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Jedit Ojanen of Efrava
Legendary Creature — Cat Warrior
Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk into play.
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Jedit Ojanen of Efrava Discussion
2 months ago
Spelling the link to your deck right, would probably lead to more comments, awesome or otherwise in nature. Making it a real link, even more so.
Played much edh, have you? so many 1-ofs...
If you want to play aggressively, you have to reduce the amount of 4, 5, and 6-cost creatures, and add more 1 and 2 cmc creatures instead. Buff up the best cards you have for the first 3 turns to a full set. Consistency is the keyword for this: Having 4 enchantments and 1 Ajani's Chosen is the opposite. It is unlikely that in any game you'll get to play an enchantment while you have ajanis chosen on the table. Grazing Gladehart is also a mistake in an aggressive deck - 3 mana for a 2/2, and then you have to wait for a land in order to gain life (which is a very non-aggressive thing to do). Actually: forget about lifegain, unless you use it for something (soul sisters is an example of a deck, that uses lifegain for something (other than just having a lot of life). In many games, you'd rather have cards that attack or disrupt your opponent, rather than give you a bit of life. Aggressive creatures for a selesnia deck, could instead be something like Strangleroot Geist or Dryad Militant. Qasali Pridemage is also a solid creature in selesnya decks, and Voice of Resurgence too, if you don't mind spending a bit on your deck.
Terra Stomper, Arctic Nishoba, Felidar Sovereign, and Jedit Ojanen of Efrava could be removed, to make room for 4 Wilt-Leaf Liege. Probably you can point to games that these 4, big beefy creatures have won for you, or could have won "if only...", but reality is that modern games are over long before you get to play them (including games vs UW cotrol, although they might spend 15 turns actually killing you). You could let go of all 4 enchantments, to make room for 4 Path to Exile - this might look like a boring exchange, that makes your deck predictable. And it is. But it is also the best removal you have in selesnya, at the best cost.
You have a pile of things with landfall. And that is fine. But... landfall isn't really a good mechanic in modern (with a few exceptions, like Steppe Lynx), and it is certainly not good without fetchlands (I know... stupidly expensive pieces of cardboard). Fetchlands also enable revolt, for something like Narnam Renegade and Renegade Rallier.
Lands: You need lands that give both colors of mana, and which enters the battlefield untapped. Brushland, Razorverge Thicket, Sunpetal Grove, Temple Garden, and probably more, have the possibility of coming into play untapped, and definitely improves your deck. Stirring Wildwood is useful in another way, same as Gavony Township.
You have to make a decision with your deck: aggressive, lifegain, or landfall. but currently it loses to lack of focus. I'd say go with GW aggro - it's a good deck for starters, have some good options for sideboard, and you can upgrade from budget cards to more expensive cards as you go along.
2 months ago
Long ass advice incoming:
[ [ island ] ]
(If you remove the spaces inbetween the brackets) > Island
1x Adventuring Gear 1x Ajani Goldmane 1x Ajani's Chosen 2x Ajani's Mantra, 1x Ajani's Pridemate 1x Ajani, Mentor of Heroes 1x Arctic Nishoba 1x Behemoth Sledge 1x Call of the Conclave 2x Emeria Angel 1x Felidar Sovereign 14x Forest 1x Gather the Townsfolk 2x Grazing Gladehart 1x Grove of the Guardian 1x Guardians' Pledge 1x Increasing Savagery 1x Jedit Ojanen of Efrava 1x Kemba, Kha Regent 1x Oath of Gideon 16x Plains 2x Precinct Captain 2x Pride Sovereign 1x Primal Bellow 2x Regal Caracal 1x Retreat to Emeria 1x Selesnya Charm 1x Staff of the Wild Magus 1x Terra Stomper1x Blossoming Sands
Just a hint if you come looking for help in the future :)
The first thing I would like to add is that you are playing way too much land. In a 60 card deck with a steap mana curve, you probably only want 24-25 lands. Now your deck is currently 64. That's not too bad, but if you could shave it down to 60 that'll be doing yourslef a sall favor. (Consistancy is just lovely.)
Secondly, I can spot a few cards that I either find too bad to play, imo, or doesn't really fit your strategy too well.
Ajani's Chosen The card is perfectly reasoable as is right now, if not a little too clonky, but if you decide to take my advice on the Mantra's it's probably not playable afterwards.
