Glory of Warfare
As long as it's your turn, creatures you control get +2/+0.
As long as it's not your turn, creatures you control get +0/+2.
Printings View all
|Alara Reborn (ARB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Glory of Warfare Discussion
1 month ago
seshiro_of_the_orochi hello! Thanks for the upvotes!
He's an interesting design, and a tricky commander to work with. I haven't decided if I'll build him, but I assume I'll cave in eventually :P
How would I build him? First off, no equipment or auras. Not worth the risk. Plus:
702.16d "A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. "
I'm pretty sure this means anything that's the wrong CMC would just fall off.
If I were to build him, I'd have two key things: haste enablers like Fervor and Crashing Drawbridge , and anthems like Crusade , Glory of Warfare , and Always Watching . Bloodsworn Steward does both. That gets him on the 3-turn clock on turn 4ish.
Next, I'd have ways to shore up his weaknesses. Bastion Protector , Chalice of the Void , and Sanctum Prelate . Then other indestructible effects to protect against board wipes. Boros Charm and Unbreakable Formation .
If you have a bunch of slots to fill after that, I'd suggest going wide because of the anthems and Boros Charms. Concerted Effort might be fun.
I'd also be careful with the RRWW mana cost. Keep the utility lands to a minimum. No colorless mana rocks, I might even not do sol ring, but it wouldn't be a bad choice.
That's what I would, and might, do. I'd love to see your list.
6 months ago
Is this modern format?? Also is this something you want to take to a local FNM or is this modern "table top" / modern "casual?
Either way I know your goal is to get in fast so I knoe your mana curve is low BUT have you thought of a situation were the game might flat line/plateau and you need the extra OOMPH!? Glory of Warfare and Assemble the Legion for a longer game situation/ extra power to punch through?
Just a thought for the longer games
10 months ago
Team buffs: Agrus Kos, Wojek Veteran , Hero of Bladehold , Angel of Jubilation , Spear of Heliod , Balefire Liege , Hero of Oxid Ridge , Nobilis of War , Ogre Battledriver , Glory of Warfare , Marshal's Anthem .
Flying: Angel of Jubilation , Aurelia, the Warleader , Angelic Field Marshal , Tyrant's Familiar , Angelic Skirmisher , Firemane Avenger , Odric, Lunarch Marshal , Nobilis of War , Tyrant's Familiar , Victory's Herald .
Trample: Archetype of Aggression .
Haste & Double Strike: Aurelia, the Warleader , Captain Lannery Storm , Odric, Lunarch Marshal , Hero of Oxid Ridge , Ogre Battledriver , Assemble the Legion , Berserkers' Onslaught , Boros Charm True Conviction .
Taking advantage of the 2nd ability: Sword of the Animist , Lightmine Field , Powerstone Minefield , and Pyrohemia , and other instant speed damage based board wipe effects. Once your creatures are attacking they cant be damaged. This effect last until combat is totally over. So even after combat damage (but still combat phase) you can cast a spell to do damage.
I missed this stuff too: Agrus Kos, Wojek Veteran , Hero of Oxid Ridge , and Hero of Bladehold they all buff my creatures when they attack so giving them extra attack phases to attack again, buffs them again. So its "battle cry x2" from the Hero's, and its +4/+0 form Agrus Kos, Wojek Veteran on the second attack. Angelic Skirmisher also triggers twice. Not only for my extra combat phases, but my opponents as well. you're all going "duhhh" right, but i knew this too. Didn't realize i have been missing these triggers all the time.
As you can see it works when I remove the changes you said you had to do scotchtapedsleeve
1 year ago
Hanweir is awesome, I like it better than hall of the bandit since that one comes in tapped. Also that 3 life adds up if you end up tapping it a few times. As you mention an anthem card or 2 could be a good idea. I have found that the +1/+1 anthems are typically underwhelming, so I would stick with things that give atleast 2 power with cards like Dictate of Heliod, Glory of Warfare, or even Adriana, Captain of the Guard which the more I think about, I think I really like for this deck. All in all I think the deck is looking pretty solid though, so we are down to some pretty nitpicky choices.
1 year ago
Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.
Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.
A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.
Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.
Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.
Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.
Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.
Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.
Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.
Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.
Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.
You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.
I hope you find these card suggestions useful to you.
1 year ago
This may be a surprise to others, but Ajani's Last Stand is by far the most interesting card for me. I see it being very useful in my R/W pure enchantment modern deck. I need ways to make solid creatures with only enchantments. I also desperately need something to fill the 4-drop slot.
Cast Out, Flameshadow Conjuring, Furnace of Rath, Glory of Warfare, Martial Law, and Retreat to Emeria have been disappointing in my tests. Ivory Mask has been a powerful sideboard option while Pandemonium only replaces Warstorm Surge in very specific matchups. Worship was probably my best option, but it's outside my budget for this deck.
Now, I should have a decent followup to Vessel of Ephemera, Rise of the Hobgoblins, or Myth Realized. The threat of a 4/4 flyer should at least make decisions more uncomfortable for my opponent until I can get safe behind Sphere of Safety. With the engine fully built, Last Stand can be brought back with Starfield of Nyx, trigger Warstorm Surge to kill expendable tokens, sacrifice itself for another avatar and 4 more Warstorm damage, and be waiting in the grave to do it again next turn.
1 year ago
Interesting deck list. Some cards you might want to think about adding is Shared Triumph, Glory of Warfare, Fervent Charge, Door of Destinies, Obelisk of Urd, Radiant Destiny, and Cathars' Crusade since anthem effects can be pretty strong.
Also Taurean Mauler is also a pretty strong vampire to consider as well. Throne of the God-Pharaoh is an easy way to milk lots of damage out of your opponents continously. Another good choice to consider is Grenzo, Havoc Raiser, while he isn't a vampire he may as well read vampires you control get either effect which both are really powerful given any situation. Slate of Ancestry would be a ridiculously easy way to draw tons of cards. Lastly Goblin War Drums is an excellent way to give all your creatures easy evasion.
I hope my suggestions have been of some use to you.