|Commander / EDH||Legal|
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- Felidar Guardian + Saheeli Rai
- Felidar Guardian + Kiki-Jiki, Mirror Breaker
- Felidar Guardian + Felidar Guardian
Creature — Cat Beast
When Felidar Guardian enters the battlefield, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
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Felidar Guardian Discussion
2 days ago
Just having a look at this now, Duggan.Got a fair few allies, but sadly not all of them!
Looks like you may be a couple dollars over budget too, so might have to make a replacement somewhere
Initial thoughts are lose the non-ally ramp creatures Avacyn's Pilgrim, Elves of Deep Shadow, Alloy Myr and to a lesser extent Joiner Adept (since her ability is quite special) and replace them with mana rocks, as artifacts can survive a board wipe much better.
You're probably also going to want to put in some more removal. Board wipes are tricky in heavily creature based decks, as you damage yourself as much as anyone else, but In Garruk's Wake or Plague Wind can provide the solutions you need. Another good wipe for you is Aligned Hedron Network, since most of your guys will be under 5 power.
Zendikar Resurgent might be a good shout for card draw and mana efficiency. Since you'll be playing regular creatures it's a reliable source of draw... although I haven't checked the price... even so you may not even want to put it in as there are probably more pressing options ahead of it.
Cheap removal like Angelic Purge or Journey to Nowhere might be good and perhaps even Oblivion Ring. You could really go with anything cheap, but a good guideline is usually 7-10 removal options (not including board wipes), however I see lots of your creatures can serve as forms of removal themselves, so you may not need to cut that much stuff?
The tricky part is knowing what to axe from the list, so I'll just see if I can short-list what I would consider to be the most redundant, or least efficient cards:
Felidar Guardian - More or less a one time effect unless you can reliably flicker him over and over again and for 4 mana you have better stuff to do.
Coralhelm Guide - The activated ability is quite costly, and usually in a smaller creatures deck you tend to be swinging wide rather than tall. Unblockability is attractive, but is it worth not including more removal for?
Tajuru Beastmaster - It's a good ability to be sure, but you need to be playing in lost and lots of allies pre-combat to make it worth it, and there are strictly better versions already in the deck. If you have to make a cut, perhaps this guy?
Prismatic Geoscope - Reads very well, but even in a 3 color deck, it's hard to tease those basics out of the deck. You might end up paying for a 5 mana slow rock that only taps for 2 or 3, in which case Market Festival becomes a slightly better option. Generally speaking by the time you've manged to get one of each basic out, you'll already have more than enough mana.
Allied Reinforcements adds up in terms of mana efficiency, but that's all it does. If it cast at instant speed it would make a nice combat trick or instant rally trigger, but as a sorcery it's a little lackluster. One pop of two extra allies is nice, but I'd priorities some removal ahead of this, especially considering the volume of creatures you already have. I'd argue the same point to a lesser extent for Unified Front, but four simultaneous rally triggers, is nothing to sniff at on the other hand.
Also you can definitely afford to cut a couple of lands. 37 is usually what I would consider a max amount, but with your curve topping out at 6 mana cost (low for EDH) you could probably afford to go down to 35 if you needed to.
Stoneforge Masterwork a good card for this, if you end up having room, maybe not though?
That's about all my thoughts on this for now. The main thing is probably just more removal though. Other than that the prospect of all those stacking rally triggers looks really scary and intense! Nice job! =)
5 days ago
Oh... So I am going to swap out the Felidar Guardian for something else... Probably Vindicatefor now since I really don't know... Because TProt seems to be too much mana to make it work in a single turn... Vindicate still is good removal, even at sorcery speed, that could hep us remove a Craddle at the very least...
5 days ago
It looks good to me. I can't really think of much else to suggest.
Keep in mind that Felidar Guardian doesn't actually combo with anything for the reasons SaberTech mentioned, so you should probably swap that out. (I was saying "yes" your reasoning is correct, not "yes" it works. My bad.)