Felidar Sovereign Awesome as it is, seems like a very unlikely wincondition for you. If you ever get to a point where it would win you the game, you are probably already winnning.
You have a couple more cards, that I'm a bit unhappy with, but are reasonable for the moment being.
Thirdly if you want to play a slower deck, you have to be able to interact.
If you can't answer the things your opponent does from time to time, you are going to lose to a lot of combo decks.
Fourthly: Here are some cards I hink you should look into, priced around the 1$ mark, or less. (If you want that lifegain theme to stick)
Qasali Pridemage Realy powerful card, that happens to be a cat, and can sometimes "interact" with opposing gameplans.
More Ajani's Pridemate - It's a great finisher, if you have some lifegain.
Condemn - Cheap creature removal.
More Blossoming Sands, fixing mana gaining life.
Blessed Alliance - Everthing goo in this world.
Eidolon of Rhetoric - put this in your sideboard, you wont regret it.
You are more than welcome to ask me for advice if you need an experienced player for something :) and good luck.
2 months ago
Posting this Cats that don't suck list to research later, as MegaMatt13 commented, Pride Sovereign is a little weak, plus I find that 24 cats is a little short, although I've won games without playing a cat Stonehewer Giant + Puresteel Paladin + Grafted Exoskeleton.
I excluded many aggro cats because I feel that's not the right way to win in a multi-player format.
I'm sure I've missed some cats. I also have added some cats that do suck, but evaluating combos with them.
Adorned Pouncer, Ajani's Pridemate, Ajani's Sunstriker, Felidar Cub, Fleecemane Lion, Hungry Lynx, Initiate's Companion, Leonin Arbiter, Leonin Relic-Warder, Leonin Shikari, Lost Leonin, Metallic Mimic, Qasali Pridemage, Scrounging Bandar, Sunspear Shikari, Whitemane Lion
Brimaz, King of Oreskos, Fleetfoot Panther, Kemba, Kha Regent, Mirri, Cat Warrior, Mirri, Weatherlight Duelist, Mirror Entity, Pride Sovereign, Prowling Serpopard, Qasali Ambusher, Skyhunter Skirmisher, Stalking Leonin
Please recommend any cats i've missed!
2 months ago
If you're interested in making the deck more competitive, I have some major suggestions for you:
First, let's fix up your mana base. More competitively minded Arahbo decks want to hit early land drops and get threats out ASAP. Regardless if your deck is intended for 1v1 or if you want it to hold its own in multiplayer, you don't want your lands to enter the battlefield tapped. Nearly half of your lands enter tapped, meaning you're going to be behind on mana nearly half of the time! For our purposes, I think it would be better to list the lands that enter tapped that I think would be alright keeping:
I'm not the biggest fan of Evolving Wilds or Terramorphic Expanse in 2 color green decks, as you have so many other ramp/fetch options, but for budget purposes they are perfectly fine inclusions. Anything else that can't tap for mana the turn you drop it doesn't seem worth it to me. With the same logic, I'd be mighty tempted to exclude Temple of the False God as well
As far as replacements go, we need a combination of additional lands and ramp. For the lands, while higher end fetches are nice, we can go for cheaper options (mostly under $5 each) that will provide better mana fixing than Selesnya Guildgate and company:
- Canopy Vista
- Fortified Village
- Mana Confluence - A little on the pricey side, but taps for anything.
- Sunpetal Grove
- Temple of Plenty - Enters tap, but provides a scry!
- Unclaimed Territory - Weaker Cavern of Souls!
Outside of these choices, I'd also add more basic lands. While some of the ETB tapped duals are nice, if you have more ramp options that allow you to select basics from your deck, you can pick and choose what colors you want on the fly:
- Oreskos Explorer - Get Plains out of your deck and into your hand!
- Kodama's Reach - Your second copy of Cultivate
- Farseek and/or Nature's Lore - Get a Forest or Plains from your deck. This includes Scattered Groves! I personally prefer Nature's Lore since the land doesn't enter tapped.
- Rampant Growth - See above, but only for basics.
I've got a few more mana rocks for you to consider as well:
- Selesnya Signet - Signets are staples for 2 color decks. People run it for good reason!
- Talisman of Unity - One of the benefits of ally colors is that you get to run a Talisman, which can be dropped off of a turn 1 Sol Ring for massive ramp early!
