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Leonin Sun Standard
(1)(White): Creatures you control get +1/+1 until end of turn.
Leonin Sun Standard Discussion
9 months ago
Cards I would recommend cutting out: Darting Merfolk, Windrider Patrol, Animation Module, Inspiring Roar, Noble Purpose, Kindred Boon, Gleam of Authority, Celestial Mantle, Brave the Sands, Leonin Sun Standard, Throne of Geth, Beacon of Immortality, Scale Blessing, Harpoon Sniper, Reef Shaman, Silvergill Douser.
All the cards I mentioned above doesn't work with the build your going for, dilutes your deck, or is too slow on the curve for it to matter.
Hope that helps!
9 months ago
I saw this deck on a deck ad and decided to try to help out, mainly because I also enjoy playing Merfolk decks and I have one GU merfolk deck using Kumena, Tyrant of Orazca that's pretty fun to play. If you want the link, it's Alexander's Terrible Horrible No Good Merfolk Deck. If you like Merfolk, Kumena is an excellent commander to try out. I personally would get rid of Pyramid of the Pantheon because for your deck it's too slow. Most of your drops are already pretty cheap, and having to wait three turns (at minimum) to get the card's full power doesn't sound too great.
I would also get rid of Leonin Sun Standard, while the buff is a good mana dump and synergizes with any unblockable effects you can slap onto your merfolk, since the buff doesn't count as a +1/+1 counter buff and isn't proliferate-able, I wouldn't run it.
Windrider Patrol is too expensive for your deck. The scry is nice, but if thsi is a UW Aggro deck, it's probably best to stick to smaller, more easily swarmable creatures.
Animation Module is too slow too. 3 mana for a semi-prolif on only one permanent as opposed to something that can proliferate on everything.
Brave the Sands doesn't really make too much sense to me in this deck. The vigilance effect and being able to block multiple things doesn't really help either since if your creatures are big enough and able to block you probably won't get swung at anyway. If anything, run Intruder Alarm instead (it's so much fun trust me).
Noble Purpose can also be taken out. The lifegain from unblockable creatures is nice, but at 5 mana I wouldn't run it.
In my opinion, Kopala, Warden of Waves sounds good in theory, but against a swarm strategy like this deck is, you can bet people will probably save their single target removal for either other players or just use non-target board wipes on you.
Sea Scryer is a merfolk, but in a (mana-wise) cheap deck like this I don't think he'll be too useful. If he's in your opening hand or shows up in the first 3 turns or so he can be useful, but if you don't draw him before then he's kind of a dead draw.
Heartstone doesn't synergize enough with your deck. There's not enough activated ability creatures in your deck to warrant running it in my opinion. There's probably more you can do to get rid of things, but I think those are good suggestions to start with. Try to assess your big cards and see if they're really worth their mana cost.
11 months ago
Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.
Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.
A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.
Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.
Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.
Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.
Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.
Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.
Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.
Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.
Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.
You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.
I hope you find these card suggestions useful to you.
11 months ago
Maybe run some effects that pump after blockers are declared like Leonin Sun Standard.
And for Saproling Tolen Generation Saproling Burst
1 year ago
Green Sun's Zenith, Genisis Wave, White Sun's Zenith, and other cool fun stuff. Like you could pump your whole team to infinity with Leonin Sun Standard, steal everything with Memnarch, make a big Hangarback Walker, make an infinitly huge Snow Fortress, make a huge Walking Ballista and kill everyone.
1 year ago
Cards I suggest:
Militia's Pride pretty strong soldier token creator
Raff Capashen, Ship's Mage basically gives your commander, mana rocks and some creatures flash. given your commander is azor, flashing him is very strong.
Gideon's Avenger soldier, which can growth fast in commander
Emeria Angel not that bad with your fetch lands.
Moorland Haunt gets you tokens and I don't see other graveyard interactions.
Myriad Landscape rather slow land but whenever you don't need the mana until your next turn, you get 2 lands.
Kor Cartographer pet card of mine in non-green but white decks.
Into the Roil strong bounce spell in commander
Bastion Protector 3 mana soldier, which protects your commander
Saving Grasp save 1 card for 1 mana. twice useable. cheaper than the counterspells.
Arcane Denial good 2 mana counter in edh and you don't lose a card
Dream Fracture good counter in edh and you don't lose a card
Unwind depending on how good rewind is, maybe an option.
Silumgar Sorcerer creature counter with the possibility to attack.
Stubborn Denial I like stubborn denial with commanders which already give you ferocious.
meta dependant suggestions:
Cloudgoat Ranger rather a pet card of mine but does not feel bad to me whenever I play it.
Chart a Course already in your suggestions but it looks pretty good to me
Brimaz, King of Oreskos: probably more of budget question
Sol Ring probably the best mana rock in edh
Command Tower the third non budget suggestions. really good land but not neccessarily needed in two-colored decks.
Cathars' Crusade depending on how much you prefer a token style
Selfless Squire good but rather defensive soldier
Treasure Cruise can be good with all the fetch lands and instantsl, which are filling your graveyard.
Azorius Guildmage the guildmage can hinder opponents to do some actions only by her presence and is able to attack
Leonin Sun Standard like cathar's crusade stronger with more tokens.
1 year ago
Hey everyone, first post here, so I apologize if this is the wrong place. I built this deck out of cards I had in my collection and a few singles.
It works really well at the kitchen table, especially if I manage to get a turn 3 Mirran Crusader into turn 4 Armored Ascension across the board. I've been thinking of upgrading it to make it a lot more aggressive, and was looking for suggestions that won't break the bank. Here's what I'm thinking of now:
-2 Leonin Sun Standard, +2 Honor of the Pure: I usually have better things to spend my mana on than the Leonin Sun Standard, and a lot of turns go by where it's not used. Honor of the Pure is passive and a nice buff.
-2 Armored Ascension, -2 Journey To Nowhere, +4 Path to Exile: Armored Ascension is slow and useless if the creature it's attached to is destroyed, and Journey To Nowhere can be removed. The only downside to Path To Exile is giving my opponent a land, but hopefully the game will be over before that's an issue.
-2 Armored Ascension, +2 Oblivion Ring: Again, Armored Ascension is slow and only buffs one creature, which makes it vulnerable to removal. Oblivion Ring is amazing for utility, since it can remove creatures, planeswalkers, enchantments, and artifacts.
-4 White Knight, +4 Knight of Meadowgrain: Protection from black comes in handy occasionally, but I feel like having the lifelink would let me play more aggressively without being very risky.
-2 Pentarch Paladin, -2 Plains, +4 Student of Warfare: Pentarch Paladin is very slow, can only remove one color, and has to tap himself to do it. I have a feeling that trimming the curve will let me get away with running two fewer lands than I normally do, and Student of Warfare is a really great card at any stage in the game.
I'm also looking into running Knight of the White Orchid. Not only is he decent by himself as a 2/2 First Strike for 2 mana, but he has the chance to give me an extra land, and I'm seeing him combo really well with Path To Exile, or even just playing him on curve in a match where I go second. Not really sure what I would get rid of for him though. Maybe Knight of the Holy Nimbus?
Aether Vial would be absolutely amazing, but too rich for my blood.
Can anyone give me some advice? Would these changes be good? Any other reccomendations? I also really need to work on a sideboard for it, I just haven't done it because I mostly play casual and no one else I play against runs one.
1 year ago
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