|Commander / EDH||Legal|
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|Magic 2015 (M15)||Rare|
|MTG: Commander (CMD)||Rare|
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Creature — Insect
When Hornet Queen enters the battlefield, put four 1/1 green Insect creature tokens with flying and deathtouch onto the battlefield.
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Hornet Queen Discussion
1 day ago
mr_funk my body is ready to drop that bitch on T4 or T5. I already have plans for putting two in the MB to test out when she becomes legal to use.
Jellosea that is a pretty hilarious combo honestly! There is just so much removal in modern to worry about that I need to have big shit that makes a presence immediately when it hits the board, thats why I took out Managorger Hydra its an investment card with no immediate payout. Its fun as shit to play though just to watch it get huge if it doesnt get removed.
1 day ago
I see you either bought the prebuilt or you went and got the commander's anthology, either way I like your pick of Roon. Now a bunch of these cards are either niche playable, or sadly don't have much relevance since they do nothing in the absolute worst case, but I'll get onto that topic a little later.
Now first begs the question: "Where am I going with Roon and what are my win conditions" You can't just drown your opponents is straight value and hope they give up because you drew so many cards. So you can go 3 ways:
Bant aggro/good stuff: This deck abuses the fact that Roon is a 4/4 beater with trample and vigilance that can save a creature or remove a blocker, the deck is more focused on the value it gains for using cards like Cathars' Crusade, Meadowboon, and Call for Unity to allow the smaller value creatures that can incidentally help get to the bigger threats do something (swing face): Solemn Simulacrum, Farhaven Elf, Mulldrifter and smaller bodied tokens to get bigger in case the value threats are gone or to close out games faster. It's finishers are go-wide aggro threats that play off cards like the crusade like Avenger of Zendikar, Walker of the Grove, Trostani's Summoner, Hornet Queen, Armada Wurm, and Craterhoof Behemoth to play off of all those tokens. Birthing Pod is a must for this style of deck as it allows you to get those value threats faster with no real setback. typically has some interaction like Counterspell or obligatory Cyclonic Rift, other than that its a value aggro deck.
Bant value control: This style really abuses the fact that Roon can blink stuff. Its focus is to lock its opponents out any way it can. Some styles of this variant vary, like hard lock, and soft lock. It has some of the same building blocks as aggro like using Mulldrifter and Solemn Simulacrum, but it focuses more on abusing Roon's ability with cards like Training Grounds and denying its opponents with value with Stonehorn Dignitary, Mystic Snake, Reflector Mage, Nevermaker, and Gilded Drake. Obviously it focuses less on attacking so its value threats use their abilities more to influence opponent's. It plays counterspells and good spot removal to assure victory, it can even hedge into becoming a stax build, (hard lock).
Hybrid: It has the best of both worlds with, it doesn't focus too much on either but has the ability to win on either front. this style sacrifices a consistent win condition to go and secure a spot to play value creatures and typically beats face for victory in multiplayer by stalling out scarier opponents and making allies with Roon's blink ability. In 1v1 it has the capability to dominate equally fast decks with its splashed control aspect. It uses the crusade as well, along with those huge value threats like the avenger of zendikar and birthing pod (for value), along with controlling value creatures like the stonehorn dignitary and gilded drake (secret tech, run Thought-Knot Seer). Some play more into one aspect over the other, and that's fine.
At the end of it all Roon is exceedingly versatile and can meet most standards you set it to, however Roon decks can be hosed by an artifact and its creature variants. Torpor Orb, if you don't have something to play around this like Naturalize, Krosan Grip, or Return to Dust there is really nothing your deck can do to stop it. The same goes for the creature variants, Hushwing Gryff/Tocatli Honor Guard, however since they are creatures they are inherently easier to remove, like with Swords to Plowshares, and Path to Exile. Some control variants play one or more of the value threats or Meadowboon to play around Orb when they don't have artifact/creature removal.
