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|Ravnica: City of Guilds (RAV)||Rare|
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Creature — Elephant Soldier
Artifacts, creatures, and lands your opponents control come into play tapped.
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Loxodon Gatekeeper Discussion
2 weeks ago
Looks like a pretty sweet deck. One thing I'd recommend is to cut some of the 'ETBs tapped' for opponents stuff. Consistency is cool and all, but Loxodon Gatekeeper, Root Maze, Manglehorn, Thalia, Heretic Cathar, and Frozen AEther seems a little excessive. I'm a fan of enchantments, since they're a little harder to remove than creatures. You might want to drop the Loxodon Gatekeeper or Thalia, Heretic Cathar for a Blind Obedience.
Looks like you're also going for locking down the untap step. Have you considered Stasis at all? It has proved to be pretty solid in my deck, so long as I can consistently deal combat damage to have untapped. Also, Mind Over Matter is waaaaay better than the Azorius Guildmage. Pricey, but worth it in my experience. And since you're locking that stuff down, you might want to put some thought into adding a Murkfiend Liege to backup your Seedborn Muse, should it be removed. I could also see the newly printed Mirri, Weatherlight Duelist performing well in your deck.
I think your card draw might also need some work. The last thing you want is to be dead in the water and top decking for answers. Rhystic Study and Bident of Thassa are good, but what makes this deck scary is when your hand is huge--that's what makes your opponents think twice about their plays. I'd recommend a Pull from Tomorrow, Coastal Piracy, Consecrated Sphinx, or at least an Arcanis the Omnipotent to be abused with Derevi, Empyrial Tactician's ability. Add in a Laboratory Maniac and a Mind Over Matter and you have yourself a card draw combo stew.
There's no better way to stop a combo than to simply counter it. I'd consider including a few more counterspells like the OG Counterspell. Disallow is also a solid show-stopper when an opponent thinks they're being clever. Also good for stopping combo engines are Stony Silence, and Null Rod.
It looks like you're relying on a bunch of ETB effects with only Brago, King Eternal and a few reanimators like Eternal Witness and Sun Titan. If you're bent on ETBs, I'd recommend Venser, the Sojourner, and perhaps Conjurer's Closet and of course, the eternally useful Deadeye Navigator, which is good at getting you a lot of mana with either Palinchron or Peregrine Drake (economic option).
Since you're also making things more expensive, have you considered adding in Aura of Silence? Quite good for shutting up opponents. Trinisphere is also effective at making things too costly for the opponents. Lastly, as for dealing with CMC and such, a Void Winnower is pretty good at locking down a great deal of spells. Having a board state with Gaddock Teeg, Trinisphere, Void Winnower, Vryn Wingmare, and Grand Arbiter Augustin IV will give your opponents such a nightmare headache as they try to navigate the actual cost of of a spell.
So it looks like you have a few things that make tokens, but not much else for them. I'd recommend to either go all-in and add in a few more token-makers like Squirrel Nest, Elspeth, Sun's Champion, or Avenger of Zendikar. If you're going that route, I'd suggest Doubling Season, Parallel Lives, or Anointed Procession.
Overall it seems like a really solid deck. Might still need a bit of tweaking, but I like what it's got going on! Also, please don't think I'm trying to tell you how to build your deck, these are only suggestions and ideas to consider! Thanks for sharing!
1 month ago
If you really want to punish players and lockdown the board, I would run effects like Blind Obedience, Loxodon Gatekeeper, Kismet, Frozen AEther, Thalia, Heretic Cathar, and Authority of the Consuls. The tempo swing is huge and can give you lots of time to set up your board. The biggest meanest thing you could run is Grand Arbiter Augustin IV but that becomes a huge target on your back. Archangel of Tithes, Rhystic Study, and Windborn Muse can further help tax your opponents for doing stuff so you can optimize your mana. I think the biggest piece of advice I can offer is to run at least 10-11 more lands. You don't have enough mana rocks or ramp cards to justify 25 lands so I think adding in more lands will help keep you in the game and get you playing on curve. I would be happy to suggest some ramp stuff but it's budget dependent. Best of luck!
1 month ago
I have a couple of suggestions: Blind Obedience and Loxodon Gatekeeper are great cards for extra opponent angst. Praetor's Counsel is great for flavor and graveyard recursion. Heroic Intervention is also great for flavor, but is one of the best protection instants for planeswalkers too.
2 months ago
As powerful as The Tabernacle at Pendrell Vale is, I think it will end up hurting you more than your opponents with how the deck currently is (24 creature count).
Other cards in the maybe board that I personally wouldn't recommend would be Desertion (I'll explain why in a sec), Isperia, Supreme Judge, and Twincast. All are good cards, but your deck can do better without them!
Instead of Desertion and instead of Dissipate and Rewind, I recommend putting in Pact of Negation, Force of Will, and/or Mystic Confluence/Hindering Light. I'd say that having between 5-10 counterspells alone is the right call for this deck.
Isperia, Supreme Judge is not a bad card, but there are better draw engines/card advantage cards. Consecrated Sphinx being one that you already have included. I would recommend replacing Concentrate and Recurring Insight for more dependable draw spells, Ponder and possibly even Sphinx's Revelation or Blue Sun's Zenith.
Possible Cuts Show
AEtherplasm, Blazing Archon, Drogskol Reaver, Kozilek, Butcher of Truth, Loxodon Gatekeeper (possibly just switch it with Kismet since the are the exact same), Phyrexian Metamorph, Rune-Tail, Kitsune Ascendant / Rune-Tail's Essence, and possibly even Sun Titan.
