|Commander / EDH||Legal|
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|Aether Revolt (AER)||Rare|
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Permanents you control gain hexproof and indestructible until end of turn.
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|Have (34)||Lucretian , brokendwarf , Clawsun73 , Va1mar , jwitzleben , Vasbear1 , twistedmage , PembrokeWelshCorgi , lava_lava , sonnet666 , Relevantworm , philktoken8998 , damo_rox , Spinalripper , MathieuHarvey0555 , golgarigirl , Azdranax , NixterFenix , orzhov_is_relatively_okay819 , Esquire_ , EdenGardenz , rikertchu , ZombieFood , Lindough , acbooster , Regulus1010 , kaikaitanner , joshw335 , frederiklw , althekoolkid , thetechzombie , KB2187 , darthnuchi , JeremyTheMiner|
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Heroic Intervention Discussion
13 hours ago
For a deck that goes all in on creatures I'd sure love me a Heroic Intervention
13 hours ago
Like the deck. I find my Zenagross deck has a hard time recovering from board wipes. Perhaps add in some protection or recursion. Heroic Intervention is great. Eternal Witness and Genesis can help. Also more ramp like Gilded Lotus or Mana Crypt etc. Traverse the Outlands and Hunter's Prowess are excellent in this deck. Trample also helps this deck a great deal. Brawn seems like a good inclusion.
18 hours ago
You definitely need more card draw Elemental Bond, Mouth / Feed, Skullclamp, Deathreap Ritual and Culling Dais would be my card engines of choice. With eight of them in the deck you should be able to have one most of the time.
1 day ago
I would recommend Heroic Intervention that is also a must have against potential board wipes
2 days ago
Caller is best as a turn one play, but you're only playing six lands that can make turn one white and they're only 2 ofs. This is not consistent enough to cast Caller turn one. Drover and Migration are the best ways to ramp here. Drover because of it's synergy with another Dino in your control and because it can make any color of mana to not only be used for Dinos, but any other card in the deck. Migration is a sure way of ramp since you get a Basic land from your library and put it directly into play. Drover can be killed by opponent before you can use it for ramp. Migration doesn't have this problem. Consider 2x more Migration?
Kinjalli's Sunwing is an underrated Dino. This guy lets you get in for more damage with your Dinos because your opponent's blockers will ETB tapped, can't block. Sunwing shuts down opponent's haste and most of all Glorybringer and Hazoret the Fervent. Consider 2x Sunwing?
At some point you'll want a sideboard in it you can put more Dinos like Thrashing Brontodon enchantment hate good blocker, more Sunwing, Sweltering Suns or Fiery Cannonade for tokens, Magma Spray, Baffling End, Survive, Heroic Intervention stops a board wipe, Rhonas the Indomitable, etc.
Good luck with your deck.
2 days ago
Purphoros, God of the Forge is 2 mana less than Warstorm Surge and deals more damage if the creatures you're putting on field are 1/1s.
Why Nissa's Pilgrimage over Cultivate? Pilgrimage can't even color fix if you're missing red or white because it forces you to get basic Forests.
Eldrazi Monument and Heroic Intervention seem very, very good here. I actually think Monument would be way better than Assemble the Legion, since it would protect all your creatures, gives a buff and evasion, and all you have to do is sac a 1/1 elemental on upkeep to retain it.
2 days ago
Wow, I haven't been on untap lately, but the arguments about this deck turned pretty interesting. I would like to state my opinion.
First off, HeavyR, Shapers' Sanctuary does work with Blossoming Defense. Your opponent casts say Lightning Strike on your creature, then the sanctuary trigger goes on the stack. You can respond to the trigger by casting Blossoming Defense on your creature. Now let's resolve the stack: first the Blossoming Defense grants the creature +2/+2 and hexproof, then you draw a card from Shapers' Sanctuary, then the Lightning Strike looks to see if it's targets are all still valid. They aren't since the creature has hexproof and thus it fizzles.
While we are at it, let's make another correction: FlabbyAbs said there are no Overruns in standard. We actually have exactly a powered down overrun in Overcome. Is this something you want in your deck? I don't know how your deck tends to play out when facing other standard decks, but if you often sit on 3-6 creatures but no window to attack, then sure. If you have trouble sticking more than 2 creatures on the board don't even consider it. I would also like to think Overcome is simply better than Engineered Might.
Personally I'm a huge fan of Heroic Intervention, but only as a 1 or 2-off. I was lucky enough to draft two of them in an Aether Revolt draft last year and I went undefeated. The strength of the card lies in it's ability to take care of a lot of problems your creatures might encounter: Blockers, Attackers, Removal and Wraths. I would include a copy mainboard, and maybe one in the sideboard as well. Blossoming Defense just keeps perfoming in the games i've seen it. In my opinion it's the only card worth splashing green for, and I would prolly run the full playset if you don't run Heroic Intervention. If you run heroic, I would run a 3-1 split between the two. Cut Sheltering Light, it's just a way shittier card than the two great green options.
