Creature — Goblin Warrior
Ignition Team enters the battlefield with X +1/+1 counters on it, where X is the number of tapped lands on the battlefield.2Red, Remove a +1/+1 counter from Ignition Team: Target land becomes a 4/4 red Elemental creature until end of turn. It's still a land.
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Ignition Team Discussion
1 week ago
If you're looking for some high impact creatures for alesha to bring back Ignition Team Ebonblade Reaper and Raving Dead are things that usually need to be blocked. Wall of Blood Spike Cannibal Thief of Blood can be really dangerous depending on the meta
1 month ago
A good trick for getting more punch out of Alesha is to run guys who have more power than their printed stats might indicate. For instance, Arcbound Overseer has 0 power when he's in the graveyard, but as soon as you return him, he's attacking for 6! Other examples include Clockwork Dragon, Drakestown Forgotten, Nighthowler, Sewer Nemesis, Thought Gorger, Ignition Team, Crovax the Cursed and Workhorse. Your opponents will be surprised how often "2 or less" won't feel like it!
Other cards that fit your general strategy include Grenzo, Dungeon Warden and Unearth, which can return a lot of the same cards as Alesha. You might also want more removal, such as Bone Shredder, Ravenous Baboons and Garza's Assassin. Good luck!
8 months ago
Most, if not all of those, are not exactly the type of cards that seem like they would be all that powerful in the deck you're building... However, maybe among the following cards, you might find cards you like that are close enough to that strategy: Avatar of Fury, Gift of Estates, Knight of the White Orchid, Land Tax, Oreskos Explorer, Rivalry, Surveyor's Scope, Tithe, Weathered Wayfarer, Acidic Soil, Carpet of Flowers, Ignition Team, Price of Progress, Power Surge (This one is really the only one that I really like...), and Primal Order.
8 months ago
Well Break Through also effects cards like Tree of Perdition, meaning you can take target player down a lot of life. But Anger does the same effect and is easier to do. There isn't alot of cards that I want to enter and make it haste and unblockable. Master is probably the one and only guy I'm considering would want it. But other than that, nothing overly...
If you are looking for 0/0's, Ignition Team can be deadly on a tapped down board. Pentavus is also really good, leaving you some 1/1's to abuse with Skullclamp. I considered going down that route, going with a "cheat mana costs" sort of deck, but it was really hard to justify that.
9 months ago
UnleashedHavok: That is a great combo, thank you so much for suggesting it! I will see if I can get a cheap Urborg, Tomb of Yawgmoth somewhere. Also, thank you for responding to AstralisKana on how best to use Alesha, Who Smiles at Death, your deck is pretty sweet, and I've only played this deck a handful of times, so if you've played yours more often, your recommendations could be more practical.
This deck has some small combos, but nothing infinite as far as I know, and likes to attack every turn. I have avoided putting a large number of sacrifice outlets in this deck because Alesha, Who Smiles at Death can only return one creature per attacking combat phase, but I'm sure with more recursion cards than just Alesha, Who Smiles at Death, sacrifice could be a more viable option.
The main way I use Alesha, Who Smiles at Death is through creatures that have nice "enter the battlefield" effects, ensuring that Alesha, Who Smiles at Death can continually survive attacking each of my turns, and intentionally filling the graveyard with useful creatures. I enjoy using Alesha, Who Smiles at Death to get creatures with high CMC costs out onto the battlefield for just . I also enjoy the fact that Alesha, Who Smiles at Death's ability only checks the creature card's power in the graveyard, so I can use it to get out creatures like Angel of Invention, Custodi Soulbinders, and Ignition Team that can enter with a number of +1/+1 counters on them, and so are bigger than they appear in the graveyard.
As UnleashedHavok noted, I have a decent number of enchantments in this deck, which I use to supplement the "enter the battlefield" effects of creatures, as well as to help control the board state. I would also agree that instants and sorceries aren't as important for an Alesha, Who Smiles at Death deck, since enter the battlefield effects can help establish a presence in the game. However, if you find that you need more tutoring or you need more instant speed effects, increasing the number of instants and sorceries could be useful.
1 year ago
Thanks for the suggestions RazortoothMtg! Realm Seekers and Ignition Team are best in multiplayer, as you stated earlier. Currently my group consists of 2 people, so I'll keep them in the maybeboard for the time being. I'll also consider adding in Nylea, God of the Hunt and Crater Hellion, as they both are staples in this sort of deck. Defense of the Heart is amazing, so I'll add it in later.
1 year ago
Realm Seekers and Ignition Team might as well be Malignus in a 4-player game. Also, Nylea, God of the Hunt and Crater Hellion to get rid of any idea of chump blocking. And if you can get your hands on Defense of the Heart, all the better. Just grab Nylea/Crater Hellion and Malignus to kill someone.
1 year ago
Howdy from /edh/.
Budget recommendations I'll take to mean cards that aren't more than few dollars each. With that in mind, and looking towards your statement that you want a strong card advantage ability, I'll suggest some trades you might make.
Starting with cards that I think aren't very good: I dislike Retreat to Valakut. I know that "can't be blocked" is important to you, but usually you only get 1 trigger for it per turn(at best, some turns you won't land drop), and even then, there's a fair chance that they'll have another blocker that can still kill Alesha.
I get that contagion clasp is supposed to support your arcbound dudes, but frankly, you don't have that many, and beyond that, your counter support isn't very interesting. The -1/-1 counter might kill something, and it will eventually if you keep proliferating, but 4 mana per turn for a slight buff and maybe removal seems like a weak option. I would suggest that you avoid committing excessively to the counter strategy.
On to suggestions!
Vampiric Rites is decent sac outlet, very respectable, and it will help you out with dem card draw probs.
Trading Post is the swiss army knife of sac outlets, and particularly nice in that you have so many artifact creatures, so you can use two of the sac modes. The discard option is also excellent, as you don't actually want to hard cast a lot of these creatures(actually spending 7 mana for the 4/4 first striker that is Arcbound Lancer is pretty shitty). Try it, it does work.
Duplicant had a recent printing in eternal masters that you can find for $3. It is unholy good Alesha tech.
Easily the most hilarious Alesha card, however, is Ignition Team. I have seen it come down as a 27/27.