|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Rare|
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As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped.
: Add or to your mana pool.
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Fortified Village Discussion
3 days ago
This deck idea is cool, but remember Innistrad Cycles out next week. So you'll loose Gisela, the Broken Blade, Odric, Lunarch Marshal, Fortified Village, Westvale Abbey Flip, Collective Effort, Declaration in Stone, Blessed Alliance, Archangel Avacyn Flip, Haunted Cloak, Lone Rider, and Thalia's Lancers.
How Sets Cycle Now: https://magic.wizards.com/en/articles/archive/news/revisiting-standard-rotation-2016-10-19
2 weeks ago
I would get rid of Longtusk Cub and Felidar Sovereign. There's not enough energy synergy, and if you get high enough on life for the sovereign, you've probably already won.
Absolutely put in 4x Anointed Procession. You want that as early as possible, not only to copy tokens from Pride Sovereign and Regal Caracal, but also for when you embalm Sacred Cat, and especially when you eternalize Adorned Pouncer. If you can eternalize the Pouncer with two Annointed Processions on the board, it's pretty much game over, especially if there's a Metallic Mimic to buff or Caracal out to buff and give lifelink to your 5 copies of a 4/4 double striker.
Next, I like 4x Prepare / Fight to instantly untap my exerted Pride Sovereign after he exerts for tokens, but it is also sweet to buff a Pouncer, and then you can still use the Fight out of your graveyard.
Get rid of God-Pharaoh's Gift and Ambuscade.
Move Prowling Serpopard and Heroic Intervention, and probably Blossoming Defense, to the sideboard. Serpopard is really only useful against blue.I would keep 3-4 copies of Cast Out in the main board, to get rid of big threats. Also put plenty of extra removal, like Appetite for the Unnatural, or Fragmentize, or Thopter Arrest, in the sideboard.
I have single copies of Ajani Unyielding and Oketra the True, just to keep opponents on their toes, and I would trade out Fortified Village for one or two extra copies of Shefet Dunes and Hashep Oasis.
3 weeks ago
I like the deck and it is aggressive. For land have you looked at the Fortified Village which came out with Return to Innistrad
3 weeks ago
Would rather just remove the creature than Armament of Nyx
There are better lands than guildgates that are still cheap (like life lands)
Leonin Sun Standard is ok, but I'm not a huge fan.
Removal: Bant Charm Treva's CharmArmy of Allah is meh. Misthollow Griffin is too costly. Hovermyr won't block too much with 2 toughness, so vigilance isn't too great, making 2 mana cost, too much. Aven Sunstriker cost too much for its power.
In memory of DnD Characters: Ragnar
1 month ago
Have you considered Blade of Selves?Also I would add more lands since the preferred average is 38 lands. So I would add lands like Wooded Bastion, Ghost Quarter, maybe Fortified Village, Brushland and Razorverge Thicket
1 month ago
Control decks usually run more than 20 lands. Since your deck has a low CMC i would cut the 2 Aven of Enduring Hope for 2 extra lands. Also, try swapping some of the single colored lands for duals like Irrigated Farmland, Lumbering Falls, Scattered Groves and Fortified Village or maybe some Evolving Wilds.
The current standard metagame is full of aggro decks, maybe running Primal Druid instead of Manalith and Traveler's Amulet is a good idea. Thraben Inspector is a great card, i would totally swap some of your less impactful creatures like Wall of Forgotten Pharaohs, God-Pharaoh's Faithful and Eternal of Harsh Truths for a set of Thraben Inspector. Also consider swapping Beneath the Sands for Shefet Monitor. Traverse the Ulvenwald is amazing but kinda pricey.
Life goes on is a card i would definetly try to cut for something better. Cards that just gain life are often not worth of a deck slot. Ambuscade is not suited for control decks. Both cards could be swapped for sweepers like Fumigate or Descend upon the Sinful or better spot removal like Cast Out.
