Creature — Giant Shaman
When Giant Harbinger enters the battlefield, you may search your library for a Giant card, reveal it, then shuffle your library and put that card on top of it.
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|Commander / EDH||Legal|
Latest Decks as Commander
Giant Harbinger Discussion
10 months ago
Tribal harbingers? Does this count for your list?
1 year ago
Ajani's Mantra - Too slow. Way too little impact. We don't have triggers off life gaining a lot so we can replace this.
Rise of the Hobgoblins - We aren't really interested in the effect towards our gameplan. The first strike can be nice. But not the best thing we can be looking at.
Scourge of the Nobilis - We don't have anything that we really benefit from putting this on. Brion already has lifeling, and his sacrifice ability is based on the sacrificed creatures power so we don't want to pump him either. Then putting it on a creature we want to sacrifice is setting ourselves up to loose out on cards by 2 for 1nning ourselves. There are some other enchantments that we may play that recur themselves but we will come back to those later.
Searing Meditation - I really want to like this card but it seems rather low damage for mana investment keeping 2 up all the time. However if we end up with a lot of ways to gain lots of individual triggers. Then this could be worth it.
A couple of these are just upgrade them but keep the same idea. These ones are all effects that we want but probably not this exact version. And we might want more of them.
Others should probably just be replaced, maybe with more version of the above effect.
Pact of the Titan - The free 4/4 with flash is pretty good. But unlikely to win you the game with it. It effectively costs you 5 mana for it and because it doesn't have Haste it isn't winning you the game before you have to pay for it.
Soul's Grace - A card that only gains you life in one burst is usually not worth it. If it did something else too then maybe. But not just life gain.
Giant's Ire - Just isn't worth it really. It doesn't do enough for the mana.
Feudkiller's Verdict - While this effectively could be a 6 mana 5/5 that gains you 10 life on enter. Which isn't bad, it could still sometimes be stuck in hand unable to make the 5/5. So while this can be decent, It can be bad.
We can afford to cut 2 or 3. I usually recommend 36-7 with around 10 nonland mana sources. Because this runs a lot of big guys, we want to consistantly hit our mana so we want 37.
Armillary Sphere - This doesn't actually ramp us it helps us hit out land drops though which is a good thing. However there are a couple of other cards which do similar while being repeatable or having other effects that go with it
Paradise Plume - We want mana ramp, this is possibly just too slow though. Rocks that tap for 1 colour are usually 2 mana. Our 4 mana rocks tap for multiple mana usually.
3 years ago
3 years ago
Looks great dude! And I'm all in on the tribal boat, and the budget boat too! You might like Boldwyr Heavyweights and Skyraker Giant 'cause they are "cheap". And Giant Harbinger for tutoring. Also, just for flavour Titan's Strength. Have a splendid day!
4 years ago
Hi, I got your message. C15 is a good starting point (and even better if tribal is your thing), but there are better creatures beyond giants.
As for a budget list, while I don't have the time to give you a list, I can offer this advice: There are a number of underrated cards that trigger Kalemne. Resolute Archangel for survival, Boros Battleshaper to mess with combat. Since Voltron is your main strategy, Battlegrace Angel can buff Kalemne and give her lifelink so you could stay around. Dragon Mage is a Wheel on a stick (and grants you an experience counter).
There are also a myriad of cheaper equipment and tutors. Tenza, Godo's Maul is cheap and provides massive bonuses for its cost. O-Naginata is just as good as the famous Loxodon Warhammer. Tutors such as Quest for the Holy Relic or Taj-Nar Swordsmith allow you to pull equipment from your deck. So does Open the Armory. Sigarda's Aid flashes in equipment and equips for free.
A unique route to go is to combine voltron with tribal, a deck you don't see every day. In that case, try to slam in some of the omitted giants, like Giant Harbinger and replace the weaker ones. Then, you could take my above advice about equipment and tutors.
I don't exactly know what your budget is, but there are a plethora of options to choose from. What I mentioned above are examples, and some cards in my list are cheap enough to acquire without too much fuss. I'll try to pull up a budget list for you, but time is a precious resource right now. The earliest I could begin is next week, and that's too long.
4 years ago
4 years ago
This deck has the potential to be pretty devastating. With the commander you have I would go a bit more tribal than you have it right now. More giants more fun.
Boldwyr Intimidator For 1 red mana target creature cant block him, so he is a free hit if your opponent has only one creature out.
Hammerfist Giant 4 damage is great for getting rid of a lot of opponents creatures, very good for going against token decks. However you would need to equip him with something that raises his toughness or he would kill himself.
Pharagax Giant Either he comes into the battlefield as a 5/5 or he does 5 damage to each opponent, its a win win for you.
Sentinel of the Eternal Watch Tough creature with vigilance with a control element.
Bearer of the Heavens A little more costly to get out but when you do he is a 10/10 that people dont want to get rid of.
I would also suggest things to make your giants attack more or do more damage.
Fury of the Horde Extra attack phase and cheap if you have 2 red cards in your hand you dont want to use.
Warstorm Surge Any creature coming in under your control deals damage to your opponent.
Relentless Assault Again an extra attack phase for relatively cheap.
Savage Beating 5 mana to give your creatures double strike or have an extra combat phase OR 7 mana to do both effectively making your giants do quadruple the amount of damage. This card is a late game winner.
Seize the Day Another card to give you an extra combat phase.
Waves of Aggression Extra combat phase that you can play again from the graveyard with the extra cost of discarding a land.
World at War Extra combat phase that you can use again next turn without paying its mana cost.
Berserkers' Onslaught Gives your giants double strike.
Rage Reflection Gives double strike.
Fireshrieker Equipment that gives a creature double strike.
Tribal cards are good if you want to go this route as well.
Feudkiller's Verdict Gain 10 life and get a 5/5 giant token if you have more life than your opponent.
Crush Underfoot A good way of having your big giants do more damage.
Giant's Ire Deals damage and as long as you have a giant out you draw a card.
Cards I would take out.
Godo, Bandit Warlord While it is a good card, youre not getting its benefit. If you attack and use his ability you cant untap anything because you have no samurai, and Stonehewer Giant takes care of getting equipment.
Magus of the Wheel You should be able to use anything in your hand so discarding your hand isnt all that great.
Oreskos Explorer With the amount of ramp you already have I cant see you being able to use this much.
4 years ago
No Brian Stoutarm ? Liking the giant tribal so why not go all the way with things like Wandering Graybeard, Giant Harbinger, Oathsworn Giant, Palisade Giant, etc? Then you can get more mileage outa your big guys and use things like Konda's Banner and Coat of Arms. Just an idea. Love the originality so +1! Hope you crush some opponents beneath your feet!