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Creature — Human Wizard
You may exert Gust Walker as it attacks. When you do, it gets +1/+1 and gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
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Gust Walker Discussion
3 days ago
You are probably right to keep the Standard Bearer in your meta.Thinking about it the Cavalry Pegasus would probably go into the deck instead of 2x Gust Walkerssince it provides Flying wich is redundant with Gust Walkers exert ability, but im not intirely sure if the Cavalry Pegasus is worth going down this great threat. However, if your meta has alot of Mono-B Control in it it could go in instead of Armadillo Cloak or Bonds of Faith since these beiing auras trade 1 for 2 vs a removal spell when used on an allied creature.Could be worth a try!
1 month ago
Seconding the thoughts that the deck right now is too all over the place. The cards I'd include as full playsets are:
- Glory-Bound Initiate
- Honored Crop-Captain
- Lightning Strike (you don't have them now, but you should)
- Gust Walker
- Ahn-Crop Crasher
- Cartouche of Solidarity (I like this better than the other one)
And then some number of:
- Oketra's Monument (really sweet in aggressive decks)
- Bloodlust Inciter
- Combat Celebrant
- Devoted Crop-Mate
- And not to forget your Gideons.
Hope this helps!
1 month ago
Your sideboard should be dependent on what your local meta consists of, however I can make some recommendations.
Solemnity is good for the energy/ +1+1 counters strategies.
Abrade can get rid of problematic artifacts but you should probably be running those mainboard since they're pretty versatile. Id say put in 3 of them over your Impeccable Timing and Electrify. By Force is a more budget option to deal with problematic artifacts if that's a concern. Also Lightning Strike is in standard and it might have a home in this deck.
The only other thing I could recommend is to focus more on cards you really want to play. You have alot of 1/2 ofs and that lowers the consistency of your deck. Stuff like Graceful Cat and Hyena Pack are ok, but the deck slots could be used for more Glory-Bound Initiates and Gust Walkers. That's just an example but I'm sure you get the idea. You can easily replace some cards to increase the raw power of your deck.
Overall the deck looks sweet and I wish you the best of luck tuning it!
1 month ago
Sacred Cat would be stronger than Gust Walker if only for the recursion embalm gives it, the same would be said for Anointer Priest instead of Aviary Mechanic. Anointed Procession would also be solid if included. You have so many tokens, you should go all in on them
3 months ago
Hyperalgialysis, If Brave the Sands is ever print in a masters set at common, it would be a huge buff to the deck. Not only would it add consitancy to the deck, it would allow us to play one of the be common exert creatures, Gust Walker more reliably. Though with all the pseudo-vigilance related things being suggested recently (Thanks by the way), how would the deck play without the warrior theme and instead, focusing more on other ways to untap the creatures? Personally, I believe that playing the one time effects won't help enough with consistency, and the Herald of Dromoka and Marshaling Crys are stronger overall, even of the cute exert untapping doesn't work every time.
3 months ago
that looks pretty solid, I'll probably switch the Gust Walkers for Combat Celebrants, and maybe the Soul-Scar Mages for some Cartouche of Zeals, they make it a lot more consistent with landing hits, and I don't think there are enough direct damage spells to justify the mage.I'm also gonna spice up the land base with some cycling deserts, and the Ramunap Ruins and Shefet Dunes
5 months ago
Brought this deck to my first FNM and went 2-1 (win vs. B/R control & mono-black zombies, loss vs. Temur Energy)! Made some mistakes, got lucky at times, but definitely felt like this deck had what it takes to compete against more expensive decks. Plus people aren't expecting a "White Weenies" deck right now!
1. Aethergeode Miner -- Without other energy cards to synergize with, this guy seemed too easy to take out with targeted removal before I could get in an attack with it. Also, its "evasion" didn't make it hard to block.
2. Glint-Sleeve Artisan -- This card performed better than the Miner, but didn't seem as good as the other three drops in the deck. The two bodies were nice, but often got stalled on the board until I drew a trial for an alpha strike. Although, it was pretty sick when I was able to go turn two Servo Exhibition into turn three Artisan into turn four Sram's Expertise (which dropped a free Artisan) and then follow up with a Trial of Solidarity on turn five!
1. Trial of Solidarity & Cartouche of Solidarity -- I felt that I underutilized the potential of a Cartouche as a standalone card, and instead I focused mostly on its ability to bounce back a trial. But as expected, pumps from a trial give this deck its power and main win condition (pumps from Shefet Dunes are nice too). Also, don't overlook the vigilance from a Trial, it can be quite good!
2. Sacred Cat & Trueheart Duelist -- These resilient creatures help us to always have a board presence to pump (embalm is dope!), and can serve as excellent chump blockers if the need arises. They are a big reason that this deck can hang in grindier games.
3. Servo Exhibition & Sram's Expertise -- Exhibition at times seemed to be the best card in the deck. Two mana for two bodies is really really nice (especially on turn two). The three bodies from Expertise definitely help us go wide, and the tempo from additionally playing a free three drop can be amazing.
1. Gust Walker -- I kind of added this guy in as an afterthought, but he performed really well! Being able to fly over blockers can be really valuable in board stalls, and it synergizes super well with Trial of Solidarity because vigilance allows Gust Walker to exert without a drawback.
2. Aerial Responder -- I expected this card to be good (which is why it takes the #2 spot), but it turned out to be very, very good. It pretty much single-handedly won me a game or two. It's really hard for opponents to deal with. It almost always attacks in for a four point life swing, and can still block if needed.
Potential Changes to the Main:
-2 Aethergeode Miner for +2 Gust Walker
-? Glint-Sleeve Artisan for +? Sunscourge Champion
Asked for some suggestions from other players about the deck, one of which was to switch these out. The life gain from Sunscourge seems nice, but what seems more exciting is being able to bring it back as a 4/4. Adds value and grindiness.
-? Glint-Sleeve Artisan for +? Solemn Recruit
Recruit seems like it could really pack a punch, especially if pumped by a trial.
The sideboard definitely needs work. I think Aetherstorm Roc could be a good addition that would give the deck more midrange power. I did like Oketra's Attendant, and think that Fragmentize (although I never boarded it in) is excellent in the sideboard. Not sure about the other cards.