Creature — Kor Wizard Ally
Kor Castigator can't be blocked by Eldrazi Scions.
Printings View all
|Battle for Zendikar (BFZ)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Kor Castigator Discussion
5 months ago
My understanding of changeling was that it would make any creature an eldrazi scion making Kor Castigator unblockable. Could very easily be wrong though.
Thanks for the compliments, I did come up with the idea independently but not originally and I did use some similar cubes as inspiration. There are a few cards that happen to benefit both players that are intentional, I can't for the life of me remember if Urza's Incubator was one, it is a very rough draft right now and will probably be reduced down to 630 or 540 cards in the end, and a few more non tribal cards will go in to balance it out.
Thanks for the feedback!
5 months ago
Very cool idea. I'd love to draft this. But why is Kor Castigator in there? Its ability just makes it so that every other creature CAN block it. So it's just a vanilla 3/1. Am I missing something?
2 years ago
In order to make the deck comply with basic EDH laws, sol ring has been added.
Unfortunately, the build is veering more and more away from allies, towards boros eggs, abusing ally synergy, without much actually in the way of winning through ally beats. Not the original intention, but I'm trying to keep it as on theme, while actually giving it any semblance of a competitive deck.
3 years ago
With your limited card pool, I would suggest sticking to mono white weenies. This means cutting your big creatures (I would say anything over 4 cmc), and just sticking with the small creatures that are low to the ground. This strategy utilizes a "go wide" approach where you simply spit out too many creatures for your opponent to block. Things with flying are also very good with this strategy as once your opponent has creatures, they still might have difficulty blocking the ones with flying. The artifacts can also go. Artifacts generally cost a lot of tempo to both play and then equip. It is usually better to just play another creature. I would also consider adding the following cards from your collection: Bygone Bishop, Fiend Hunter, Bonds of Faith (acts as a pump if you need it, or pseudo-removal if you need it), Doomed Traveler, Steadfast Guard, Inspiring Captain, Steadfast Cathar, Kor Scythemaster, Kor Castigator, Mardu Hordechief, Fiend Binder, Elder Cathar, Dauntless Cathar, Cliffside Lookout, Nearheath Chaplain, Courageous Outrider, Sanctifier of Souls, Retreat to Emeria, Chapel Geist, Kor Bladewhirl. Serra Angel can be a good top end finisher. Most things with flying, produce tokens, and/or pump all creatures are good additions to a weenie deck.
I would up your lands count to 22, and I would try to have about seven 1-drops, about fifteen 2-drops, about twelve 3 drops, about five 4/5-drops. 22 lands will mean that you will hit your third land drop on turn 3 90% of the time when you are on the draw, and 85% of the time on the play. I would aim to have about 28-30 creatures creatures, and about 8-10 instants/sorceries/enchantments. This gets you to exactly 60 cards -- which is important. I could get into a lengthy mathematical explanation into why 60 cards is always the best -- but it essentially boils down to increasing the chances of drawing your best cards when you need them. It increases the consistency of the deck.
3 years ago
Your land count is a bit high, you could realistically cut a couple and still be fine which would give you room to add other spells.
As a general rule of thumb, most decks will run somewhere in the ballpark of 20-25 lands. Super aggressive decks that want the game to end quickly run on the lower end of that spectrum, and more controlling decks that want the game to go long will run closer to 25. Worth noting that either 20 or 25 is a bit extreme but some decks want that.
As for the spells in the deck, the majority of them are the sort that you cannot play until later in the game, or get better the longer the game goes on making you more of a control deck and less of an aggressive one. (I tend to favor control decks myself) There are a few cards in there that seem to be a bit out of place in that kind of deck though. Expedition Envoy, Kor Castigator, and Untamed Hunger are generally better on the attack than on the defense. Personally i would replace them with other cads that are a bit better at slowing the game down.
Another staple of control decks is being able to regain card advantage though card draw spells. White draw is pretty much nonexistant so your best bet is in black. Cards like Read the Bones (and most cards that allow you to draw multiple cards) are good for setting up your hand for the late game as will as ensuring you make your land drops. If you have any around, i'd throw a few in the deck.
The nice thing about control decks is you don't need as many ways to end the game. Take your deck for example: If you can slow down the game enough and draw enough cards, it's only a matter of time before you draw your splashy finishers. Aggro decks on the other hand (due to their nature of needing to end the game as soon as possible) have less flexibility. They need to make every card count because ideally they won't end up seeing many cards before the game ends.
3 years ago
Guardians' Pledge is better than inspired charge. Daring Skyjek and Accorder Paladin are a more functional Dromoka Warrior and Kor Castigator. You might want to look into War Falcon and Loyal Pegasus.
4 years ago
You need a lower mana base for an aggro deck. You want strike fast and win by turn 4 latest. So about ~12 one mana creatures, ~10 two mana creatures
If you are open to non-allies:
THREE MANA: Acolyte of the Inferno, Kolaghan Forerunners, Fiery Hellhound, Geier Reach Bandit Flip, (However I am not sure about werewolves, since you want to cast as many creatures per turn as you can)
----HERE ARE SOME COMMENTS ON YOUR CARDS----
- Evolving Wilds - bad because you never want to have a tapped land and not be able to put a creature in.
- Chaplain's Blessing - even in control decks this is useless
- Outnumber - bad because it can't hit the player.
- Corrupted Grafstone - you dont need extra mana. This card does nothing in this deck.
- Thalia's Lieutenant - you need more 1 mana humans for this to be worth it.
- Makindi Patrol - aggro decks want big damage.
- Valakut Invoker as an aggro deck, you will never have 8 mana.
- Smite the Monstrous - bad removal
- Zada, Hedron Grinder - you don't have enough things that target him.
This could work a budget deck, but if you want to put in a few hundred for a budget deck, I'd suggest you look at http://mtgtop8.com/format?f=ST - this is a link detailing all professional tournament decks. Or better yet, go to your local game shop and ask what could work at events there.
4 years ago
You're running 4 Stoneforge Acolyte, but you only have 2 equipment in your deck to search for. Since Stoneforge Acolyte only looks 4 cards deep, it's not going to hit very often. Unless you want to make a more dedicated equipment deck, which you probably don't since this is a Collected Company deck, I'd remove the Stoneforge Acolyte. Kor Castigator might fit in your aggressive theme better. Joraga Auxiliary gives you a mana sink for later game if you're flooding out. And I like the vigilance from Makindi Patrol.