I tend to stay away from cards like Ghostway and Ghostly Flicker since they do nothing when you have no creatures on the battlefield, unlike their creature counterparts they can't block when you need a blocker. You have found a couple of blink creatures that fit the bill, and one that I didn't know existed! There is one to keep in mind though: Eldrazi Displacer its a fantastic card I recommend. Like mistmeadow witch and Roon it has repeatable blink, but it returns immediately, although tapped it can be used to invalidate blockers or to gain value. However you will need a bit more reliable colorless sources, which is why there are basics called Wastes, if you do run this I recommend running 3-4 wastes (4-6 if you have the seer).
Feel free to ask questions or peek at my list.
I hope this helps your brewing process, as well as others who seek to make a Roon deck!
3 days ago
Magus of the Candelabra is useful if you want to untap multiple lands, like untap Nykthos, Shrine to Nyx and Rogue's Passage to attack with another unblockable. However, it does work a lot better in a deck that has untap creature effects.
I have a green blue mana deck that uses Arbor Elf and Overgrowth and a Prophet of Kruphix so I'm more used to untapping a land to make a lot of mana instead of tapping a creature for 1 mana. (Hence why I'm suggesting untap land cards)
3 days ago
Jellosea I agree with Deadbridge Goliath being overlooked, he may have a spot in this deck in the future, Im just testing out some other things in the shorterm. All the stuff in the maybeboard are things Im looking at and/or currently testing to see what meshes the best. Vorapede while powerful, Arbor Colossus is arguably better since flying can be such a huge problem for this deck and having reach is a nice commodity as well as the monstrosity ability.
Will_Of_Ulamog put simply, theres enough ramp in this deck and Im not interested in having that take up a spot in the 4 CMC spot.
MohenjoDaro I like Engulfing Slagwurm however I recently removed a Hornet Queen which Id argue is a lot better, for the nuclear bomb that is Ugin, the Spirit Dragon. Voyaging Satyr while great on paper didnt pan out so well when I used it in this deck. Id much rather take the hexproof on Sylvan Caryatid for evasion. Why would I want to pump mana into Magus of the Candelabra when that could be going into the Stompy creatures to win the game instead of getting fancy.
3 days ago
You might want to fit in some more mana rocks/dorks to better support the paradox engine (and brago with the rocks). Derevi is very good with some of the bigger mana rocks that don't untap, such as Basalt Monolith, Mana Vault, and Grim Monolith. In addition, Fellwar Stone, Talisman of Progress, and Talisman of Unity are some great 2-mana rocks. Noble Hierarch and Birds of Paradise are some strong mana dorks. Some other strong mana dorks include Somberwald Sage and Shaman of Forgotten Ways.
Some creatures that generate tokens on etb might be nice to synergize with Derevi and the flicker theme. Avenger of Zendikar is one of the best, and Geist-Honored Monk, Captain of the Watch, and Hornet Queen are some other strong options. There are some other good options that also have other nice effects. Knight-Captain of Eos can fog for a turn by sacrificing one of his tokens, while Whirler Rogue can make a creature unblockable by tapping down his spawn.
Your tap/untap shenanigan package is on the weaker side at the moment, but there are some nice options for you to consider. Nullmage Shepherd lets you tap your stuff to blow up artifacts/enchantments while synergizing nicely with tokens, and Adarkar Valkyrie protects your stuff and steal your opponent's. Reconnaissance is a great inclusion in any Derevi deck for giving your team pseudo-vigilance, but can also let you use an attacking creature's tap ability infinitely as long as its free. You can use this to generate infinite mana in the combat step with a mana dork, draw your deck with Arcanis, or activate Adarkar Valkyrie on every creature before wiping the board.
1 week ago
I think you have too many populate/double token effects and too few token generators.
If you can upgrade fog to Constant Mists.
You also should add some more artifact and enchantment removal. White and Green have a ton of ways to deal with artifacts and enchantments.
Other weird token generator effects to consider Blade of Selves and Herald of the Host. When you double the tokens with rhys, the newly created tokens don't get exiled at the end of turn/combat. they remain on the board.
Hope this helps.
