|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Common|
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Creature — Bird
Healer's Hawk Discussion
3 weeks ago
1) it’s important to know why Angelic Exaltation and Divine Visitation are overkill, and bad, in this deck. If Krenko can start doing his thing, then you win by a wave of 1/1s. It won’t matter if they’re angels, or if one’s really swole, cause you win anyway. So these cards serve no real purpose.
2) the goblin tribe is meant to be a fast one, but more importantly the modern format in general is super-quick. In that purpose, 4-drops are a rarity. I’d recommend keeping Krenko in the deck, but dropping all the other 4-and-5cmc cards for ones costing 1-3.
3) you’re running too few lands in my opinion - 22 seems like a better fit.
6) i don’t think you should be running creatures that aren’t gobbos - stuff like Healer's Hawk might help you chip in for a few damage, but in the long run it’ll make any tribal buffs weaker
1 month ago
Hey, looks good nice Extraplanar Lens :)
Consider more lands? 29 lands is low for a 3.6 avg. CMC. This low amount of lands also needs a low avg. CMC, not more than 2.0 which will be difficult to achieve unless you cut a large amount of high CMC cards. Consider 36 lands?
Consider more flying? Flying is evasion that you want to be able to consistently with Odric give all your creatures including Odric to do Commander damage.
- Healer's Hawk
- Segovian Angel
- Aerial Responder
- Skyhunter Skirmisher
- Aven Sunstriker
- Angel of Invention
- Aven Mindcensor
- Selfless Spirit
- Remorseful Cleric
Odric can give your creatures indestructible which is powerful from sources such as Gideon Blackblade or Bastion Protector . Precinct Captain , Hero of Bladehold and Brimaz, King of Oreskos are creatures who can be repeatable sources of tokens. Legion's Landing Flip and Adanto, the First Fort is a good land with token strategies. Hour of Revelation is a powerful board wipe for mono white in multiplayer Commander.
Cards to consider cutting:
- Angelic Chorus
- Sphere of Safety
- Mass Calcify
- Angel of Glory's Rise
- Darien, King of Kjeldor
- Skyspear Cavalry
- Baird, Steward of Argive
- Dictate of Heliod
- Norn's Annex
- Ajani's Welcome
- High Ground
- Solemn Offering
- Deploy to the Front
- Sword of the Animist
- Chitinous Cloak
- Spear of Heliod
- Riot Control
- War Report
- Hopeful Eidolon
1 month ago
4x Healer's Hawk 4x Vampire of the Dire Moon 3x Ajani's Pridemate 4x Charmed Stray 3x Bloodthirsty Aerialist 4x Impassioned Orator 3x Angel of Vitality 3x Knight of the Ebon Legion 3x Mortify 3x Murder 3x Conclave Tribunal 1x Kaya's Wrath 9x Plains 9x swamp 4x Scoured Barrens
1 month ago
Maybe some of these would help:
1 month ago
If Healer's Hawk attacks, it gets +3/+3 because of the exalted mechanic, effectively becoming a 4/4 lifelink attacker.
If not blocked, does Healer's Hawk get +4/+4?
1 month ago
The archetype of "Flying Men" is certainly a fun one and cheaper than many other Canadian Highlander decks. A few suggestions one could make are the inclusions of cards like Preordain , Serum Visions , Dig Through Time and Ancestral Vision for card draw and card selection in addition Ponder and Opt which you have already included. Also, perhaps adding fetchlands to the deck could enable finding Watery Grave more easily. Moreover, Vendilion Clique would be a perfect fit for the deck. Last but not least, you could splash white for removal like Swords to Plowshares and Path to Exile , along with more flying one-drops such as Healer's Hawk , Duskborne Skymarcher , Loyal Pegasus , Suntail Hawk and more, as these creatures synergize with Favorable Winds , unlike other creatures in the deck like Triton Shorestalker , which do not. Sorry for the length of the response, hope it was even a tiny bit helpful. Nonetheless, Canadian Highlander is such a fun and diverse format, so just play what you enjoy most!
1 month ago
Thanks for helping out kamarupa. I decided to have less lord effects like Always Watching and Signal Pest in favor of more interactive spells such as Spellstutter Sprite and Spell Queller ; tempo cards like that reduce the need for buffs every game since you'll be able to win with incremental value from countering threats and removal; having a board of big fliers that dies to an Anger of the Gods or Damnation is worse than a board of smaller fliers that doesn't, imo. As I said in an earlier comment, the reason I'm not playing Squadron Hawk is because the Spellstutter Sprite s (ie the interactive spells) take up their spots. As for Segovian Angel vs. Healer's Hawk , I personally think it's pretty even. The angel can attack and leave a body to crew Smuggler's Copter and block (though I don't think that situation comes up too often) while hawk is more useful with buffs; either way, I might just replace those 4 cards with Siren Stormtamer since it's EVEN MORE protection and it seems fun to screw with interactive decks with it and the other tax-counter 1-drops.
In regards to the land count, I opted to go under 20 because the deck has a significant amount of drawing power with Smuggler's Copter , Curious Obsession , and Faerie Seer , plus the curve is low enough (with only four 3 cmc cards in the deck at the top end) to handle the lower land count. In testing, the deck doesn't often have trouble getting to that third land or even the fourth. I'm hesitant to add colorless lands to a budget 2-color mana base, and I probably won't. Temple of Enlightenment is a tapland so that's a no-go, Remorseful Cleric is a better answer to graveyards than Scavenger Grounds since it also serves double-duty as a threat. I won't play Immortal Servitude either since it costs a bit too much for this deck and the WWW casting cost is pretty hard to get.
