Glorious Charge

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Glorious Charge

Instant

Creatures you control get +1/+1 until end of turn.

markbeloit on Card creation challenge

3 years ago

Path of Glory

Enchantment

Attacking creatures you control have first strike.

Whenever you attack with twelve or more creatures, you win the game.


Was going to call it "Glorious Charge" but that name was already taken :(

Make a enchantment with "you win the game" or an opponent "loses the game."

Easybr0wnies343 on Combat Double Damage

6 years ago

Hey I like the idea. There are a couple suggestions I've got for you.

  1. If you're going with the battallion idea, you will need ways to generate a swarm. I would suggest Sunhome Guildmage or Assemble the Legion, and then follow it up with board buffs such as Glorious Charge or Dragon Throne of Tarkir.

  2. If you're going the heroic route, definitely throw in Fabled Hero as well as Akroan Crusader. You will then want to throw in some Titan's Strength and Assault Strobe along with Gods Willing.

Good luck with the deck! I've always liked Boros decks

eyes2sky on Vitamins P, D & H

6 years ago

And for pumping everyone: Break of Day and Glorious Charge. I also think I mentioned adding Raise the Alarm as big value for little mana...in similar fashion Captain's Call gets you 9 power for 4 mana.

DemonDragonJ on Khalim, Master of Many

7 years ago

Some time ago, I had an idea to make cards that became more powerful if a player controlled a certain permanent, so I spent time refining that idea, and I produced a legendary creature who has several signature spells, which are acceptable on their own, but become much more powerful if their creator is present (symbolizing from a flavor perspective that the creator can cast their own spells much more effectively than can another mage).

The creator of this spells is mage named Khalim, who became bored of studying only one form of magic and traveled far and wide to learn many different styles of magic, eventually devising his own signature spells. I have not developed a more detailed backstory for Khalim than that, but I do not need to do so, at the present time. Due to his many years of studying, Khalim has devised a spell of each color, and they are as follows:

Khalim's Anger Show

This card takes inspiration from Urza's Rage, Sizzle, and Pyroclasm, dealing a greater amount of damage, which becomes unpreventable, if Khalim is present.

Khalim's Might Show

Without Kahlim, this card is strictly worse than Overrun, although I did make its casting cost less strict to balance that. However, with Khalim, it becomes strictly better than overrun. I know that menace is usually associated with black and red creatures, but I believe that it makes sense from a flavor perspective in this case, especially considering that Bellowing Tanglewurm gives green creatures intimidate.

Khalim's Spite Show

This card is modeled after Wit's End, but with both a lower, albeit stricter, mana cost, as well as additional effects, since I believe that that card is simply too expensive for too little of an effect.

Khalim's Valor Show

This card is intended to be a combat trick, akin to Aerial Maneuver, Call to Glory, Glorious Charge, Guardians' Pledge, Mighty Leap, Break of Day, Inspired Charge, Sanctified Charge, Show of Valor, Hold the Line, and so forth. Should there be an "untap all creatures that you control" clause, so that it can be used defensively as well as offensively?

Khalim's Will Show

Without Khalim, this card is exactly the same as Cancel, one of the worst counterspells in the game, but, with Khalim, it is better than Dismiss; with that being said, should I reduce the number of cards drawn to a specific number, such as one or two?

After seeing these cards, I imagine that the anticipation for Khalim himself must be very high, so, without further ado, here he is, in all of his glory:

Khalim, Master of Many Show

Khalim himself can find one of his own spells, so he naturally has great synergy with them. His having hexproof and prowess are indicators of his immense magical skill, but I knew that I would need to keep his power and toughness low to balance those abilities. His "draw and discard" ability represents his ability to find a new solution by abandoning a previous one.

What does everyone think about these cards? How well did I do with them? Do you have any suggestions for them?

Hardhitta7 on White Soldiers

7 years ago

I like Guardians' Pledge over Glorious Charge. But that's a personal choice I guess. I would defiantly run 4x Precinct Captain, he is super useful.

Raise the Alarm is excellent.

Other suggestions:
Veteran Swordsmith
Field Marshal
Aerial Responder

Freezingfist on (W) Soldier/Plansewalker Aggro Deck

7 years ago

Hey ScoDoesGaming. Fun concept. Tribal decks are a lot of fun. often not ultra competitive (exception of Merfolk and Faeries), but still a good time.

Have you considered Preeminent Captain? Can't swing til turn 4, but can help you get another soldier on the board (Multiple Cappy's in and they can all come down!)

Honor of the Pure may be a little stronger than Glorious Charge. Not quite a combat trick, but stays instead of a 'flash buff'.

Beyond that, the rest of my suggestions revolve around typical tribal 'lords': Field Marshal, Adaptive Automaton

And if you REALLY want to drop some money... Cavern of Souls

Hotrod73700 on

7 years ago

Love the deck it's nice, and simple. Although personally I would take out your 3 Glorious Charge and 1 Bonds of Faith to put in 4 Honor of the Pure seeing as it would buff all of you creatures seeing as it's a mono white deck.

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