Choosing which creatures to run on a control deck is very diferent from choosing creatures for aggro/midrange decks. On control you almost always divide your creatures between support creatures and finishers. The only finishers you have are 2 Striped Riverwinder so i recommend adding some combination of Ishkanah, Grafwidow, Linvala, the Preserver and Angel of Sanctions for a total of 6 or 7 finishers. Casting a Shefet Monitor can also help you close the game but it doesn't have any evasion so i would use them almost exclusively to ramp.
Unsummon bounce effect is best suited on decks built to exploit the tempo advantage it gives or aggressive decks where temporarily removing a blocker can make a big difference so i would swap it for Spring or Nissa's Renewal.
1 month ago
Purge without question!: Explosive Vegetation (why? you have ore than enough sorcery tutor), Gaea's Blessing (why? not that great 95% of the time in EDH), all the signets (replace with a Chromatic Lantern), Harmonize (why? one time use draw is meh unless its a bomb like a lot of blue draw can be. no versatility means you're better off with Sylvan Library and your other two bigger green sorceries), 2 Mountain (why? your land base is very hefty for many low cmc cards, and you have an excess o red mana according to your color wheel on the site), Fortified Village (why? these lands are not great in commander, and I find a good rule to be for land count to be 30+cmc of your commander), Bloodmark Mentor (why? doesn't target enough of your creatures to matter much), Honored Crop-Captain (why? low board impact), Khenra Charioteer (why? weaker Archetype of Aggression, low impact), Knight of New Alara (why? its not a Warrior! Also, most of your creatures are mono color, making this do almost nothing), Prowling Serpopard (why? sideboard this at best as it will do nothing in any game that's not against blue and even if it does something, its not that threatening), Somberwald Sage (why? you have almost no need for this ramp as it affects only creatures and your creature cmc is very low), Day of Judgment (why? well you have no real recursion or protection or way to reamass a board... this will end you faster than an opponent in most games)
Things to consider: Your enthusiasm for warriors are good, but you only need about 75% to 80% of your creatures actually be warrior to be true tribal. You want at maximum only 30 creatures too for just about any EDH deck unless rare exceptions apply (which this does not apply). The issue is, most warriors just plain are not that good. Commander is all about high impact. One and done spells and creatures do very little for players unless they're in a very specific situation. It is always better to go broad. One thing you should consider, along with Errast's amazing list of good cards (except for Reckless Bushwhacker and Whisperwood Elemental... don't do those, but seriously, add everything else!) is more utility creatures/ spells... leading me to suggest these for strong consideration:
-Sun Titan: Recur your smaller dudes and give their little impact more oomph by making them never go away!
-Nylea, God of the Hunt: Best trample anthem, also lets you buff dudes.
-Purphoros, God of the Forge: Wincon, ping damage and buff everyone!
-Iroas, God of Victory: This just is plain bombtastic in a go-wide-with-lotsa-dudes strategy.
-Nahiri, the Harbinger: Draw or removal. You can't go wrong. Ult to win.
-Ajani Unyielding: Again, draw or removal. You need more of both. Ult to win.
-Swords to Plowshares/Path to Exile/Chaos Warp: You have a lot of stuff you don't want to lose, so instead of big board wipes (I mean, really, you want to keep your board and let your creature oppression be part of what puts your opponents in line), run single target removal. These are the best for this deck IMO.
-Lightning Greaves: You want to protect your key creatures, and this is an EDH staple for a reason.
I hope this helped. :)
1 month ago
I think you have far too many Enchantments.
They are taking up slots that could be used for Instants and Sorceries to trigger Metallurgic Summonings.
I get that you want high CMC spells for Metallurgic Summonings, but they are of little use if you can't survive until the late game.
I also think you need access to more mana.
See how you have a lot of two drop spells on your mana curve? That means you need access to early on your curve.
You need access to much latter.
You could make good use of Attune with Aether, in this deck.
It acts like a land, gives you more, and helps stop colour screw. You've just got to make sure that you have early access to , to get the most out of it.
I would make your Lands look something like this
and add four Attune with Aether.
I'm going to do some more testing, now.