|Commander / EDH||Legal|
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|Duel Decks: Zendikar vs. Eldrazi (DDP)||Common|
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Creature — Elf Rogue Ally
Whenever Joraga Bard or another Ally enters the battlefield under your control, you may have Ally creatures you control gain vigilance until end of turn.
Joraga Bard Discussion
2 years ago
You have an awesome list so far. I feel that there are a few great options you aren't including.
Hagra Diabolist is just evil! It can destroy an opponent or two in the same turn.
Ondu Cleric is just the opposite. It can raise your life quickly!
Highland Berserker is a savage!
Joraga Bard gives all of your allies vigilance!
Coat of Arms is a tribal deck staple.
Cover of Darkness gives all of your allies fear.
2 years ago
Lands could use a big update, and it dosen't need to be expensiveall the taplands (guildgates and gain 1 life lands) could be replaced with the tri lands from alara blockArcane Sanctum, Crumbling Necropolis, Jungle Shrine, Savage Lands, Seaside Citadel, and Exotic OrchardReflecting Pool is a better Rupture Spireyou could throw in a couple colorless utility lands and have you filter lands color fix you when needed. maybe add Vault of the Archangel, Reliquary Tower, Temple of the False God, Winding Canyons
Captain's Claws makes ally tokens
Jwari Shapeshifter is the clone you want!
ally's you could addAkoum Battlesinger, Bala Ged Thief, Bojuka Brigand, Bruse Tarl, Boorish Herder, Grovetender Druids, Hada Freeblade, Halimar Excavator, Harabaz Druid, Highland Berserker, Kalastria Healer, Kor Entanglers, Makindi Patrol (change for Joraga Bard), Murasa Pyromancer, Oran-Rief Survivalist, Reckless Bushwhacker, Tuktuk Scrapper
also add Harsh Mercy
maybe cut the Overwhelming Stampede
3 years ago
One of the best parts of the new BFZ block allies is that you don't need allies to benefit from their Rally abilities. You can actually scale back some of the less impactful allies here for more utility and overall oomph. Ondu Cleric, Veteran Warleader, and Angelic Captain never seem to pull their weight. Vigilance is always good in multiplayer, so Joraga Bard isn't as crappy as it seems. Redundancy with Makindi Patrol is awesome.
Depending how you feel about infinite combos, or just including non-Allies to the party, there's always Conspiracy and Xenograft to turn all your chumps into allies or allies in addition to. Yes, this works with Turntimber Ranger, but it's a may ability, so there's no reason to do so if you don't want to. Sometimes games just gotta end though. Which is why I'm also fond of Teleportal in decks like these. Once you have the board just push everyone through for murders.
Abzan Ascendancy, Oath of Gideon, Alhammarret's Archive, and Harsh Sustenance seem out of place. The Gavony Township is way better than Ascendancy, and if you're looking for ways to protect yourself from board wipes, you're already running Eerie Interlude, Ghostway, and Golgari Charm. I'd also recommend looking at Boros Charm, Faith's Reward, and Creeping Renaissance for added protection, also, Faith's Reward is just hilarious post-wrath.
Venser, the Sojourner is spectacular here, like Teleportal mentioned above, but more versatile since he flickers your allies. You could also look at Conjurer's Closet fore more flickering action, that can also act as a pseduo-Vigilance (it's so good. Almost worth looking at Heliod, God of the Sun for that as well. Especially if you're running Conspiracy/Xenograft for the tokens he makes.)
We talked about lands already, but I'm really going to suggest looking at some sweet Green ramp. Skyshroud Claim/Ranger's Path are all stars for a reason, and they play nice with your dual type lands (Havelands and Shocks!). Crop Rotation can also let you get utility lands at instant speed and can help with Landfall (as can Harrow, but not for the utility lands). Expedition Map is perfect for this since it's on theme and can get you those sweet nonbasics.
I'd avoid the karoo lands like Orzhov Basilica just to cut back on losing tempo in the early game while you're shuffling your lands around. Vivids are going to serve you much better here. I'd also really suggest getting a Chromatic Lantern in there ASAP. Not having to worry about what land is tapping for what is a huge relief.
Okay, it's 2am. I think I've reached the end of any coherent thought. Hope there are useful bits in all this rambling. I'm always up for stuff like this. If you don't mind.
3 years ago
There are actually already a few musician cards in the game: Yisan, the Wanderer Bard, Elvish Piper, Piper's Melody, Satyr Piper, Talruum Piper, Elvish Bard, Joraga Bard, Druid Lyrist, Elvish Lyrist, Warbreak Trumpeter & my personal favorite: Devout Harpist. (Guess which instrument I play ;) ) Some of them seem similar to ideas you already have, but maybe you'll find some ideas from these.