- Mind Stone - Personally, I believe this to be better than Dreamstone Hedron since it comes out much earlier, even though the ramp and draw is halved.
- Fellwar Stone - This is better in 3+ color decks, but if you need another cheap mana rock, this is about as good as they get.
- Marble Diamond and Moss Diamond - These are weaker than the others, but they can be drop early and pay themselves off in the long run.
While these cards aren't strictly mana rocks per se, they work similar to Herald’s Horn . I'd exhaust your mana rock options before considering these, however:
- Oketra's Monument and Rhonas's Monument: Reduce the cost of your creature spells while provide extra utility in the form of chumps and pumps.
- Pearl Medallion and Emerald Medallion**: Can be dropped off of a Turn 1 Sol Ring, which is where they'd really shine.
Now that we've got your mana covered, let's talk about your win conditions. One thing I dislike about the deck out of the box is that you're split in a few directions - do you go wide with tokens, do you voltron it up/go tall? In either case, lets consider your finishers for each win-con (outside of Arahbos abilities):
At a glance its easy to see how each of these cards could win you the game, but its worth it to take a more critical look at how each of these work, and the best ways to support them.
Lets start with going wide with tokens.
First, Coat of Arms: Ignoring for now that this boosts your opponents creatures as well, we gotta do some math. Worst case scenario, lets say each of your opponents are at 40 life, and you want to swing for the kill. Math wise, were looking at your cumulative damage across the board being equal X*(X-1)+P, where X is the number of cats you control, and P is your total power. If youre in 1v1, the math is simple, as youre swinging all of your cats at one opponent, but in multiplayer things get trickier, as you have to split your attacks. You may find yourself in a position where you have 80 damage on the board, but due to an uneven number of creatures or differences in power, you can still only kill one of your opponents.
In any case, given the exponential nature of Coat of Arms, the more players youre going up against, the less cats you need to generate per player to win. Still, if youre going for quick kills (Im thinking competitive = win asap), then you want to find a way to drop multiple creatures Turn A, then Turn B cast Coat of Arms and swing. Tokens are the best way of doing this, but as far as dropping a bunch in one turn, your options are currently limited to just White Sun's Zenith, Regal Caracal, and Pride Sovereign, with the latter two being limited to 2 tokens a pop unless you include a token doubler like Anointed Procession.
Ajani, Caller of the Pride I believe should go in nearly every Arahbo deck, given how much synergy it offers to the multiple playstyles Arahbo can support. While getting the Ult off can be tricky, you could easily end up with 20+ cats, which would be enough to kill almost any table.
Nacatl War-Pride is another great finisher that actually works in non-token strategies as well, given the blocks that it forces. If you can enable trample on your creatures across the board, then this can easily kill with Coat of Arms and your opponent just controlling a handful of creatures. Coat of Arms also boosts your creatures that arent attacking the same opponent as War-Pride, so you dont have to be forced to pick off one opponent at a time!
Other than that, flickering Regal Caracal with something like Felidar Guardian could also assist with the token generation.
The same principles above apply to Jazal Goldmane the more tokens you have the better. Jazal costs 9 more cumulative mana than Coat of Arms does, however, so you really want to focus on ramping out as much as you can in order to make the most effective use of him, and in extension your biggest potential token generator, White Suns Zenith.
If youre keen on the tokens route, you can instead focus on getting the most bang for your buck with those tokens. Turn them into mana generators with Cryptolith Rite, or make each individual token a massive threat with cards like Beastmaster Ascension and True Conviction. I particularly like those latter cards because they work well with non-Cat tokens just the same. Im thinking cards like Oketra's Monument like I mentioned earlier, which provides additional tokens for you to use that wouldnt necessarily help out with Coat of Arms. But getting a 6/6 Soldier instead of a 1/1 thanks to Beastmaster Ascension? That seems like a hell of a great deal to me!
For all of the above token strategies, its no surprise that Mirri, Weatherlight Duelist is your best friend. Only being blocked by one creature per opponent means your threats will almost definitely go through. Still, you know that by default, they will also block your strongest creature given the choice. Thankfully, you can take away that choice thanks to Krosan Vorine. Its an old card with the Provoke ability, which also happens to be a Cat Beast! I dont think your deck could be asking for more synergy here this card allows your game ending-threats to go through with ease.
