|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Common|
|Duel Decks: Speed vs Cunning (DDN)||Common|
|Rise of the Eldrazi (ROE)||Common|
Combos Browse all
Creature — Kor Monk
When Lone Missionary enters the battlefield, you gain 4 life.
Price & Acquistion Set Price Alerts
|Have (9)||frederiklw , Myllyes314 , PTsmitty , bakeraj4 , corys , damo_rox , nakni , abby315 , Azdranax|
Lone Missionary Discussion
1 week ago
I've found Mirror Entity to be surprisingly good in this deck, as it buffs basically everything, providing a nice three drop with a repeatable effect. Simlarly Flayer Husk provides a body and triggeres equipment effects neatly.
You considered a more ally heavy list looking at Stoneforge Acolyte/Stone Haven Outfitter/Ondu Cleric/Cliffside Lookout, looking to power through with pure card advantage? It feels like it might be ok, but I'd love to hear the thoughts of someone who has piloted it.
Alternatively, have you considered running Prototype Portal as a 1-of top end for the deck? Repeatable shields seems nice.
1 week ago
Nice deck! If you're looking for suggestions I might consider cutting the Lone Missionarys for a full playset of Martyr of Sands. Chances are, it will let you gain between 6-9 life compared to the 4 of Lone Missionary. +1!
2 weeks ago
Damn I feel dumb for not seeing that about Akroma.
Actually I think you're right about Lone Missionary, it's more versatile in a side than the claws.
The decklist I copied was actually wrong as it was a sideboarded one for Affinity.
I keep testing it and I find it very hard to get the devotion for Ephara, God of the Polis, is this something you usually manage to work out in games ?
2 weeks ago
Appreciate the kind words, Atrabilogie! This has been one of my favorite personal decks to play, and one of the first decks I started building when I started playing the game back in 2013. Very happy to hear you like it as well!
I really like your idea of Momentary Blink in place of Cloudshift. I originally went with Cloudshift for the cost advantage, but I think you are right that the option for flashback makes Momentary Blink a better alternative in the long run. Ill have to try that out myself! There are some other pretty interesting spells like Ghostly Flicker that could be interesting to try as well.
Akroma, Angel of Fury is a recent new change for this deck. I found it being used in a similar deck, and thought I would give it a shot. The idea is really interesting- the way it works is that you play it as a 2/2 morph creature for 3. If you can blink/flicker it afterward, it actually returns to the battlefield face up as Akroma! So its a way of cheating Akroma into play without having to pay any red mana. It can be played as early as turn 4, and it is also extremely difficult for your opponent to get rid of it. All the traditional removal Modern spells (Fatal Push, Dismember, Path to Exile, Lightning Bolt) cannot take care of her. Youll never be able to pump Akroma, but even so it is makes for a very fast clock for your opponent. The downside is that once your opponent knows the trick, he/she will save their removal for the 2/2 morph creature before you can flip it, as it is a very fragile creature otherwise. But it is still a really neat card to play around with!
Against Mono Red Burn, Dragon's Claw is definitely one of the best sideboard cards against it, as well as Leyline of Sanctity. I do slightly prefer Lone Missionary and Kitchen Finks versus aggro & burn for better blinking/flickering synergy with the deck, but of course it is all your personal preference and meta!
Anyways, let me know how it goes with this deck, and best of luck to you in all your matches! :)
3 weeks ago
I might try and find room for that, Mcabe.
I might not trim a utility land, though. I find that oftentimes I might draw 1 or 2 utility lands in a single game, the rest (about 7-10) being the swamps. I understand what you mean, though.
I find that in most matchups I was sacrificing pestilence, though. If I was to run it, I think I might need to go a second colour to get it back or devote slots in the main- or sideboard to Grim Harvest, an extra piece to the combo. This is because I would either need to kill my creatures to kill his, or my creatures would be killed going up against another control deck. This would make it really quite easy to kill pestilence.
Going another colouur for pestlilence (i.e. White), you have stuff like Lone Missionary which isn't very important, but the point of pestilence decks is to be at a higher life total than the opponent. There are also other cards like Monk Idealist which get back the milled or sacrificed Pestilences.
Though it could be perfectly possible to be mono-black Pestilence, it would kind of be like mono-black Existence. You couldn't really do much to dig for it, Tutor for it, etc., so it would jjust be luckk that you pull it.
Thanks for the suggestions, anyway. I'll keep it in mind, also I've updated the description so you can understand my choices of cards and card amounts.
2 months ago
4x Chainer's Edict seems like a must, over a split with mostly Diabolic.
If you move Bojuka Bog to the main, you free up some SB slots. Or, if you use Nihil Spellbomb or Relic of Progenitus, you've got a more reliable yard-killer that you don't necessary have to play early if you draw it, like you do for the Bogs.
Sweet brew! Cheers!
