High Sentinels of Arashin
Creature — Bird Soldier
High Sentinels of Arashin gets +1/+1 for each other creature you control with a +1/+1 counter on it.
3W: Put a +1/+1 counter on target creature.
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High Sentinels of Arashin Discussion
2 weeks ago
1 month ago
@MonsterHatchGames I'm trying to remove cards - not add them :P
Applicable to both your suggestions is that I am trying to keep the deck largely mono White (this is made clear in the description). The deck has no +1/+1 counter themes outside of Daghatar the Adamant and High Sentinels of Arashin. The deck does have a significant amount of token production but Doubling Season is a card that I neither own nor can afford/justify.
3 months ago
Hey Rhettly, cool deck. Have you considered Gleam of Authority, Llanowar Reborn, or High Sentinels of Arashin? I think those would be some cool additions that go along well with your +1/+1 counter theme.
4 months ago
This looks super! Just some changes that I think would make the deck run smoother. First, if you have any fetch or shock lands, the mana base would be much more efficient with them in. I think people killing off your attacker would get annoyoing, so I would replace Jenara, Asura of War with Invisible Stalker. While he doesn't get bigger, he is completely unblockable and also hard to get rid of. Also, High Sentinels of Arashin benefits your creatures, but because you're not attacking with everything, I think 4 mana to pump something up is a bit much. I would replace it with either Apostle's Blessing or Hindering Light. Return to the Ranks is a fantastic card, however, a majority of your creatures are above the 2 cmc limit. Maybe consider Qasali Pridemage for exalted and Naturalize effects? Looks like a really solid deck so far, +1
4 months ago
5 months ago
Get rid of:
Hooded Assassin its second ability is too situational.
High Sentinels of Arashin you'll never use its second ability, especially when the land Gavony Township is much more powerful.
Orzhov Advokist - You want the counters, not other players. Its soft lock ability is nice, but if you need the pillow fort ability, there are better cards for it.
Armament Corps and Sandsteppe Mastodon - Unless you can abuse ETB triggers, the abilities are a one off. The exception to this is Armorcraft Judge, as card draw is essential in EDH.
Topan Freeblade - Renowned serves no purpose whatsoever to the deck.
Revoke Existence - Fate Forgotten costs one more, but at instant speed, playing it when they cast an artifact or enchantment they'll have less mana to work with and are less likely to be able to counter you.
Herald of Anafenza - You're not running tokens, don't bother with this one.
Fleecemane Lion - No synergy with +1/+1 counters. The monstrous is good, but its ability doesn't really sync with the deck.
Creeping Renaissance - Really a dead card most of the time unless your running a graveyard based strategy.
Hope you find all this useful.
5 months ago
You probably already know the infinite synergy if you have two Enduring Scalelords on the field...
5 months ago
Your deck is steadily improving, but you are still thinking on a small scale. Spot removal doesn't do much in EDH. So you blow up one creature that belongs to one of your opponents, which is a great move in 1v1 formats. EDH though is multiplayer, so while that guy is mourning the loss of some massive creature, the other 2 are still sitting pretty going "well, that didn't bother me at all" and you now have less mana to prepare for ways to deal with their threats. Cards like Emerge Unscathed work well to defend yourself in 1v1, especially with it's rebound making sure that you have the same protection from your opponent's creatures when you go to attack. In EDH, however, let's say you use that to protect your creatures on opponent A's attack, so you are able to block and not lose your creatures. Which is solid. But then the turn ends and instead of being your turn where rebound kicks in, it's now opponent B's turn, and he wants to smash your face in just as bad as opponent A. Great time to play another emerged unscathed, but the singleton rule doesn't allow you to have another. Look for cards that affect the board, and if it is an effect that can be put on a permanent, put it on a permanent. With all of that being said, it took me a lot longer to decide which cards need to be removed this time, so props there.
Remove: Deathpact Angel Her recursion ability is nice, but she doesn't really synergize with the rest of the deck on her own. Maybe if you had a combo to let her die and reanimate herself consistently/infinitely she'd be a solid combo with your ETB lifegain triggers, but on her own she's mostly just a big fatty with recursion. Since this isn't a reanimator deck, it doesn't seem super essential here.