Lifecrafter's Bestiary is a really good card, and in a slow control game it's totally insane. It's a sideboard card for sure, but a VERY good one. The scry is already great and the card advantage is completely stupid after drawing 4-10 cards. It also synergizes with Oketra's Monument. How? Well, both cards big weakness is Abrade. The way to counter a specific removal type is to run no targets for it or way too many targets to handle anyway. While we are on the topic of Oketra's Monument, i see no reason not to run 4. The only downside is the legendary tag, but I can't think of a case where you wouldn't want it. With bestiary it becomes "Whenever you play a creature, put a 1/1 warrior token onto the battlefield, then draw a card", since the discount and extra price counteract eachother. Good stuff.
I guess I have to state my opinion on Shapers' Sanctuary and Authority of the Consuls. I don't agree with the point that bringing down the curve makes the deck more aggresive. When neither of the cards impact the board, it's a no-tempo play. Authority is great against mono-red but the purpose HeavyR presents is to delay every blocker your opponent plays by one turn. While I agree with HeavyR that you should have a way to deal with blockers, there are honestly tons of ways to do this. Angel of Sanctions removes a blocker twice, while also developing your own board. Surprisingly many decks don't play a lot of creatures early anyway. And you deal with counterattacks very well by having vigilance from Radiant Destiny and tokens form Oketra's Monument. I would say that blockers is not really your big concern with your current list. Shapers' Sanctuary is a little more tricky. Remember that it's only good if it draws 3+ card. Drawing one you might as well just play a card with cycling, and two cards for is fine but not really impressive. And this is if you draw it on turn one, wich you are unlikely to only do. Ask yourself: If I play this on turn six, can I still expect to draw at least 2 cards? If that's the case it's awesome. If not it's a lot worse than just running Dissenter's Deliverance or something like that.
I will move on to the maybeboard and some mainboard creatures now, since you asked for it. But first remember this is my opinion on your deck. Whether to run one creature or another comes down to three things: How much you should play it, how well it actually performs and how much you want to play it. If you are really competitive the last one doesn't apply but either way I can only supply you with the first one. Here are my thoughts either way ;)
Tocatli Honor Guard is amazing... If you were your opponent. But you are unlikely going to damage your opponent more than yourself. In fact, this is the kinda deck I would love to play Torpor Orb against, seems stupid to develop it yourself.
Maulfist Revolutionary is usually a surpricingly good card, and the 3/3 trample is pretty nice in itself. If you stack the triggers right you can even play it as a followup to a turn 2 Metallic Mimic to get a 5/5 trample. However, it seems very inconsistent especially with the . I would not play this.
Narnam Renegade fits into the same caterogy: pretty good when it works, but it doesn't so it's not good enough. You don't trigger revolt often enough to make it worth it, and your deck does not need a deathtoucher (no Pounce/Prey Upon/Nature's Way to abuse it).
I like the idea of Trueheart Duelist. It's a good blocker, but mostly it's a recurring creature and a token. If you include a playset you might wanna consider running a single Anointed Procession as well. By now you have enough good tokens to justify it.
Rhonas's Stalwart is a pretty cool idea, but the card is mediocre. If you want to play warriors, Bitterblade Warrior used to be a powerhouse in limited. You know what else used to be a limited powerhouse though? Gust Walker. It's sadly not a warrior but on every other level it's almost strictly better than Stalwart. This would be my choice for two-drops 9 and 10, after Metallic Mimic and Glory-Bound Initiate.
The reason to play Sunscourge Champion would be to gain life while playing creatures. Ask yourself: Why do I need 2-6 life? The answer would most likely be: I don't. There is another reason to play it, but that would require a different deck. However, if we for a moment pretend you already play 4x Oketra's Monument instead of two and also choose to play 4x Trueheart Duelist and 1-2x Anointed Procession it is very good. It helps avoid getting flooded with legendary Monuments, and it also has the potential to be doubled, wich is insane. This would be a big detour from your deck, so I'm not sure this is something you want. It's a great sideboard card though, because you might suddenly be in a spot where lifepoints are very dear to you.
Last note: some sideboard cards seem odd. Ahn-Crop Champion seems weak, even though it does help combat enchantment-removal by being a creature version of Radiant Destiny. Ashes of the Abhorrent is only good against Torrential Gearhulk since it also hurts your own angels. Engineered Might I already mention, and lastly Restoration Specialist seems bad. I get the idea, but you might as well just run some more of the enchantments you want back from the graveyard, and it's not a human nor a warrior.
The deck has improved greatly already, so great job! I hope my suggestions are less of an annoyance than a help, I know my comments tend to be on the long side ;)
2 days ago
You have mentioned upgrades, and I think you would do well to incorporate 4x Vraska's Contempt, as Planeswalkers cause this problems.
Winds of Qal Sisma is another personal favourite of mine.
This is definitely a good start. I look forward to where this brew might end up.