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Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Hapatra's Mark Discussion
1 month ago
If it does get removed, you'd have sacrificed enough card draw possibilities that you can't get a second Voltron up and running, and you're now at a major card disadvantage due to suiting up the Voltron.
My flavor of this deck is actually in Temur so I can get Bogle effects (Blossoming Defense, Hapatra's Mark) as well as Counterspells (Spell Pierce, Admiral's Order) so I can defend my Champion or Valduk while they get to work.
If you're just starting out, I'd recommend rolling a d6. The RDW and Mardu Vehicle decks are pretty good Standard staples that are rotating out very soon. However, Voltron is a heck of a lot of fun to play as.
1 month ago
2 months ago
I actually really like the idea of this deck! My only suggestions would be to add a sideboard (yes, that might raise the price slightly, but will provide better ways to counter other decks) as well as considering using cards to keep you alive for longer. For example, mono-red would likely be able to outrace your combo, and you don't have any way to deal with resolved threats. To each of those ends, perhaps consider splashing green to have access to Hapatra's Mark and Haze of Pollen, or black for removal/disruption. Finally, Meandering River might be worth considering. I hope this helped you!
2 months ago
Nice effort with the deck. As far as the archetype, I think this fits somewhere between tempo and midrange. It is too slow to be aggro and is certainly not a control deck. I think with a good draw this deck can definitely win games, and I imagine it's best match-ups would be against aggro where you can create a board-state they can't reach through, while you can ping through unblockable damage.
The weakest match-ups would be against control variants, where you can get board-wiped and may not be able to recover advantage in time before they Approach of the Second Sun you. Holding up and even just representing Negate will be the key in this situation.
My two cents on card slots to work on:
There are very few artifacts in this deck, so Temporal Machinations should be replaced with something with a higher upside or lower mana cost, such as Blink of an Eye (though there are many other options for this slot)
Shed Weakness should be replaced with something like Blossoming Defense, since there are no "-1,-1" counter synergies in this deck, and you are unlikely to see any in most standard tournaments (for now..). Same argument for Hapatra's Mark in your sideboard.
Speaking of the sideboard, I think the Meandering River and Teferi, Timebender plan absolutelly needs to be replaced with something more versatile and useful. Teferi, Timebender is unlikely to win you the game and dedicating 5 sideboard slots towards enabling him is unlikely to pay off.
I would suggest sideboard cards that offer specific advantaged against certain decks:
Lifecrafter's Bestiary to give you card advantage. Shaper's Sanctuary would be nice against red/black targeting kill spells specifically. Spell Pierce to supplement your Negate's in protecting against big board wipes
Prey Upon (or similar fight style effects - there are many) to trade off against weaker aggro creatures.
This is a less obvious one, and would largely depend on the kind of meta game you are facing. Something like Baral's Expertise could be worthwhile against fastish midrange decks like Mardu Vehicles to give you a bit of a tempo swing maybe?
Finally (though I think you are aiming to make this deck on a budget) one of the best way to improve it would be to add some dual lands like Botanical Sanctum. Even 2-3 Evolving Wilds should be considered just to make sure you hit your colours. A big advantage to dual lands specifically is that because they cover more of your coloured mana requirements, you can afford to include a few colourless utility lands like Scavenger Grounds or Field of Ruin, which can take care of troublesome things like graveyards and other utility lands, when your main colours have no way of dealing with them naturally.
Anyway, I hope some of that might be helpful to you, best of luck!
2 months ago
I guess with Grunn the best way to go is have lots of ramp, and lots of protection/trample effects for Grunn.
Off the top of my head, some cards that would do quite well in this sort of deck:
3 months ago
The fact that you can give a Creature +2/+2 can be the difference between winning and losing a game.
3 months ago
I always liked the -1/-1 theme cards. You have a fairly good build here. I personally would change Hapatra's Mark into Blossoming Defense. I find the +2/+2 generally works out better as most of your creatures don't increase by 2 or more usually and functions as a better combat trick.
I am also a big fan of Nest of Scarabs as the card combos very well with Ammit Eternal, Archfiend of Ifnir, and Channeler Initiate. It makes Ammit a bigger threat as all spells they cast will now generate you 1/1 tokens, pairs well with Ifnir for obvious reasons, and makes a later game draw of Channeler Initiate more relevant.
