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Haakon, Stromgald Scourge
Legendary Creature — Zombie Knight
You may play Haakon, Stromgald Scourge from your graveyard, but not from anywhere else.
As long as Haakon is in play, you may play Knight cards from your graveyard.
When Haakon is put into a graveyard from play, you lose 2 life.
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Haakon, Stromgald Scourge Discussion
6 hours ago
Caravan Escort, Dauntless Bodyguard and Student of Warfare are all . There aren't any knights in existence. Some out there, Stromgald Crusader, or Craven Knight and Bloodcrazed Paladin. Haakon, Stromgald Scourge would give an interesting synergy. If you get a few more legendaries, you could always use Arvad the Cursed with Mirror Gallery.
4 days ago
If you're prepared to threaten a combo there are decks built around Haakon, Stromgald Scourge and Basal Sliver with Skeletal Changeling. You could do the same with a hivestone and a Bloodcrazed Paladin for an arbitrarily large creature.
You could even drop an Ashes of the Fallen on knight so your slivers themselves are recastable as an alternative combo tool.
1 week ago
So before Haakon, Stromgald Scourge was a Zombie, he surely had to be alive, right?
Haakon, Hero of Stromgald
Legendary Creature - Human Knight
You may cast Haakon, Hero of Stromgald from any zone if you pay an additional in addition to it's other costs.
As long as Haakon, Hero of Stromgald is on the battlefield, other Knights you control have Vigilance and get +1/+1.
Whenever Haakon, Hero of Stromgald attacks, if it is blocked other blocked creatures you control get an additional +1/+1 until end of turn.
Now that's one Hell of a beefy Commander.
Also functions as a powerful Lord for Knights. They don't get all that good representation. At least, not enough meaningful representation for a solid deck to be built around. Though, I do have a Knights Tribal deck in Modern, so I guess that's really not all that accurate of a statement.
Either way, it works.
I'm going to issue an odd challenge: Colorshift Progenitus. "HOW??" you might ask?
Simple. Make it colorless. Not just . Nooo, that'd be far too easy. Make it
That's 10 symbols. To justify it, make it a Hydra Spirit Avatar.
Other then these two restrictions, you can do whatever the heck it is you see fit with the dang thing. Go nuts. This is a huge creature, with a super difficult casting cost. I'd reckon that coming up with ten individual symbols is a Hell of a lot harder then coming up with 2 of each color. So make him worth it.
1 month ago
Ok, so I'm seeing a deck that wants arcane adaptation and descendants path to drop big spells. Fair enough.
I highly reccomend more 1 and 2 drop creatures. Making sure that your t3 Descendants' Path hits something turn 4 is valuable. But how to assess those creatures is important. You want to be sure you have big creatures on top of your deck, and you want to avoid needing arcane adaptation where possible.
To do this, is best to assess a small set of cards you'd be using together rather than a lot of individual cards. Getting a set of cards that work well together is better than a bunch of disparate parts- getting a set which acts as a backup plan to arcane adaptation is even better.
One method to find these sets of cards is to look at what creature type you want to name with Arcane Adaptation and go all in on it.
Pretty much every tribe has big game-changing spells and 1 drops that work well. I'd focus on tribes that like stalling/controlling the game (Spellstutter Sprite lists), Protecting their own creatures (spirits/illusions), or already cheat their big stuff in (Preeminent Captain and Incandescent Soulstoke). There are plenty of tribal lists on this site to raid for ideas.
Changeling tribal is a neiche option which I'll mention here- Mothdust Changeling, Shields of Velis Vel etc- there are Haakon, Stromgald Scourge/Basal Sliver/Skeletal Changeling combo lists you can raid for ideas.
The second way is to look for things that can get value out of your big spells.
Looking at CMC matters is another- Nourishing Shoal, Blast of Genius, Kindle the Carnage, Nahiri's Wrath and so on all offer ways for your big spells to impact the game when you aren't casting them for free.
The final option is other Arcane Adaptation combos, to improve card quality by building in redundancy. Turntimber Ranger and any creature goes infinite if you name ally, Haakon, Stromgald Scourge and Ashes of the Fallen, Myr Turbine and tons of creatures, Quest for Ula's Temple and Inkwell Leviathan is a thing.
The big thing is to pick one plan, and stick to it. Its a lot more difficult to disrupt three spells doing the same thing than three different things. Fix your mana curve with a smooth 'I want this or this t1, this or this t2, and this or this t3' plan, and it'll run smooth.
Good luck, and happy brewing!
2 months ago
Would Primevals' Glorious Rebirth be worthwhile since this is a casual deck? You could include some planeswalkers in here to make it a little more useful. Definitely helps if you decide to put in Haakon, Stromgald Scourge. My advice would be to switch out some of the Call the Cavalrys for History of Benalia. The Saga gives a stronger presence on the board for less mana.
For anthems I would suggest Honor of the Pure. While not a knight it's much less colored mana to cast, and it affects all but one creature. If you decide to go the Haakon route then maybe the creature knight would be better.
2 months ago
It is not considered casting. The only object on the stack is the ability/spell/effect that is bringing the creature or creatures to the battlefield. Only that ability/spell etc can be countered for example and not the individual creatures. Wording is very important in magic and if something was cast it would be mentioned on the card. For example flashback cards specifically state cast this from graveyard Artful Dodge and cards like Haakon, Stromgald Scourge can only be cast from the graveyard and it is specified so.
Also casting would require to spend mana, unless specified "without paying its mana cost" as by the mtg rules and Balthor or Living Death or any similar effect don't ask you to pay mana for creatures
601.2. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules 601.2a–d) and determination and payment of costs (rules 601.2f–h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3), ignoring any effect that would prohibit that spell from being cast based on information determined during that spell’s proposal. (Such effects are considered during the check detailed in rule 601.2e.) If, at any point during the casting of a spell, a player is unable to comply with any of the steps listed below, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 721, “Handling Illegal Actions”).
2 months ago
I like it, looks fun!
I would also (possibly) swap Infinite Obliteration with Memoricide. It's a turn slower but less color intensive and the major upside is you can get any card. I would at least sideboard it so if you're playing against a less creature heavy deck it wouuld be more versatile.
Kabira Vindicator could be a good option
Always Watching could be a good enchantment for you.
Haakon, Stromgald Scourge seems really good with Final Parting
Finally Hero of Bladehold