Creature — Human Shaman
1: Target creature you control becomes 7/7 until end of turn.
Price & Acquistion Set Price Alerts
4 days ago
Dunno about Gigantomancer. I'd stick with black red.
Plenty of fun targets in those colors.
2 months ago
ErebusX how would that help? Arbor Elf and Voyaging Satyr are the best land untappers in the deck, I would only be able to run one Descendants' Path and it would have to be on a Ley Druid and Gigantomancer would have to be on top of my library.
3 months ago
Cards I would consider cutting since you alluded to focusing on a higher creature count would be Loxodon Warhammer, Trailblazer's Boots, Gigantomancer, Swiftfoot Boots, Nature's Way, and Nacatl War-Pride. I would strongly recommend Oran-Rief, the Vastwood, Nykthos, Shrine to Nyx, and Myriad Landscape as a few more non basics. Tooth and Nail and it's little brother Defense of the Heart are just dumb here along with Stonehoof Chieftain and Siege Behemoth I hope this helped.
4 months ago
Activating Mishra's Factory's ability a second time will reset it's base power/toughness if it gets hit with something like Gigantomancer, but not if it's total power/toughness changes from something like Giant Growth. It will also make it an artifact creature again if it lost either of those types from something like Neurok Transmuter. Otherwise the ability won't do anything.
6 months ago
Here's a list of things that could work, I don't know if they are too expensive, but ill leave out the expensive ones I know of.Krosan Cloudscraper, Deathcoil Wurm, Ghoultree, Gigantomancer, Liege of the Tangle, Living Hive, Patron of the Orochi, Sekki, Seasons' Guide, Symbiotic Wurm, Uktabi Kong, Verdant Force, Ancient Ooze, Elderscale Wurm, Engulfing Slagwurm, Giant Adephage, Moldgraf Monstrosity, Void Winnower, Pelakka Wurm, Regal Force, Fangren Marauder. I don't know if this helps you decide but these are some of the many possible high drop bombs you can include, this is only including 1 eldrazi so if you want to go that route here's plenty high drops there.
7 months ago
Before thinking of what to take out, you first should clarify what you want to do Here just some other ideas: - Go for a lot of mana ramp, like Llanowar Elves, Arbor Elf and stuff like that to later get out Wren's Run Packmaster as a mana sink. - A hidden champion is Wirewood Symbiote! Use him with several elves that trigger when enterin the battlefield to be able to adjust your play style. Trigger cards could be Dwynen's Elite, Elvish Vanguard, Elvish Visionary (a total must have card), Essence Warden (careful, she gets unfair quite quickly), Farhaven Elf or Wirewood Hivemaster.- you can also go for one or two Voice of the Woods as an alternative win condition. He is not broken at all, but is really fun to bring to the table. He makes sense when you want to stick to having lots of creatures and he really looks more unfair than he really is.- Although not an elf, here is a guy that is an awesome mana sink, fits in the deck and is hardly underrated: Gigantomancer!
WHen asking what to take out, I would first start taking out all this stuff that is only good vs. things that fly, such as Skyshroud Archer and Lys Alana Bowmaster. Take in Thornweald Archer instead. As long as he is on the field, most opponents will think twice to sacrifice their dragon to him and he can still attack and is mostly unblocked - a perfect fit for your pump spells. Ezuri's Archers can go into the side board if you see your opponent wants to bring out a lot of little fliers, such as birds or thopters.Elvish Guidance only makes sense if you want to take on the real ramp road for a lot of mana. If you do so, play big creatures as well! Othewise, this is overkill. Elvish Fury... no.. just no. Too expensive to cast or recast. It looks good on paper, but is just not worth it. Better take Aspect of Hydra. That bursts better.
7 months ago
Like Verbatiam said, you should have at a maximum 60 cards in your deck. To help you get there, let's start by removing the worst cards.
Armory Guard: This guy doesn't have enough power and toughness for his cost, and his ability is irrelevant since you have no gates in your deck.Hundred-Handed One would fill armory guard's job in a much better way.
Aven Battle Priest: As above, he isn't powerful enough for his cost. Creatures with a cost of 6 mana should usually be good enough to win you the game if they are left unchecked, which this guy does not. A classic example of a winning 5-drop is Serra Angel.
Ephara's Radiance: there are much better ways to gain life than this enchantment. It will usually be a dead card and you will be much better off without it. You already have Chaplain's Blessing which is much better for the same cost.
Common Bond: As good as the art is, this card just is not worth it. It only gives a minimal boost and would need to cost less to be remotely good. Strength of the Tajuru is a more costly but better version of this.
Greatsword: instead of using so much mana to give a creature +3/+0, you should focus on casting the creatures you already have in the deck. Behemoth Sledge is much stronger despite giving one less power, since it gives evasion (the trample ability), which is very important, and lifelink which is great at keeping you safe.
Griffin Sentinel: This one might deal a bit of damage and block some, but the advantage he gives you is definitely not worth the mana. For example, Deadly Recluse and Omenspeaker do a much better job on defence.
Eagle of the Watch: This creature is too small for its vigilance ability to matter and will be killed the first time it blocks. Not worth your mana. The Spectral Shepherd you already have is better than this.
One thing you will need to learn to build a strong deck is to evaluate cards and cut off the weaker ones. A rule of thumb is that any creature card with a power and a thoughness lower than its mana cost needs to have good abilities to be worth putting in a deck. For example, no one runs Gray Ogres, since they are garbage, but some decks might use Gigantomancer, a 1/1 for 8 mana, for its incredible ability.
The best way to evaluate cards is by playing them, and so it is in games that you will notice which cards you should cut from your deck.
As a final note, the average amount of lands for a deck is 24 out of 60, or 2/5 of the deck.
I hope this will be helpful to you and that you will have a blast playing Magic!
7 months ago
Nice choices, and that makes sense about Gigantomancer, it's definitely a risky card to spend on. Happy to show you some new cards!