3 months ago
There is an approach to deck building called The Rule of 9. You begin by selecting nine cards. Each of these cards becomes a full play set (4 cards) yielding 36 cards in your deck. After that, place 24 basic lands and you have a deck that will consistently use your ideas to win or lose. If you like the results then you refine the deck with ideas such a mana curve, utility, and synergy.
Let's play 24 lands to ensure we have good opening hands and draw plenty of mana. Sure, we may flood out from time to time. Yeah, we may brick some draws. But nothing feels worse than seeing everything you could do if you just had some lands. Here is a succinct statistical look at why you play 24 lands.
Angelic Destiny: A great way to win the game. can take an 0/1 and turn it into a decent attacker and blocker. Does better work on things with lifelink or vigilance or double strike. Or all three.
Aerial Responder: On his own, Aerial Responder is a strong contender. He attacks and blocks well, he gains life, he's evasive...a renaissance man. When we look at curving into Angelic Destiny on four we begin to feel a slight tingle in our pants.
Pacifism: Most decent decks pack some form of removal. Pacifism is a far cry from primo, but since you're mono-white weenies you'll take what you can get and be happy with it.
By my count, we are at four of nine. This leaves us with five cards to choose. From here we can choose different ways to continue to build upon what we've done so far. Sometimes we will be playing a full four of and other times we might play less. It depends on the curve and how many slots we have available.
I've grouped these into cards that play well together. This first set is about making an army with your Angelic Accord.
Angels and Solitude
Angelic Accord gives us an engine to work with. All this card asks is that we gain life in increments of at least four. As a reward we get 4/4 angel tokens. Fulfilling these requirements can build a formidable army.
Lone Rider Flip: If you are doing Angelic Accord things, then you'll hopefully be gaining 3 or more life a turn and the flip on him will be easier. A 4/4 first strike, trample, lifelink on (possibly) turn three is a good set up into a turn four Angelic Accord. Also makes an 8/8 lifelink, first strike, trample, flier with Angelic Destiny.
Lone Missionary: Two mana, gain four life and get a 2/1 body. Flip your Lone Rider Flip, make an angel off of Angelic Accord, put a counter on Ajani's Pridemate. This card can enable a lot of the things you are trying to do, both in the early and late game. Play it for a reason and with a plan, running it out simply because #YOLO is a waste and will lose you game.
Solemn Offering: Interaction with decks that strongly utilize artifacts or enchantments while gaining four (wow, much amaze) life. For some silly times, you can blow up your own Pacifism to give your opponent back a creature worse than a 4/4 angel token (Angelic Accord is necessary for this to work). Not every deck plays relevant artifacts and/or enchantments so it is likely you only play one as a failsafe.
"Look to my coming on the first light of the fifth day, at dawn look to the east."
Make a big, wide army of tokens and overwhelm your opponent.
Raise the Alarm: Classic token generator. Play this end of opponent's turn to be able to attack next turn. Flash block 2/2 for value. There are just so many uses for this card.
Honor of the Pure: Anthem effect that gets better in multiples and hits all of your creatures (duh). You gain more power the wider your army is.
"THIS IS MY BOOMSTICK!"
Loxodon Warhammer: Probably just a one of. But what if any creature in your deck could make an angel token with Angelic Accord and this? Or flip a Lone Rider Flip or put a counter on Ajani's Pridemate?
Crested Sunmare : Paired up with two or three Pristine Talisman and you can build an army of indestructible horses. For maximum efficiency, tap the talismans on your opponent's turn and attack with the 5/5s on your turn.
Heliod's Pilgrim: Two and a white to find your Angelic Destiny. Or Pacifism. Or Shielded by Faith. Or Pentarch Ward. Or Soul Tithe. Or Prison Term. This type of tutoring effect allows you to become a toolbox of answers and threats. Play two to help with consistently finding your finisher or answer.
Path of Bravery: Gaining life for attack with creatures and buffing said creatures when you've gained enough life. Seems sweet. If you have neither life nor an army, however, this card doesn't actual nothing. Play with no more than two.
"Let me explain...no, there is too much. Let me sum up."
Pick a core group of seven (28 total) cards. With your remaining slots pick some combinations of the other listed cards and then playtest. With any luck and through many games, you will find what works and doesn't and will make adjustments as you see fit. The cards I've listed are by no means the end all be all of what is out there, but I feel they are a nice jumping off point and a good discussion on deck building principles and techniques. This site also lets you playtest your deck so you can see how your draws look and play out a couple hands to see what you are capable of doing with the cards you've chosen.
3 months ago
Seems like a neat starting list. Your curve is decent and your theme is unique.
I'd include a playset of Kitesail Apprentice as a strong 1-drop. They synergize with your equipment theme and are good beaters.
Lone Missionary is a solid 2-drop you won't mind returning with a Skyfisher.
For these, I'd cut the Sky Climbers and Cartographers. The climbers are too mana hungry (rather be equipping stuff) and the cartographers are too expensive for their body.