|Commander / EDH||Legal|
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|Oath of the Gatewatch (OGW)||Uncommon|
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Gift of Tusks
Until end of turn, target creature loses all abilities and becomes a green Elephant with base power and toughness 3/3.
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Gift of Tusks Discussion
Argy on U/G Energy
1 month ago
OK, here we go. I've got a lot of feedback for this deck.
First of all, it's REALLY fun to play.
I've always loved mucking around with
Be aware that this is quite "durdly". Make sure you play it at a reasonable pace: not so slow that you run out of time to complete a match, not so fast that your Opponent doesn't know what is going on.
You would run 20 lands in an EXTREMELY aggressive deck. This is not one of those decks.
I suggest you add 3x Attune with Aether to the mix which sort of acts like a land, colour fixes, and gives you extra
It also acts a little bit like Haze of Pollen in that you now have a chump blocker that you don't care about losing.
It works really well with Bristling Hydra
I would rather see a counter spell than Gift of Tusks. Much better to completely stop a Creature resolving than nerf it for one turn, or boost one of your Creatures. Again, the card is a bit too situational.
Here is a suggested upgrade:
This deck has a stronger purpose now - get as many as possible and use them to overwhelm the enemy.
I don't like Containment Membrane in the Sideboard. It doesn't tap the Creature, so if it's big enough they can just use it as a blocker.
Against a Control deck running Torrential Gearhulk it is next to useless.
You'll have to playtest any changes to see how they work.
If you update the deck tag me in these Comments and I'll take another look at it.
1 month ago
Cybersix I think it would make more sense to maybe run 1 or 2 "this creature loses all abilities until end of turn" spells because not only can I run them at instant speed, but it solves way more issues than just indestructibility. They're often cheaper too, like Gift of Tusks and Ovinize. I can also run something like Polymorphist's Jest that can affect every creature thus dodging an Asceticism.
Already in the deck is Capsize, which in most cases fixes my problems. If you have not used this card before it is incredibly versatile. In my playgroup is an Avacyn, Angel of Hope and normally I capsize their commander in response to a child trigger, and they lose their board. Something to exile their graveyard should soon be put in order afterwards because they're playing white. But then they only have avacyn, and avacyn by herself isn't very scary.
I'm definitely going to have to consider this! thank you for bringing it up!
Argy on Bant Crush
4 months ago
OK this deck needs a lot of tweaks to get it to work.
These are some of the issues:
It's difficult to play Gideon of the Trials because, unlike Gideon, Ally of Zendikar, he doesn't bring any Creature in to play to protect himself. You only have one Creature that can protect him (Channeler Initiate), unless you can get some 8/8 Octopus action happening.
It's REALLY tricky to cast Crush of Tentacles for its surge cost. There were that many times I was sitting on six mana, but all the other spells in my hand cost 2CMC or more. If you want to make this deck work then I think you need a lot of little 1CMC spells that you will be almost guaranteed to cast.
Confront the Unknown
Gift of Tusks
Heaven / Earth - you can pay 0 for X, just to trigger Surge
Select for Inspection
Natural State - probably best in the Sideboard
Stinging Shot - Sideboard
I could go on, but I think you get the gist.
A lot of this stuff is a throw back to decks that are trying to get a lot of to spin Aetherworks Marvel. You might be able to kill two birds with one stone if you try taking out Glimmer of Genius for Creatures that should give you draw.
Hermit of the Natterknolls Flip
This deck has possibilities, that's for sure. It just needs to be more consistent.
6 months ago
There's also Spirit of the Labyrinth. As far as responding to the storm itself, there's Summary Dismissal, Counterflux, Unsubstantiate, or even (sometimes) a spell that Wild Ricochets a spell to put it on the stack under your control first. Theres also stuff like Nevermore or Meddling Mage, if they just have one combo.
Sometimes, the key to disrupting storm is to just interfere with one of their combo pieces (maybe like Yidris). Turn to Frog, Polymorphist's Jest, Humble, Gift of Tusks, or even enchantments like Darksteel Mutation, Imprisoned in the Moon, and Lignify can trash those combos.
I totally get the pain of playing with people who don't quite get how to play with others nicely. Best of luck. Hope this helps!
6 months ago
Yea, not too many people are actually prepared for blue control, right now. After Utrecht, I see a bigger cause for telling the opponent no for 2 mana, and our Bant decks might just have an even better position for the meta. :) I can't wait to bring this deck to a big tournament. Personally, I just want to be careful with the non-creature spells, so decks don't have the time to go over us. I worry playing 1-for-1 answers is not very tempo. Coup is expensive (albeit can effectively be a 2-4-1) and counters are single target. We want to spend little mana for big effects and multiple gains. Greed is good, and the less tempo plays we have the less effective tempo becomes. Just something to keep in mind as you make changes in the future. I guess I'm not a typical blue player (normally more red/black).
