|Commander / EDH||Legal|
Printings View all
|Masters Edition (MED)||Common|
|The Dark (DRK)||Common|
Combos Browse all
Nonwhite creatures get -1/-1 until end of turn.
Holy Light Discussion
2 months ago
I think Holy Light would be a great inclusion to the deck, as White has very few ways of dealing with masses of tokens efficiently. This card lets you do that without affecting your own smaller creatures.
You have Suture Priest twice in your list, under board control and Life Gain.
Survival Cache seems like a great card for your deck. You'll most likely be the player with the most life anyways, and this gives you two life gain triggers and will most likely draw you two cards.
Children of Korlis could be a good "Fog" effect for you.
Exile seems like a good fit for removal in your deck.
Seems a shame to pass up on Martyr of Sands . It only gets you one trigger, but it's still a lot of life, which is worth something.
Seraph of Dawn is an absolute beast in this format. the big butt means it survives a lot of removal and combat, and putting equipment on it is amazing.
Along the same lines, Student of Ojutai really dishes out the lifegain for you on a great body, especially considering how few creatures you're playing.
I feel like most of your lifelink creatures are not really worth playing. They're going to be easily blocked and killed in most situations and not net you much of an advantage. I'd say only the ones that gain your some sort of card advantage are really worth playing. I could be wrong about Healer's Hawk, though.
Lastly, you have plenty of ways to protect your commander, but I would just like to suggest Angelic Renewal . You can play this before your commander and not have to hold mana up all the time for it. Same goes for Benevolent Bodyguard . This lets you play a much tighter, more efficient game plan.
8 months ago
I like this deck, but I feel like with only 12 creatures, you're going to run into situations where you don't draw any - not too often, but it will happen. Maybe consider Commune with the Gods or Benefaction of Rhonas , since both can also be used to get you an enchantment?
Among your enchantments, you have a lot of First Strike, but very little to avoid blockers, like Trample or Flying. Not sure if that could be a problem.
11 months ago
I'm really missing Land Grant in this; especially with Lead the Stampede present, you really want every bit of land-thinning you can get. Also, I'm thinking Renegade Freighters would make more effiecient colorless tramplers than the Devastator.
As for the sideboard, Naturalize is a pretty lame choice. Go for Gleeful Sabotage instead, or Sundering Growth, if you want to stay at instant-speed. Tangle seems like a worse choice than Moment's Peace; two consecutive turns of no attacks is not as good as any two turns. And Spidersilk Armor is probably a better fit for flyer-hate than Vines & Scattershot, because it also softens enemy boardwipes like Shrivel, Electrickery or Holy Light. Also, there should you should hand 1 sideboard slot to Flaring Pain as a little surprise for tome/fog builds.
1 year ago
I always considered Holy Light a great mass removal card for white pauper decks, and ran it in my green/white sliver pauper deck back in the day. It's great to board in against elves or goblins.
1 year ago
This is where I really don't know what's best. I suggest experimenting for yourself / references other lists, but I can at least offer what I think would be best.
One option is to play some instant speed interaction, be it Vines of Vastwood or Mutagenic Growth. I've seen some people do it. Obviously you want to keep creature count as high as possible for Lead the Stampede, so numbers here are questionable.
If you want to move spinnerets in and simply need more sideboard slots, there are a TON of good options. Like seriously, there are a million good choices in your colors, just depends on which matchups you want to prepare most for. Standard Bearer is among the best sideboard cards in the format, because it forces your opponent to interact with it before they interact with your important creatures. Think of it as pauper Spellskite. It also steals auras from the Bogles deck, and that deck literally doesn't play removal for standard bearer, so if you get it in it's gg. They are kind of expensive online, but for good reason. If you don't want to play them starting out, that's understandable.
Sunlance is great as another removal spell outside of Journey to Nowhere. I've seen some people jam 4 of these in the board to fight against mono green stompy.
The instant speed interaction I mentioned earlier could also go in these slots. You have vines in there now, but mutagenic growth is a decent consideration in some of those slots as well, especially since Firebolt is a pretty common removal spell.
Life Goes On and Armadillo Cloak are the best ways to gain life against hyper aggressive decks / burn. Not really sure which one is better to run. Life goes on has less strings attached, but armadillo cloak helps you end the game.
Scattershot Archer is the bane of delver / faerie decks. Again, I've seen people jam 4, but who knows if that's best.
Holy Light destroys token decks or decks that play a ton of 1 toughness guys, like elves or something.
Relic of Progenitus is the best thing for removing graveyards, but there are noooot a lot of graveyard decks, honestly. The premier graveyard deck revolves around Tortured Existence, meaning that you would probably be fine just bringing in gleeful sabotage. Theres also decks that revolve heabily around returning spells with Mnemonic Wall, but I think you're better off trying to race those.
I... think that's most of the super good ones? There's always the circle cycle too, such as Circle of Protection: Red, but leaving mana open on your opponent's turn is generally not how you want to be playing the game. But yeah, maybe try putting the spinnerets in and tweaking your sideboard using some of these. Again, I would say it entirely depends on the kind of matchups you're expecting.
