Forge of Heroes

Forge of Heroes

Land

: add

: Choose target commander that entered the battlefield this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.

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Have (1) NineNotesKnives
Want (1) Kotu

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Set Rarity
Commander 2018 (C18) Common

Combos Browse all

Legality

Format Legality
Oathbreaker Legal
2019-10-04 Legal
Pauper EDH Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Pauper Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
1v1 Commander Legal

Latest Decks as Commander

Forge of Heroes Discussion

SirQuixano on ~PDH~ Danitha Mono-White Voltron

2 weeks ago

For removal, how about cards like Pacifism. I see you have Journey to nowhere, which is definitely better, but to shut down another creature from combat is quite useful, and devastating against certain voltron decks. It wont stop combo commanders, but is still nice to have.

For a deck with so much equipment, you might need a bit more ramp. Everflowing Chalice, Mind Stone, Orazca Relic, Bonder's Ornament, and Magnifying Glass can help you get the mana when you need it then you can ditch or use them for the card draw when you need it lategame.

Monocolored Utility lands may also be nice in some areas, since you aren't playing anything close to devotion, and in monocolored, colorless lands hurt you by a generally negligible amount. Cards like Radiant Fountain, Quicksand, Forge of Heroes, Cave of Temptation, and Haunted Fengraf are nice utility. You may also want to add the Panoramas that grab plains (Bant Panorama, Esper Panorama, and Naya Panorama + Warped Landscape) since you can landramp with them if you get a Scaretiller in play, and if you don't get him, they don't really affect you otherwise.

carpecanum on

1 month ago

Dense Foliage or Aspect of Mongoose are good defense for Animar.

Scuttlemutt can come out cheap and make mana but most importantly it can change the color of something to take advantage of Animar's protection abilities.

Birds of Paradise is one of the only cards that get Animar out on turn 2 besides the Gilded Goose i see you already have in there

Forge of Heroes

Mindclaw Shaman can be amazing depending on your meta, Shaman of the Great Hunt works great in my Animar deck.

jakeelephant006 on its too late they are already under your bed

3 months ago

This deck performs very well with some decently large deficiencies. I think you need to cut some weaker cards (sorceries and creatures mostly) and add in more Ninjas and ninja synergies.

Cards to Cut: Creatures: Definite cuts are Jeskai Infiltrator, but I'd also heavily consider trimming Dark Impostor, Deathcult Rogue, Etrata, the Silencer, and Nezumi Cutthroat.

Sorceries: Definitely cut Hour of Eternity, Kefnet's Last Word, Paranoid Delusions and consider trimming Ghostform, Slip Through Space, or Stealth Mission.

Artifacts, Enchantments, Instants, Planeswalkers, and Lands: I would definitely cut Briber's Purse, Fatal Push, and Vraska, Scheming Gorgon while also giving thought to the merits of including Skygames, Bontu's Monument, Forge of Heroes, Unclaimed Territory, and of, or at least the Amonkhet, cycling lands.

The cards I have recommended are either slow, have low to zero synergy with the rest of the deck, or are typically weak in commander.

Cards to Add Creatures: Ninjas, ninjas, and more ninjas (plus some cheaper unblockables for good measure). There are 19 Ninjas in mtg history (excluding changelings). You have 11 in this deck. I think you ought to have more. The cheapest are Mistblade Shinobi, Okiba-Gang Shinobi, Skullsnatcher, Throat Slitter, and Walker of Secret Ways. Higure, the Still Wind and Ink-Eyes, Servant of Oni are both reasonable splurges in terms of powerful Ninjas to acquire. Now for other creatures to enable Ninjitsu. First off, I could have included Changeling Outcast in the last section since it is also a Ninja and you should absolutely be running it in here. Other small unblockables for you to Ninjitsu into are Gudul Lurker, Slither Blade, Tormented Soul, Faerie Seer, Mothdust Changeling, Gingerbrute, Dimir Infiltrator, Baleful Strix, Invisible Stalker, Augury Owl, Sage Owl, Spire Owl, and Cloud of Faeries. All of these cards are less than 3 cmc, and are either entirely unblockable or have good etb/ltb or dealing combat damage synergy (and are mostly pretty cheap too). I'd recommend adding at least 3 or 4 of them in addition to the above ninjas.

Other cards: This section is mostly for general things that you could do to make this deck more consistent and enjoyable to pilot, but there are a couple specific synergies I think you're missing out on. They're both pretty intertwined so I'll just address them together. I think you could be putting in a few more cards that are good to reveal off of Yuriko's trigger and ways to manipulate the top of your library so you get those card when they are most impactful. I am referring to cards like Treasure Cruise, Sibsig Muckdraggers, Temporal Trespass, Dig Through Time, Draco, Consign / Oblivion, Murderous Cut, Far / Away, Curtains' Call, Into the Story, Submerge, Commandeer, Commit / Memory, Discovery / Dispersal, Rags / Riches, In Garruk's Wake, and any other high cost card that has an alternate mana cost, mana reducing ability, split card, or is a high impact card. Then you could also throw in a few ways to manipulate the top of your library like Brainstorm, Ponder, Serum Visions, Tamiyo's Epiphany, and Crystal Ball. The only other synegystic thing you could put in here is making your other creatures Ninjas as well with Conspiracy, Xenograft, Arcane Adaptation, and Amorphous Axe.

Otherwise, you could probably add in some more ramp (Sol Ring, Mind Stone, Star Compass, etc.), card draw (see cantrips above and Last Thoughts), board wipes (could probably replace Bontu's Last Reckoning with some of the ones from the last section or just add those ones or some other good boardwipes) and spot removal or counterspells (I don't see a lot of good ways to deal w/ non-creature permanents in here).

Khaleid on Plated Crusher

4 months ago

Thanks for the suggestions lonesentinel and Podkomorka.
To make room for Ambuscade, Band Together, Lignify, Ram Through (which is strictly better than Pounce), and Unnatural Aggression, I decided to drop the Primal Druid as suggested, as well as the Viridian Emissary (which does basically the same thing).
Not feeling comfortable going down to 35 lands, I opted to only drop Khalni Garden, and both Forge of Heroes and Opal Palace (as I rarely need to recast my commander).

amd64char on Pauper Commander: Slimefoot

4 months ago

Love this deck idea. I might consider using Spread the Sickness in my deck!
3 land suggestions for you

rewwer on He was a kickr boi, she said c u later boi

6 months ago

Thank you for comment <3 I did forgot to update this deck :/ so i did fix my mistake now and hopefully you agree with whatever it is that I did to the deck. Most of the changes are made specifically to keep my commander on the battlefield and able to attack. I also added some of the best cards in the deck in form of: Cave of Temptation, Forge of Heroes, Opal Palace

There are also some loot effects now present in form of: Mad Prophet, Rummaging Goblin which work really good in conjunction with Sprouting Vines. I will now have a headache dealing with stuff you recommended to me, because i feel like i am really tight for deck spaces right now (any ideas what to swap for what?)

Thanks and stay safe in these unsafe times!

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