One last idea is to use the new card Teferi's Protection as another way to put your whole library in hand with Ad Nauseam, but you'd need 8 mana available to do it, so I'm not sure how viable that is.
5 days ago
Does the Felidar Guardian actually work? You cast Animate Dead to bring it back from the graveyard, then the Guardian blinks the enchantment, but because triggered effects only go on the stack the next time a player can have priority the enchantment will re-enter the battlefield before the sacrifice trigger is placed on the stack. Doesn't that mean that the Guardian won't be in the graveyard at the time that Animate Dead requires a target to enchant?
5 days ago
Also for what it is worth, Felidar Guardianalso combos with Animate Dead, Necromancy and Dance of the Dead. I think that with Entomb and Buried Alive we now have two good creatures to generate infinite ETBs and win from there.
6 days ago
Thanks for liking the deck.
i've been thinking about getting Stoneforge Mystic, but the point of this deck is to use the combo in order to get all the equipment out of the deck.
Sun Titan would be worth to bring them back if they get removed from the battlefield.
6 days ago
Hey there, I see your interested in building vampires too. I started doing up a list with all of my changes included, and this is what I have come up with so far:
There's just so many cards I wanted to cram into this thing and that is why it's currently about 5-6 cards over the limit, but this should still give you some ideas as to what to do with yours as well. Any feedback is appreciated on my own version!
Commander / EDH*
1 VIEW | IN 1 FOLDER
I'm currently leaning towards edgar markov as my commander although Licia, sanguine tribune I do admit looks like fun too.
Anyways the first thing I would start with here for your deck is improving the mana base a bit and taking out things like Orzhov Guildgate and swapping them for things like Godless Shrine, Shambling Vent, Concealed Courtyard, and what not. Same goes for the Urborg Volcano swapping for Blood Crypt and or Smoldering Marsh, and Foreboding Ruins. Some other lands to consider adding if you want to pay more on this deck include; Cabal Coffers & Urborg, Tomb of Yawgmoth, fetchlands such as Marsh Flats, Arid Mesa, and Bloodstained Mire.
Additionally i'm sticking with the life subtheme, and strengthening it actually a bit by adding Exquisite Blood once I acquire one, Debt to the Deathless and or Exsanguinate, Aetherflux Reservoir, Felidar Guardian, and Alhammarret's Archive. Also while not being a vampire Rhox Faithmender could help even more with this kind of strategy, and you can get around them not being a vampire by running cards like Mephidross Vampire and Conspiracy.
Others to get for this are Bloodline Keeper, Necropolis Regent, Kalastria Highborn, Nirkana Revenant if you can afford it which would work great alongside previously mentioned Urborg, Tomb of Yawgmoth, Cabal Coffers and furthermore Crypt Ghast, Magus of the Coffers etc.
I'm also likely using Anointed Procession in my deck, as I can't resist wanting to try that out alongside edgar markov's eminence ability, and other effects from Bloodline Keeper and Call the Bloodline. Then likewise I will be including cards that care about having a lot of creatures out preferably. So I will have Westvale Abbey Flip, and things like Stensia Banquet, Sorin, Solemn Visitor, and possibly some other cards such as Vampiric Fury.
But I think I have written enough already and better come to an end, I do hope anyways some of this is of help to you!
1 week ago
Okay so I just finished my first round of matches (there are a couple matchups I have yet to test against for various reasons but I'll try to get to those as well) and so far this is how the deck has performed.
- vs. U/B Turns 0-2
(Preface: this is a personal deck of mine and one I have been fine-tuning for quite some time for competitive play, so experience was likely a factor) First game turns had a nut draw where it was able to combo off and take 7 consecutive turns starting turn 5, well timed Gigadrowse and Cryptic Command before that ensured your deck couldn't do much. Game 2 was equally not close, turns was able to flip a Thing in the Ice Flip and combo off the next turn. (Also I have been really testing my turns deck against shadow so you know, and you ran into the hate I have in place for that deck.)