If you're not sure what to expect, I might start somewhere like this:
3-4 Gleeful Sabotage
3-4 Standard Bearer (they're just so versatile, they're good in a lot of matchups)
2-3 Sunlance / Journey to Nowhere (if you decide to leave them in the side)
1-2 Armadillo Cloak
1-2 Pay no Heed
3-4 Vines of Vastwood / Mutagenic Growth
That should give you good coverage of a lot of different archetypes. It'll just take some experimenting to find what you like best.
1 year ago
Austin_Smith_of_Cards Thanks for the +1!
I had considered Pallid Mycoderm early on and Im not completely sure why I decided to leave it out. Maybe I got scared away by the 4 CMC but yeah Mycoderm definitely has good utility in this deck, specifically late game. Do you have any suggestions for what to take out for maybe 2-3? Perhaps a pump spell or something because they are both technically finishers? Its worth a test.
A Lumithread effect would be good for the mainboard I guess I was just thinking that most decks I would be playing against dont mainboard sweepers like Electrickery or Holy Light. But its definitely worth consideration.
I did initially have Fists of Ironwood in the main but I eventually removed it because the token production was not repeatable. My reason for playing saprolings and not Abzan Tokens is because of the spells that can give me more saprolings every single turn. (things like Selesnya Evangel, Sprout Swarm, and the Thallids) The tribal synergies with Echoing Courage and Deathspore Thallid are the other reason. Maybe I was using it wrong. What would you suggest taking out for the play set?
As for Gruesome Fate, I dont know if it is much better than Harsh Sustenance. The only real difference is the in the casting cost. Other than that, Harsh Sustenance is instant speed, hits creatures, and gives life gain as well. Whereas, Gruesome Fate is sorcery-speed, only hits the opponent, and provides no life gain. Not worth the switch to me.
Thanks for the suggestions! Ill definitely be testing Pallid Mycoderm in the future. Let me know if you decide to test it yourself.
1 year ago
Additional deck tips for piloting!
Kor Skyfisher can:1. Bounce a land to net an extra land drop if you have no lands in hand and haven't yet played a land.2. Bounce Thraben Inspector to create extra clues for card draw, especially good against control3. Bounce Flayer Husk after the germ dies to create extra creatures, good against decks plaing Chainer's Edict4. Bounce Tooth of Chiss-Goria which gives you an extra activation for free if you have three or more artifacts5. Bounce any creature post combat to give it pseudo-vigilance
When facing an aggro deck:
Leverage the size of you creatures to both attack into their creatures and hold them back on defense. Trading two of their creatures for one of yours that has a Bonesplitter on it will net you card advantage in the long run which will put you ahead.
If the ground is filling up, try to have the last flier standing. Regardless of how wide their ground force is, if you have profitable blocks and a Glint Hawk or Auriok Sunchaser left you'll be able to wear them down.
You'll never beat an aggro deck on turn 4, don't be afraid to keep a slower hand if you have some draw power like Kor Skyfisher + Thraben Inspector .
When facing a control/combo deck:
Mulligan more aggressively for fast hands. Control players are the ones you can kill on turn 4. Often a six-card hand with a one drop + Bonesplitter is better than a slow seven-card hand.
Take note of how they plan to slow you down. Black decks filled with removal spells are best beaten by flooding the board and gaining card advantage with Kor Skyfisher because you'll eventually have more threats than they will have removal spells. Alternatively, if they plan to fog you into oblivion with Moment's Peace you'll need speed above all else and damage will be all that matters.
Against combo players it's good to note that they won't risk losing important combo pieces in blocks, especiall if they know that you have Tooth of Chiss-Goria in your deck.
What to side out:
As a basic rule I will side out the Scale of Chiss-Goria first followed by 1x Flayer Husk, 1x Tooth of Chiss-Goria, and 1x Frogmite in that order. Although taking these cards out subtracts form the explosive potential of the deck in the early turns, they quickly get worse as the game progresses to a greater degree than most of the other cards in the deck.
What to side in:
Celestial Flare comes in against any deck that wants to win with one giant creature like a Slippery Bogle of an Ulamog's Crusher. It's good to know that if they attack with a tiny creature to try and protect their big threat, you can eat the small creature then play Celestial Flare at the end-of-combat step.
Dust to Dust comes in against affinity primarily because Dust to Dust turns into a double Stone Rain against artifact lands. This is probably the weakest card in the sideboard since the printing of fragmentize, I would suggest to cut this first when adding cards that better fit your local metagame.
Fragmentize is for any decks that play artifacts and enchantments. Can be very strong when used to blow up artifact lands and is incredibly efficient at one mana. I find myself boarding in all four if they have 10+ possible targets in my opponents deck.
Lone Missionary is primarily for burn, but you could bring in one or two against other aggro decks because gaining four to eight life can sometimes put you over the top.
Sunlance is the only removal spell in the 75 and gets brought in against decks that play creatures it can hit. Prized due to its efficiency at one mana, being able to both play a creature and a Sunlance in one turn can easily swing a game.
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