Thats the extent of what I have to offer with token-based wins. Ill cover some general token boons for your deck shortly, but before that Id like to touch on the Tall/Voltron focus your deck has.
If I can speak frankly, I strongly feel that if you want to go the voltron/equipment route, you should make Nazahn, Revered Bladesmith your commander. He is better suited for going for a commander-damage win, and you have equipment toolbox tutoring whenever you need it with him in the command zone. The more I personally playtested my Arahbo deck, I found myself short on actual cats to boost with him when I ran too many equipments. Personally speaking, your deck would be best optimized if you either lessened the equipment focus, or changed the commander.
If you intend to keep the focus as is with Arahbo sitting at the helm, I still have some pointers that should hopefully help you out.
Youre going to want to get Artifacts that give you the most bang for your buck. This can either be in value these equipment provide, or them being high power for their cost.
Skullclamp is included in the base deck, and I feel it should be definitely part of your 99. No, you dont have many 1/1s currently to abuse the draw, but Skullclamps value necessarily stem from repeated draws like youd see in Marath, Will of the Wild and other token decks. Just being able to replace your one card with 2 is immensely valuable. Youre already running Heirloom Blade, and I feel Skullclamp in the long run is more valuable than that card.
Sitting down at competitive tables means youre going to be seeing some big name cards, some that may be too big or expensive for your own deck to run. But that doesnt mean you cant play them still! Look no further than Masterwork of Ingenuity, which copies any other equipment on the field. I cant afford or Umezawa's Jitte, but Im sure Masterwork would be in your budget range.
Speaking of masterworks, Stoneforge Masterwork is a best of both worlds kind of card, working as hybrid between your tall and wide strategies. It effectively turns any one of your cats into a Pride Sovereign, which is nothing to scoff at!
If you have the budget for them, consider some larger (and easier to cast!) equipment threats like Darksteel Plate, Godsend, and Sword of Fire and Ice if youre a real high roller. I wouldnt run any of the other swords given that I believe they all have protection from White or Green, meaning you couldnt boost the same creatures with Arahbo. In a Nazahn deck, however? You could go nuts!
The one additional thing I would offer for you in regards to voltron-ing it up would be to add evasion to your creatures. Trample enablers are nice, but youre missing a pretty significant one in the form of Rancor. Not an equipment, but its cheap and your opponents will be hard pressed to remove it for good. Gryff's Boon is in the same vein on the flying side of things, with similar recursion. While it lacks recursion, Shield of the Oversoul is another aura that will make your creature nigh unstoppable.
Speaking of flying, Fleetfeather Sandals is a slightly weaker version of Swiftfoot Boots that offers flying instead of hexproof. Ive personally been running it in my own Arahbo deck over Lightning Greaves given that Shroud prevents me from targetting my own creatures with Arahbos eminence ability. Ajani, Caller of the Pride (who I mentioned in my token coverage earlier!) also enables flying!
For your tall builds, dont be afraid to branch away from the equipment focus if you stick with Arahbo. In addition to thos enchantments, I personally am I massive advocate of Duelist's Heritage, which you can use to your advantage by encouraging your opponents to take each other out first! It comes out much earlier than Raksha Golden Cub, and while it lacks the additional anthem it provides, being able to swing a few turns in advance with it makes it worth considering.
If you want a quick and dirty equipment win, look no further than Grafted Exoskeleton. With Arahbos eminence, if you enable double strike on the equipped creature, one unblocked attack is guaranteed to knock out an opponent thanks to infect. This very much depends on your playgroup, so please consider it carefully. Im personally a big fan of infect, so I consider this single card one of my primary win-cons in my Arahbo deck, even though theres not as big of an equipment focus as yours.
For the above, youre going to want to be able to toolbox the right equipments and auras for the right scenarios. Open the Armory is a very cheap tutor that would serve you well, which you can later upgrade to Steelshaper's Gift or even Enlightened Tutor.
Anything more Id have to add about your win-cons would be dependent on what direction you eventually take the deck. In the meantime, Id like to cover some general utility and quality of life improvements for your deck!
One thing that would help would be to lower the curve of your deck. Your average CMC is 3.65 currently, meaning most of your cards are being dropped turn 3 or 4, by which point more competitive decks would already have gotten the ball rolling. We can fix this by reducing the number of large cards youre running, or at least making sure that those cards are REAL power plays.
