|Commander / EDH||Legal|
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Creature — Elemental Shaman
When Glarewielder enters the battlefield, up to two target creatures can't block this turn.
Evoke (1)(Red) (You may play this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
2 months ago
You can cut the burning inquiries. They're not helpful to your plan. Also, you have a lot of one drops, because Rift Bolt counts as a one drop, really. I would play maybe 2x copies of Incandescent Soulstoke , because it makes your creatures better. Playing multiple copies of it means that your X/1s get better, and it also allows you to play some 2 toughness elementals in your SB, like Shriekmaw (even if it can't be regen'd with Awakener, it still is good). Ashenmoor Liege can let you Skelemental, attack with Awakener to recur it, and be getting in for 16 damage on turn 3. seems decent, but hard to hard-cast.
I'm torn on Steam kin. I'll do some testing with it, but I think 2 is probably fine.
4 months ago
Well i didn't see problems with going full on hatebears on my sideboard.
The benefit of getting your cards when you need them is hard to overstate, a reliable turn 2 scooze can be very hard to beat for storm - and its far better, than 1x relic, 1x surgical, and 1x damping sphere. Of course you can add stuff like Anafenza, the Foremost , Samurai of the Pale Curtain or Dryad Militant if you feel like needing more hate on the yard.
If you go with card draw instead of poor old
, you will be able to recover from boardwipes much more easily.
Probably the most obvious option to compliment them are the various bloodrush (and some evoke) cards, that can be cheaply spent to empty your hand, synergize well with an aggressive gameplan and are doing something if the game goes longer. Fauna Shaman is bad because, it gets killed by all the removal (other than Gut Shot ), and also gets eaten by counterspells - while instant/sorcery based card draw can only be caught with counterspell, which are rarely played at the moment.
Lead the Stampede is likely better choice for your deck, since your doesn't really benefit from ramping into high mana counts, as much as mine, and your creature base is less centered around creating added value on being sacrificed.
can help a LOT in finishing games in a timely manner, not to mention the keywords on
Evoke creatures can be even better as they often offer very unique benefits like Briarhorn 's flash, as it allows you to use the card to protect against damage based removal, and evolving them onto the field still gets all the value u could wish for, as you will get both the discount body, and the effect, the rest of the best are probably Glarewielder , Spitebellows (could be a sideboard allstar) & Faultgrinder to increase the effectiveness of Magus of the Moon
1 year ago
- Worldspine Wurm
- Ulamog, the Ceaseless Hunger
- Sandwurm Convergence
- Praetor's Counsel
- Akroma's Memorial
- Warstorm Surge
- Avenger of Zendikar
- Chromatic Lantern
- Dragonmaster Outcast
- Multani, Yavimaya's Avatar
- Greenwarden of Murasa
- Hour of Promise
- Creeping Renaissance
- Ranger's Path
- Second Harvest
- Nylea, God of the Hunt
- Undergrowth Champion
- Farhaven Elf
3 years ago
3 years ago
I don't know I just put it together and am going to test it in my gaming group, then go to a FNM and try it out. I will let know how it turns out.
If you have Torpor Orbs or Path to Exile in your collection already, for sure throw them in. I think I would try replacing either the Glarewielders, Glint Hawks, and or the Sundial of the Infinites to get them in.
3 years ago
Some of the above might work for you.
3 years ago
I like the Glarewielder because you can use him in a pinch to allow your big guys to hit unblocked as long as you don't have the gryff down.
Also, I like the trumpeter and sniper! Those will let you hit with your 8/8 double strike unopposed and probably win on turn 5.
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