Fumigate is kinda the "on the draw" go to vs B/G. And is the only answer in some instances. When you have lots of card draw, sometimes digging for that one out, is the only other move besides scooping, and on the draw its more likely. If only Coup could take planeswalkers or a ballista! RN, my biggest issue with the card is the fight for a 5 drop slot. I kinda wish I was playing more Avacyn, but they were cut for efficiency. The big question is than; "Is Barrels better than Coops"? I'm pretty happy about the inclusion of Baral's, as it does* provide the much need halt on G/B's tempo and swings it back in our favor, and gives the deck an actual creature answer instead of just effective stall tactics. Bounce is pretty effective in a world of tokens, and things with counters. And if it wasn't good as 5 drop alone I wouldn't play it, or if I didn't draw extra cards in the deck, I wouldn't play it. But I have yet (due to variance or whatever) to play Baral's without at least having a 2 drop to go with it. It feels like a I'm playing another Eldrazi.
Having a 1:1 Nissa, Voice of Zendikar & Gideon split was also to kinda help figure out which I wanted more in the deck too. Was worried about too many 4 drops, (Land count, speed of deck potential issues) but maybe Baral's and card draw is good enough to fix that? I wonder if going up on Gideons is a good meta call after Utrecht, I'm assuming people are going to be more prepared for a team of walkers. (Anguished Unmaking, etc.) I'll try a 2nd Gideon for now. See how I like it. :)
Even if you're behind, just play your Tamiyo and roll up on their creatures. Likely tanking both hits from their likely 2 creatures, and drawing two cards isn't that bad. And if she lives? Extra value. You will have 3 new cards on your next turn to come back. Fog + Divination. Than you have a Gideon & a Baral's for T5, and you're back in the game. Maybe Gideon is just that OP.
So far the Duskwatch Recruiter Flip over the 4th Cub or Oath of Nissa feels alright. Being able to basically pay 3 and draw a card is good, and the "T3, pass, flip, play a Spell Queller for UW and hold up a G for defense" feels like strong tempo. Good on curve, and good late game as essentially a tracker that will come down and draw a card for 5 mana.
As for sideboard, another potential "on the play" card, if you're trying to be aggressive, is a 1 of Gryff's Boon. The evasion + recursion, plus extra damage could be hard to deal with for 1 cmc. As for thopters here are all the even semi decent alternatives, either these or sideboard in a bigger creature; Larger Than Life (trample and lots of damage), Nature's Way (use miner to kill whirler, your attack can still get in 2 damage if they block), Key to the City (card draw + unblockable, you may generate the extra cards to fuel this properly), Slip Through Space (replaces itself, pretty low on this one, but if all you're trying to do due is squeeze in the extra damage), Always Watching (it will require 2 thopters to kill a miner + anthem works for most of the deck), Gideon, Ally of Zendikar (his emblem?), Clear Shot (is versatile and at least cleans up a Whirler, bigger than thopter use to kill the Virtuoso), Gift of Tusks (become fatter, maybe you can use this card to deal with bigger creatures, or turn your spell queller into a elephant to crew kiran in response to removal, they dont get their card back, lol.).
Solemn Recruit might see some spotlight later. And yea she could draw 2 cards under some circumstances. Btw, we'll still have most of this deck for Amonkhet.
Be sure not to break your poker face while you attack with Dwarf Troll. Heh heh. The thing is, if they understand that you could be faking them out and block, you could actually have a trick and they get blown out. It's not only a mind game because you could have something, but always attacking is the logically correct thing to do, so you have a risk free move, while they always have to take some* risk.
I'll try Oath again with a 2nd Gideon. Gideon gives Oath another walker target if need be, the Gideon Emblem might be effective vs some meta interactions. Oath will help make walkers easier to cast and ensure we hit that 4th/5th land.
1 year ago
1 year ago
Other than the Tree of Perdition/Turn to Frog combination, I don't see too much going on in the deck. Void Shatter, Negate and other standard stall/control cards will do much more for you than Gift of Tusks and Expedite. Some basic removal would help - you need to survive until you can play your 2 card wonder. How about some search cards to give you those 2 cards in the hand? You seem more intent on losing life for no real benefit gained than on trying to win the game.