Personally, I dont play anything of CMC of 6 unless I know it can contribute to an actual victory on a regular basis. Cards in your deck like Argentum Armor, Jareth, Leonine Titan, Jedit Ojanen of Efrava, and Spirit of the Hearth are big and flashy but wont turn the game around for you.
Instead, something like Felidar Sovereign is another large cat in the same range, which can add some additional win-cons for you! More low costed threats that can be just as big and deadly like Mirror Entity (technically a cat!), Lost Leonin (gotta love infect!), and Adorned Pouncer (built-in double strike to take advantage of eminence!) would be massive boons that help make you a threat much earlier in the game.
There are also a handful of cards I feel are entirely outclassed in your deck. Relic Crush, for example, is practically a worse version of Sylvan Reclamation which exiles AND has cycling on it. Instant upgrade! Other small removal improvements would be the inclusion of Swords to Plowshares and/or Beast Within, which both offer great utility.
Right now, its difficult for me to suggest some specific cuts, as that is dependent on what direction youd like to take the deck. For now, Id like to offer you a few resources which can hopefully help you make up your mind.
First, my own deck!
Commander / EDH
SCORE: 12 | 1652 VIEWS | IN 7 FOLDERS
I implement many of the above ideas in my own deck, so hopefully it can give you a good idea of what a more heavily modified Arahbo deck looks like.
Second, this excellent article on MTGGoldfish on upgrading Arahbo on a budget:
If you implemented all of my suggestions, things would add up pretty quickly. This article should give you a quick idea of what some quick easy changes you could make would be.
Third, the CommandCasts podcast episode on the Arahbo deck!
These guys know EDH like the back of their hands, and they offer some insightful tips on how to improve upon the strengths of the Feline Ferocity deck. Another episode of theirs worth watching is the one where they cover the basics of deck construction, which has significantly improved my own deck building after watching:
Finally, the holy grail of EDH utilities: EDHREC!
This page lists the most popular cards used in Arahbo decks. Experiment with the filters, putting in cards youd like to use, or cards you dont like, and see what people with similar tastes are running!
I really hope this all helps. I know I wrote a novel here, but Id love to hear your thoughts on my suggestions, and hopefully we can take things from there!
3 months ago
Some thoughts on some of your card choices, in no particular order.
Sylvan Reclamation for all intents and purposes in a deck like this is strictly better than Relic Crush. Trading out one generic mana for one White mana (which 99 times out of 100 you WILL have) gets you basic landcycling AND exile instead of destroy. The switch is a no-brainer, imo.
Thought Vessel isn't doing a ton for this deck. How often will you be at or above your hand limit for more than a turn or two? Card draw in GW isn't that impressive, even with Rishkar's Expertise and company. I think you'd be better off with Talisman of Unity over Thought Vessel, and I'd dump the Spellbook for a Sol Ring so you can get some more ramp going.
For a deck that wants to get ahead early, I believe you're running far too many ETB tapped lands. Blossoming Sands, Grasslands, Krosan Verge, Mosswort Bridge, Myriad Landscape, and Stirring Wildwood will all set you back a turn on mana production. I'd say Temple of Plenty too, but at least you're getting the scry on that. I'm Opting not to run that, but that's your call! Get some more rocks in there like Selesnya Signet, and be on the lookout for the new Unclaimed Territory in Ixalan, which is pretty much budget Cavern of Souls. Some more relevant utility lands like Rogue's Passage over Reliquary Tower would be worthwhile, too.
If you can, I'd sooner run Brimaz, King of Oreskos over Jedit Ojanen of Efrava. The forestwalk is nice, but 6 mana is steep. Brimaz is only 3 CMC and provides an excellent source defense with Vigilance.
Running Lost Leonin signals to me that you want to use Infect combined with the Arahbo's eminence for a quick kill. Double Strike enablers like Duelist's Heritage, Silverblade Paladin, and Ajani, Caller of the Pride (did somebody ask for flavor?) are huge boons for this, and in general allow you to get the most of Arahbo's pumps. Not to mention them having 3 CMC and similar casting costs as Lost Leonin lead to a superb curve out of your plays. Grafted Exoskeleton also turns any of your cats into a bigger Lost Leonin, for what it's worth!