Gideon's Avenger I hate axing this guy, he's really cool. Especially in a format where multiple opponents exist giving him more creatures that can tap to give him more counters, making him get scary big scary fast. Unfortunately we find ourselves in a position at the moment where we need to clear up cards to get us to the 100 card limit, and then get UNDER the limit so that we can fix your manabase. In that position, anything that isn't essential to the deck gets cut, and I don't see him being anything other than an early game fatty that will probably be killed by the first board wipe.
High Sentinels of Arashin when I first saw this guy I was in love. Then I reread him and saw that it isnt +1/+1 for each +1/+1 counter on another creature, just +1/+1 for each creature with a counter. So even if you have a creature with 500 +1/+1 counters, he only gets 1 bigger for it. That makes his growth potential exceedingly slow, and his ability to add counters to other creatures seems similarly slow in any deck that doesn't run proliferate.
Jace's Phantasm seems good at first glance, a 1 drop 1/1 with flying that can be a 5/5 under the right circumstances. But he won't be a 5/5 in the early game, so if you get him early enough for his low mana cost to be helpful he'll likely be a 1/1 that will get killed before anyone gets to the 10 cards in gy to buff him. Alternatively if you play him in the late game, his low mana cost has less of an impact making the 5/5 flyer less substantial. If you had some way to guarantee that they keep 10 cards in their grave this guy would be solid, but there are numerous ways to get your graveyard emptied in EDH. Eldrazi, elixir of immortality, bojuka bog, odds of your opponents not having one of them are slim.
Sire of Stagnation I used to play a mill EDH deck. It did not work. Period. Apart from the fact that your opponents have a 100 card library and you have to mill each of them to win (usually a total of 300 cards) as stated above there are a lot of ways to put your graveyard back in your library, making some decks literally un-millable. If you don't rely on it as a win con it can be done, sure, but as I learned running a mill EDH deck, people in EDH really don't like to be milled. I had a bigger target on my head as a mill player than the guy playing the Arcum Daggson combo deck... and that says something. I really don't recommend milling in this format.
Vengeful Pharaoh seems like he will be way too slow in this deck. Cast him, chump block to get him in graveyard, then he gets you one single creature of spot removal before he goes back on top of your library? Hope you were in a position where you needed to draw him again, or that is going to do more harm than good, and it's a risk your running for spot removal. Granted it's spot removal on a stick, but it's spot removal, and it's a very slow stick.
Sorin's Vengeance of all the cards I say to pull, this is the one I was least sure about. It does fit very well into your deck, damage to your opponent and lifegain for you. But it only affects one of your opponents, and its a sorcery so it can only be done once. It's powerful enough to ensure that whoever you target with it is going to be gunning for you, so you'd have to do it as a killing blow. And even then, you'd better have counterspells in your hand to protect it, because if they counter it, they're still gonna be pissed that you tried.
Cage of Hands Spot removal... basically. Not really removal because the creature isn't removed, but it's removed from your list of threats. Spot removal is still lackluster.
Dictate of Heliod is another one I feel uneasy pulling. The fact that it's a static buff and can be flashed in to save your creatures or kill some blockers is sweet, but it doesn't really synergize well with your deck and we need the space for lands.
Ajani's Presence is a way to protect your creatures, but it's only for 1 creature initially with the amount of mana needed to add additional creatures being insane. The main thing I forsee this being useful for is to avoid wrath effects, and the mana cost to save all your creatures is so high that it would be better to just counter the wrath altogether.
Disperse more spot removal, and it goes back to their hand so it can be played again right after. Granted it's for any nonland permanent so I can think of times when it could be useful, but it's just too situational to run when we're so pressed for space.
Emerge Unscathed See my comment about it in my intro, protection for one turn just isn't going to cut it in a format where you have 3 opponent's turns to protect yourself from.
Essence Scatter EDH has way too many cards to pick from to pick a single use counter that has limitations on the spells it can counter.
Murderous Cut Even if you delve the cost down to just B, spot removal is still just spot removal.
Assuming I didn't miscount, that is 16 cards. You're currently at 105, so less 16 puts you at 89. With another 11 lands your at 37, which is still just a little low for EDH. Depending on the deck, you might be ok with 37, sometimes you need more, sometimes you can get away with less (I have an elf tribal EDH deck that only runs... either 32 or 33, I forget which). I'd say test the deck like that and see how it plays, then tweak it as necessary to fix your manabase.