Again, these are just some suggestions. All are great cards, but overall I think that lowering the CMC and adding other, more controlling cards will help this deck be more resilient and consistent.
Possible Additions Show
Again, like the above, these are only suggestions! You don't have to add them all, or any at all. The only thing I would just really stress about changing this deck is lowering the CMC. That can highly improve the gameplay of the deck. Being able to have a turn two play or counter magic on those first couple turns lets you hold an edge over your opponent will you tax and control them over the long game.
3 months ago
I like the general beat down premise of the deck although I feel some of the soldier choices are sub optimal such as Abzan Skycaptain. I am guessing by the number of more recently released soldiers that your collection is fairly new and that you are working with what you have. With that in mind I have compiled some categories for soldiers you may wish to consider in the future for roles in the deck.
General Combat value soldiers: Aerial Responder, Bastion Protector, Fabled Hero, Fencing Ace, Gustcloak Savior, Kazandu Blademaster, Odric, Master Tactician. Bastion Protector is HIGHLY advised if you can as it makes your creature board indestructible with your commander out in combat. I would also recommend in general using creatures that are inexpensive and provide two or more useful keywords, although double strike is powerful enough to warrant use by itself I feel.
Token generators: Darien, King of Kjeldor, Brimaz, King of Oreskos, Lieutenants of the Guard, Patrol Signaler, Precinct Captain. Soldiers tend to die pretty quickly with the eldritch abominations that frequent commander and especially when board wipes abound so I would recommend increasing the solider token generation of the deck to ensure a capable offense. Darien has recently been changed to a solider and so could fit the deck pretty well.
Utility: Catapult Master, Catapult Squad, Aegis of the Gods, Intrepid Hero, Kalemne's Captain. Flexibility can be pretty useful for survival in commander and I feel these offer some flexibility without impacting the raw offensive capabilities of the deck much.
Hate Effects: Loxodon Gatekeeper, Thalia, Guardian of Thraben, Thalia, Heretic Cathar. Although not necessary there are a few tax and hate effects in solider tribal if you ever wanted to branch out in that direction but I feel its better to go all in or not at all with hate effects, however these are some of those options.
Card advantage: Enlistment Officer, Mentor of the Meek, Palace Sentinels, Preeminent Captain, Ranger of Eos, Recruiter of the Guard, Relic Seeker. Card advantage will make or break you in commander while I think all these are worthy inclusions I can not state strongly enough how much you need Mentor of the Meek, with Elspeth he is pay three mana draw three cards and most solider cards will trigger his ability. Monarch will also net you a card at the end of your turn and with your solider army the odds of you getting hit for combat damage and losing monarch are fairly slim and easy to get back if you do.
Life Gain: Soldier of the Pantheon. I personally think your life gain should be left to equipment with life link since if your deck is doing its job its going to be most people hiding behind creatures from you, but here is a tribal life gain creature.
Equipment Choices: Basilisk Collar, Chariot of Victory, Batterskull, Lightning GreavesThese were some equipment I thought might fit the deck well and tried to aim for equipment that would add two or more keywords, Lightning Greaves are worth adding for the haste and free equip cost in my opinion.
Enchantments: Dictate of Heliod, Cathars' Crusade. I would not advise going for the heroic mechanic with auras as the deck seems to have difficulty with card advantage currently and you are setting your self up for two for one losses to removal, with that in mind I recommend these solid anthem effects.
Card draw: Mind's Eye, Staff of Nin, Skullclamp. You will find card draw to be quite tricky in white so I have compiled a few non creature draw engines for you to consider, I recommend adding all of them as you can never really have enough card draw, just ask a blue player.
In the future I would recommend adding 5-8 enchant/artifact destruction spells, especially artifacts, as creature strategies can be easily disrupted or fall victim to combos and your deck has almost no ways to stop such things currently. Look forward to seeing how this evolves in the future.
3 months ago
You even get to recur Gatekeeper and when it's out it really messes people up.
3 months ago
Aurelia, the Warleader, despite not being a soldier, can allow your soldiers to pack more punch, and can allow Battalion cards to trigger twice, such as the aforementioned Tajic. Gisela, Blade of Goldnight can also double the pain.
4 months ago
- Chitinous Cloak for Sword of Fire and Ice and another equipment (Basilisk Collar perhaps) for Sword of Feast and Famine
- Akroma, Angel of Wrath for Elesh Norn, Grand Cenobite
- Angelic Overseer for Linvala, Keeper of Silence (depending on meta)
- Lone Rider Flip for Selfless Spirit (see Sun Titan)
- Baneslayer Angel for Sunblast Angel
- Aven Sunstriker for Aven Mindcensor
- Angelic Skirmisher (your commander already does this, or?) for Karmic Guide
- Mirran Crusader for Grand Abolisher (depending on lgs)
other good creatures:
- Abzan Falconer
- Academy Rector
- Aegis of the Gods
- Benalish Commander
- Brimaz, King of Oreskos
- Captain of the Watch
- Cenn's Tactician
- Darien, King of Kjeldor
- Daru Warchief
- Field Marshal
- Hero of Bladehold
- Hixus, Prison Warden
- Intrepid Hero
- Loxodon Gatekeeper
- Mentor of the Meek
- Metallic Mimic
- Mikaeus, the Lunarch
- Preeminent Captain
- Fiend Hunter
- Cavern of Souls
- Geier Reach Sanitarium
- High Market
- Karoo (helps with Land Tax)
- Kjeldoran Outpost
- Kor Haven
- Mikokoro, Center of the Sea
good luck chief