The last comment that I'll make, and this stems from "mistakes" I was making when first build this deck, is too much focus on cheap cats as soon as quickly being too big a focus. Smashing your opponent for 6 with a 2-drop sounds appealing, but that's only going to go so far in multiplayer. If you're doing 1v1 commander, that's largely fine, but you'll want to diversify your line-up if you want to hold your own in multiplayer. Admittedly, I'm still trying to squeeze these in my own deck, but it wouldn't be remiss of you to include cards like Reveillark and Karmic Guide in here for some recursion. (Also, those two go infinite with Leonin Relic-Warder, Greater Good, and a mana rock!)
4 months ago
Week 2 Changes
- Curse of Bounty - At best this untaps a few mana rocks or my attacker (assuming he doesn't already have vigilance). At worst it untaps dragons for the dragon player.
- Curse of Vitality - This thing is just awful.
- Grappling Hook - Doublestrike is pretty strong, but at this price point I'd want it paired with trample. If it could untap a creature and force it to block or simply allow you to fight, it would help racing dragons.
- Jedit Ojanen of Efrava - Only one other deck runs forests (dragons) and not a whole lot of them. Would be good in the mirror, but there's not a lot of Cat players in our league.
- Kindred Summons - This deck is 24% creatures. And cats aren't inherently strong without being equipped so this card feels awful every time I cast it.
- Stoneforge Mystic - Gets the add to tutor up Sword of the Animist early game or Argentum Armor late game.
- Adorned Pouncer - This guy is a beating with Arahbo's eminence ability. Eternalize gives you another late game play and body to equip swords to.
- Catastrophe - Get ahead on the power curve with equipment and blow up all the lands, giving you a vacuum to knock some players out. Chose this one so that it isn't a dead draw against a resolved Ur Dragon. Also it has cat in the name, and I was sure to pronounce it "CAT-tastrophe"
- Brimaz, King of Oreskos - A above-curve beater that produces sword-carriers seems great
- Sandwurm Convergence - Spicy tech against dragons and vampires.
Week 2 Results
Sitting down in a 3-man pod against two dragon decks, I was a little anxious about the matchup. Basically I would be in charge of trying to stop two snowballs from rolling down a hill, both of which had no interest in stopping each other, but are instead interested in being the first to reach the bottom and flatten Kittytown. The game was disastrous. Despite a turn 2 Adorned Pouncer, both dragon players had turn 2 ramp plays. One dragon player quickly sprinted ahead with a turn 3 Boneyard Scourge followed by a turn 4 Fist of Suns. Turn 5 saw his The Ur-Dragon come down and a punch-in with the Scourge allowing him to cheat a third dragon into play. Turn 5 and he was sitting on 20+ power flying. I had an Adorned Pouncer equipped with something irrelevant. Then the other dragon player plays Karrthus, Tyrant of Jund and before I knew what happened, I was dead. -1 point for not casting my commander.
In the interim while waiting for the other pods to finish up after our short 10 minute EDH game, we played some matches for fun, during which the Cat deck performed better, but proved to be unable to stop two Dragon decks from going off without the help of anyone else. During those matches I ended up playing all of my basics using a Sword of the Animist and Traverse the Outlands. This would prove to be my downfall in Game 2 due to poor shuffling.
Adorned Pouncer and three lands. Snap keep. This cat comes down on turn 2 and swings for 8 on turn 3. Feeling super-medium about my matchup as a dragon player starts ramping and a vampire player starts pumping out those free 1/1 blockers. Then it happens: Fist of Suns on turn 4. Why was that included in this deck!!? Turn 5 sees The Ur-Dragon and a shaky alliance between Cats and Vampires. The vampire player manages a Blade of the Bloodchief equipped Vampire Nighthawk which redirects the "Free Dragon Parade" over Kittytown. The vampire player casts Fell the Mighty in a blow-out of a play. Sitting on a 14/15 Nighthawk, I felt like the situation had stablized, but I miss my third land-drop in a row. Stuck on 4 mana, I am in damage control mode, just hoping to cast my commander before dying to prevent the loss-of-point. The Ur-Dragon (a mere 7 mana now with Fist) swings lethal commander damage at me so I fire off a Crushing Vines in order to live. But the vampire player sees a moment of weakness and an easy kill and finishes me off with a 16/17 Nighthawk.
What a miserable night it was.