The only thing that seems shaky with your deck design is the running of 4 copies of Archfiend of Ifnir. The reason this seems potentially problematic is that you have only 1 card in the deck that allows you to discard. you might want to cut down to 2 copies in the deck and bring in something like the nest or Banewhip Punisher.
Best of luck with the deck.
4 months ago
Damm, I can't resist a good primer!
I'm a big fan of Deathtouch and I love to capitalize on it.
Deathtouch is amazing with Trample and with First Strike, but Rhonas is already Indestructible, so there is no need for First Strike unless you want to make Deathtouch a deck wide theme.
Give trample to a deathtoucher and it will only need to deal 1 damage to each blocker and trample the rest to the opponent, you can easily kill by commander damage. You don't need flashy finishers when your commander is cheap, big, unstoppable and unkillable.
Rancor is definitely a must, Vow of Wildness is efficient, Fists of Ironwood it's nice because the saprolings are great to protect Rhonas agains sacrifices, Berserk a bit expensive but absolutely OP for Rhonas, Ring of Kalonia, O-Naginata low costs and amazing, Loxodon Warhammer all time classic.
Ranged damage and provoking blockers: Nature's Way, Enlarge, Revenge of the Hunted, Tower Above, Nemesis Mask, maybe Seton's Desire. I'm not naming Fight effects because I guess you know them all already.
Pariah's Shield on rhonas and you will never be attacked again.
Rhonas biggest problem may be targeted spells that will usually exile him, bounce him or control him. Blossoming Defense, Ranger's Guile and Vines of Vastwood best thing for only one green mana, Hapatra's Mark is not as good but if you want a fourth one, it exists. Also Homeward Path is always good if you are not the one stealing creatures or animating them from graveyards. Brooding Saurian same effect just in case your meta is full of blue and black decks.
I'd say the amount of card draw you have is OK, but in my deck I would make some changes (personal preferences):
Regal Force out because it has a high cost and it is a "win more" card, If you are losing it won't help you much. You are not going to cheat it onto the battlefield so you most likely won't be able to do anything else in the turn and you'll have to discard many of them. You're not getting any extra juice from it either, no flickering in your deck.
Soul of the Harvest I actually like a lot this card, I put it in many decks, but it never stays long, it always goes back to the album.
Four cards you're considering are better options Elemental Bond, Garruk's Packleader (Lower cost and can trigger from tokens). Hunter's Insight is great, yes. Drumhunter perfectly on curve with Rhonas. I'd add to the list Life's Legacy: I know you don't like to sacrifice your creatures, but getting four or five ccards out of a creature for just two mana is a really good deal. Mouth / Feed I'm liking this card a lot, it gives you a 3/3 body in the early game and a slightly worse Shamanic Revelation from the graveyard. Also Garruk, Primal Hunter fits perfectly here.
Don't forget to include a Reliquary Tower and maybe even Thought Vessel if you feel you're having problems to hold you hand.
I wouldn't bother with the one drop mana dorks, you need a lot of them to be sure you get one in your opening hand, but they are kinda useless after that. It is not so important to have a second turn Rhonas, if they have a Path to Exile, Swords to Plowshares or Reality Shift they will be able to use it anyway.
I would however swap Cultivate, Kodama's Reach and Arbor Elf for Sakura-Tribe Elder, Nature's Lore, Rampant Growth and Emerald Medallion. Arbor elf is one of those one drop mana dorks, Sakura-tribe elder in the late game will be able to block and fulfill his duty of bringing a land. Cultivate and Kodama's Reach are great but they have the same mana as Rhonas, so you will have to delay Rhonas or cast them in the fourth turn instead of a power 4 creature.
Using CMC2 mana ramps will allow you to play Rhonas on the third turn and have a mana open for reactions (remember Blossoming Defense and the other instants to give hexproof I mentioned before?).
Personally, I'd cut all the CMC6 and higher except for Rishkar's Expertise, Seasons Past, Pathbreaker Ibex, Ghalta, Primal Hunger and maybe Zendikar Resurgent and Sandwurm Convergence. Using good lower CMC spells to activate and protect Rhonas making the deck lighter. Keep in mind that rhonas is also a mana dump for the late game and if you are using his activated ability during your turn you won't have mana available for big spells.