1 week ago
I say take out that Flickerform and Rite of Replication out of the deck, Don't get me wrong, they are fantastic cards, but there is really nothing to gain spending 4 mana to blink a singular creature, or dumping 9 mana into something that doesn't win you the game, but only draws attention, I would say yes to that if this was a voltron build or a control shell. Roon is a creature based deck at the end of the day not either of those archetypes.
There are basic lands called Wastes, They are colorless lands that are supremely useful if you are running Eldrazi Displacer, especially since they're basics (you could also be a dick and play Thought-Knot Seer like me). If you ran either a couple more basics instead of those tap lands or put in the lands like these: Scattered Groves, Irrigated Farmland along with shock lands and/or the buddy land/tango land from BFZ, you can get rid of those top deck duds known as signets and run something more useful, like Swords to Plowshares or Path to Exile. You should also run Solemn Simulacrum instead of wood elves based on how many basics you are playing, you could turn this into a hyper ramp deck on the side that's immune to Blood Moon and Back to Basics You could also take out that caravan and put in the ever useful Commander's Sphere, at its worst it can get you a card.
If you are really worried about torpor orb (which we Roon player's ALL should) Then I recommend this removal: Naturalize, Disenchant, Krosan Grip, Return to Dust, Angelic Purge, and my personal favorite, Bant Charm. Why bant charm? It does everything. It can take care of a pesky artifact (torpor orb) it moves a creature to the bottom of their owner's library (torpor orb on a stick: Hushwing Gryff, and Tocatli Honor Guard), and can hit an instant that you don't want to see, it's just good. Get that birthing pod ASAP. Paired with your deceiver exarch, Derevi, and felidar you can pod again and again! I'd say take out that extra blink, its not that necessary. Those instant and sorcery spells that blink do nothing on an empty board state, where restoration angel can be a blocker. Throw in more counterspells, they do more in top deck mode anyway.
Value is good, but it really means nothing if you can't kill someone, let alone the rest of the table, armada wurm is good, but you could do better! Trostani's Summoner, Hornet Queen, and Avenger of Zendikar are fantastic threats by themselves, but what if I told you they had an exceedingly powerful interaction with Cathars' Crusade? I'll let that one sink in.
Some of the cards in the sideboard should be in the main deck, Thragtusk's leave the battlefield trigger gets around torpor orb, so you can still have a 5/3 and 3/3 team of beaters ready to kill the orb player (even if you can't gain that 5 life). There are even creatures that only benefit from leaving the battlefield, such as Nevermaker, or Meadowboon, and Reveillark recurs your whole deck as it stands when it leaves, and if you add the aforementioned summoner and hornet queen you can recur game enders, it can even go infinite with karmic guide and a sac outlet, like Ashnod's Altar, which I think you should be running anyway. Find a way to put in Prime Speaker Zegana, Duplicant, Mystic Snake, and Reclamation Sage into the deck, because they are way too good not to be played in your deck, let alone any Roon deck! You also won't need cards like Oblivion Ring if you have Thought-Knot Seer, reveals a hand and exiles a thing forever instead of having the risk of having it come back, and it's leave the battlefield trigger can make an ally! Day of Judgment hoses you just as much as the guy you are trying to punish, especially with how little recursion you are running. If you are scared of an out of hand board state get Duplicant or Fiend Hunter instead. I find Mirror Entity something I don't play, it doesn't give me value when it comes into play, and I need to pump mana into it to be good, I find myself using that mana to play more blink targets rather than the entity. You could also throw in another Planeswalker that actually benefits this decks overall game plan very well: Kiora, Master of the Depths, she untaps Roon, can get a creature or land we need, and if you ultimate her, gives us targeted removal when we blink our value creatures!
And for my final recommendation I point you towards the Minion Reflector, this baby does everything you could ever want. Doubles your ETB triggers (and LTB triggers depending) and gives you a disposable minion that can swing in with no repercussion! It can also go infinite with Reveillark, karmic guide, and Ashnod's altar to make an infinite army like Kiki-Jiki, Mirror Breaker. If you want more suggestions just ask, or check out my Roon list for reference!