I don't think any of those are substantial reasons to cut Vesperlark , Curious Obsession , Spell Queller , or Smuggler's Copter ; especially the last two. First, Curious Obsession . If you followed standard at all recently it's pretty evident how good it is, but to summarize the good things about it: it is usually able to replace itself immediately (therefore isn't a 2-for-1), gives a little bit of extra damage, and can easily run away with games (through card advantage) if left unchecked. So I really don't get what you mean when you say it's "too narrow."
Vesperlark is, I'd argue, one of the least narrow cards in the deck. As you said, Pride of the Clouds is a prime target for removal; if they have it, they'll kill it. But as long as it's not exiled, Vesperlark can get it back. The same goes for Mausoleum Wanderer or Judge's Familiar , which you can reuse for 2 mana if you've sacrificed them once and are in need of some protection again. Basically, it can serve as copies 5 and 6 of pretty much every creature in the deck. It's also a great value-generator in longer games: a full-cost Vesperlark is able to block, kill something, and leave a body on the battlefield, kind of reminiscent of Kitchen Finks but potentially better if you get a Pride of the Clouds or protection 1-drop back. If you play it on a full board and your opponent sweeps it, you'll still have a board presence afterwards which reduces the tempo swing a little bit. In short, it's a pretty flexible card.
If you search around online, Smuggler's Copter is played in nearly every Favorable Winds deck, and for good reason: it's an undercosted flier that also lets you cycle through your deck, discarding extra lands or dead removal spells and finding more threats. Some people even play Copter in Merfolk, a deck that has no apparent synergies with the card, because the ability to find gas in exchange for useless cards you draw is so good. As for Spell Queller , the mana cost is never a problem. 18 lands is plenty to get to 3 mana on curve, and add the card draw/cycling/scry from Curious Obsession / Smuggler's Copter / Faerie Seer it's even rarer that I don't get a third land eventually.
I haven't put any thought into a sideboard yet since this deck was honestly just a 10-minute draft (budget deckbuilding practice) that I had no intention of sharing with others, but I'll keep those in mind. Sanctimony 's a cool card I didn't know about :D
1 month ago
Looks very close to my deck "Sand Flies." A few spells I run in that I recommend here:
Always Watching . I've found a full set of AW along with a full set of Favorable Winds drastically improves the consistency of pumps hitting the battlefield.
Signal Pest - The big problem with this creature is that Favorable Winds doesn't apply. I think it makes up for that by essentially being another pump, and for only 1CMC! In mine, 2x SP, 4xAW, & 4xFW means there are 10 pump spells to make all my little 1/1 flying creatures often become 3/3's and bigger.
If you include Always Watching, then Segovian Angel isn't needed. Also, I completely disagree with DefectiveDwarf regarding it over Healer's Hawk . While a 1/1 HH might not be all that meaningful, a 3/3 HH is a menace. And it's not that uncommon to get 2 or even 3x HH down in a single game - 3x 3/3 flying, lifelink is good enough that you can let your opponent hit you.
I really like Squadron Hawks in my deck, mainly because I see it as pseudo draw-card. It's just a really solid way to keep creatures hitting the battlefield turn after turn. I've playtested my deck quite a bit and the Hawks have been better than I'd hoped.
Even if you don't add Signal Pest, I'd still suggest adding 1x Buried Ruin . Just playing it can make opponents second guess the wisdom of removing an artifact you control. Other lands I'd suggest considering: Temple of Enlightenment - shifting a scry ability into the mana-base means more room for other utility effects. Scavenger Grounds - it's pretty useful to be able to exile some people's graveyards.
I think Immortal Servitude is better than Vesperlark and worth the extra casting cost. It tends to hit right at the point opponents think they've got you licked, which also tends to be devastating for them.
Over the years, I come to realize that no matter how low a deck's AVG CMC is, 20 is really the lowest number of lands a deck can scrape by on. Of course, there are sure to be exceptions to such a rule of thumb, but generally speaking, 20 is the bottom number. Good decks can get going with 3-4 spells and 2-4 lands in an opening hand. A lot of decks try to do too much or over-kill opponents when it typically takes a lot less to win. If we consider 4 spells and 3 lands a good opening hand, that means statistically, about 57% of a deck is spells (34-35) and 42% lands (25-26). Now I've always been a bit rebellious and for years have tried to build decks with 16 lands, but I'm sad to report it doesn't yield great results. I'm typically trying to include as much as 25 lands in most the new brews I work on, but it usually ends up being more like 22. I think 20 is enough here. Another way to put all this would be to say I think you need to cut a couple creatures or other spells.
Spells I'd suggest dropping: Vesperlark (too narrow), Spell Queller (too high CMC), Curious Obsession (too narrow), Smuggler's Copter (not a creature, resource demanding, not great to discard).
As crazy as it sounds I'm actually considering dropping Pride of the Clouds . It's a major target that almost always get removed. It seems like I've had better games when all my creatures were close to the same power/toughness. It's hard for opponents to deal with decks that don't have singular wincons.
Other spells to consider: Dovin, Grand Arbiter - it's really fun to +2 him and add another 2-4 loyalty counters. It's actually pretty easy to ultimate and that ultimate is pretty good. Serra the Benevolent - another pump for fliers and a Worship ultimate is not bad at all. Sideboard/utilities: Generous Gift , Faith's Shield , Blessed Alliance , Negate , Oblivion Ring , Celestial Purge , Disenchant , Revoke Existence , Nevermore , Ratchet Bomb , Elixir of Immortality , Pithing Needle , Teyo, the Shieldmage , Witchbane Orb , Sanctimony , Shalai, Voice of Plenty , Leyline of Sanctity , Tormod's Crypt .
Healer's Hawk occurrence in decks from the last year
All decks: 0.21%