trigger rally and can be targets for Cohort abilities, and the drain effect that Kalastria Healer can really punish your opponents. Both cards are <$1 as well.
You're also running a lot of land, and while I haven't playtested it yet I have a feeling it'll end up leaving you mana flooded more often than not.
You're also a bit light on removal, which could be fixed by adding something like Grasp of Darkness, another <$1 card that offers some really strong spot removal at instant speed.
3 years ago
You are still missing Expedition Raptor Expedition Envoy Khalni Heart Expedition Soul Stair Expedition Ior Ruin Expedition. These cards would really help against all MUD decks and all board wipes. Some good sideboard options against the reanimator meta would be Zektar Shrine Expedition Expedition Map Nissa's Expedition and Sunspring Expedition