- vs. G/W Death & Taxes 0-2
(Another one of my personal decks and a deck I have tons of experience with) Game one D&T had two operating Aether Vial, simply got out ran. Game two was long and grinding going 20 turns. Eventually lost to Ramunap Excavator and Ghost Quarter lock and simply didn't have enough blockers to withstand a full swing.
- vs. Titan Shift 2-1
This result surprised me. I expected that Titan Shift would set up its combo quick enough to beat the agro but I was wrong. Game one a Scapeshift with three active Valakut, the Molten Pinnacle killed your deck easily. Sided in some removal and Aurelia, the Warleader and was able to kill quickly both times before Titan Shift had a chance to combo.
- vs. Grixis Shadow 0-2
(Preface: Though I hate the Death's Shadow deck I have play tested it a lot and I am pretty experienced with it due to its place in the meta and me having to know my matchups) Not much to say here, simply wasn't able to out agro the best agro deck in the format. Shadow held onto its counters for burn spells and won with Snapcaster Mage and Death's Shadow beats.
- vs. Oath of Nissa Bant Superfriends 2-0
This is another one of my personal decks but from the moment the match started it felt a turn behind. Game one Superfriends started out mana screwed but just as the Superfriends deck was setting up its lock and stabilizing a well timed Always Watching was able to pump some tokens and get in for exact damage (if this didn't happen the deck would have lost so you know). Game two Superfriends was mana flooded, won without difficulty.
- vs. 4-color Aikido 0-2
Another personal deck of mine. Aikido is a lifegain deck that punishes you for having creatures, both games simply couldn't keep up with the lifegain.
- vs. Mono-White Flicker 2-1
Mono-white flicker is a comb deck that aims to go infinite in a number of ways using Felidar Guardian and Panharmonicon. Game one was quick enough and won before Flicker was able to set up its combo. Game two lost to infinite life combo, conceded on the spot as the flicker deck would have created infinite tokens next turn. Game three well timed removal on combo pieces was able to outpace the flicker deck.
- vs. Infect 2-1
Not much to say here, game one got caught without removal in hand Path to Exile, that didn't happen again.
- vs. Eldrazi Tron 1-2
Won game one by the virtue of bad topdecks from the Tron deck, it had assembled tron but had no threats to play with its mana. Game two lost to turn two Thought-Knot Seer, followed on curve by Reality Smasher and Endbringer. Game three lost to a Karn Liberated in combination with Reality Smasher, All Is Dust, and Walking Ballista.
- vs. U/B Faeries 2-1
A personal favorite deck of mine but a deck that has gone years without a serious upgrade. Game one a very large Champion of the Parish was able to beat down. Game two lost to double Bitterblossom followed with a Scion of Oona, and Cryptic Command's aimed at tapping down attackers. Game three was able to land a Hanweir Garrison on the play (if I hadn't been on the play Spellstutter Sprite would have countered it). The tokens generated this way were able to win the game with Always Watching , even when faeries had Bitterblossom (this match was close the final game final life total was 5).
- vs. Merfolk Aggro 0-2
Arguably the third or even second best agro deck in the format (Shadow and Affinity are genrally considered the best), the islandwalk and Merrow Reejerey really hurt both games as did a flashed in Harbinger of the Tides returning a large Student of Warfare to my hand before swinging for game. This matchup felt winnable just got unlucky with Merfolk's draws.
So that is what I have tested so far, I still want to test the deck against Knightfall, Burn, Affinity, and Control, hopefully Friday some of the players I know who play those decks will be there and I can test for you. Overall though the deck did well, the mana base was honestly a little painful, I really think you want Inspiring Vantage in the deck, it is just a great land and Mikokoro, Center of the Sea was completely a dead card; it was never needed. I would replace it with something like Needle Spires as creatures are always nice, or Ghost Quarter (sometimes I just wished I had it in the deck but that is just me).