3 years ago
Intruder Alarm is also an infinite combo with Kiki-Jiki, Mirror Breaker and Splinter Twin, and you're already running Twin so you might as well keep it in. Since you've got Conspiracy, you might as well throw in the rest of the Twin package (Pestermite, Deceiver Exarch, Zealous Conscripts) for an optional combo kill.
As for cuts, which is probably your more pressing issue - brace yourself, this is going to be long.
The general rule of thumb is "my Allies should generate significant and immediate advantage when I play them." This means that all of the Allies that don't do anything except get bigger are out, and all of the random creatures that are just Allies are also out. Adaptive Automaton, Angelic Captain, Cliffhaven Vampire, Drana's Emissary (unless you wanted to throw in the Exquisite Blood/Sanguine Bond combo, which frankly I wouldn't bother with in this deck), Graypelt Hunter, Halimar Tidecaller (you're not running any Awaken cards, or a significant number of land creatures), Halimar Excavator, Joraga Bard, Kazandu Blademaster, Kor Bladewhirl, Kor Entanglers, Highland Berserker, Joraga Auxiliary, Makindi Patrol, Serene Steward, Tajuru Beastmaster, Ondu Champion, Umara Raptor, Veteran Warleader, Vastwood Animist, and Zada, Hedron Grinder can all safely go.
Noyan Dar, Roil Shaper is not adequately supported in this deck, and doesn't really further its design goals, so imo you can cut him. Most of the other random value creatures just aren't worth it either - Dragonmaster Outcast, Felidar Sovereign, Kazuul, Tyrant of the Cliffs, Maelstrom Archangel, Thada Adel, Acquisitor, and Wrexial, the Risen Deep may be sweet cards, and arguably flavor wins, but, like...the deck right now is trying to do too many different things.
Abzan Ascendancy, Jeskai Ascendancy, Mardu Ascendancy, and Sultai Ascendancy don't do your deck any real good. Ditto Archmage Ascension and Bloodchief Ascension (again, unless you wanted to include it as a combo piece) - they're strong cards, but they're build-arounds, and IMO this deck doesn't have the space to build around them.
Prismatic Omen + Last Stand is cute, but I'd just cut Last Stand. Throw in a Chromatic Lantern to double up on the mana-fixing effect, though. It's a must for any 3+-color deck. Since you are running Omen, though, you might as well run Valakut, the Molten Pinnacle, Emeria, The Sky Ruin, and Cabal Coffers (probably also Urborg, Tomb of Yawgmoth).
Shard Convergence doesn't actually accelerate your mana, it just draws you a bunch of lands that you then have to play one at a time. I'd say cut it - really, I'd say "replace it with actual ramp spells, like Cultivate, Kodama's Reach, Skyshroud Claim, and Sol Ring."
Realms Uncharted, same criticism - it gives your opponents choices, and it doesn't actually accelerate your mana production.
3 years ago
Why is Weapons Trainer in there? You have a very small chance of drawing an equipment. Why not just scrap the red and switch in some green allies? Tajuru Archer, or Graypelt Hunter, or Joraga Bard. Maybe Veteran Warleader?
3 years ago
Looking at your deck and Maybeboard, I would suggest doing the following:
- Angel of Renewal
- Drana's Emissary
- Graypelt Hunter
- Kazandu Blademaster
- Umara Raptor
- Vastwood Animist
- Door of Destinies
- Unified Front
- Reverent Mantra
- Prismatic Boon
- Join the Ranks
- Aven Warcraft
- Akroma's Blessing
- Akoum Battlesinger
- Coat of Arms
- Halimar Excavator
- Highland Berserker
- Joraga Bard
- Kalastria Healer
- Kor Entanglers
- Lantern Scout
- Ondu Cleric
- Tajuru Archer
- Tajuru Warcaller
- Talus Paladin
- Zulaport Cutthroat
It will make the allies in the deck more synergic, allowing each one to effect all others. With the remaining cards that you would be removing, I would add in some tutor, ramp, and combo cards to fill it out. Ramp cards like Farseek, Mirari's Wake, Sol Ring, and the like. For Tutor, cards like Demonic Tutor and Diabolic Tutor. Some interesting combo cards are: Artificial Evolution, Conspiracy, Xenograft, and Progenitor Mimic. Some other good cards you could run are: Beastmaster Ascension, Clever Impersonator, and Kalitas, Traitor of Ghet
3 years ago
Also, get rid of Expedition Envoy, Joraga Bard, Makindi Shieldmate, Munda, Ambush Leader, Nylea, God of the Hunt. You need card draw, try out Wheel of Fortune or Magus of the Wheel for a good start. Also, you need a ton more ramp than you currently have, especially considering that you're running green, which can be amazing for card draw as well. Eternal Witness is nearly essential for any green deck too.
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