|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Rare|
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- Lifelink: dealing greater damage than the blocker's/target's toughness
- Ashiok, Nightmare Weaver and Ashiok, Nightmare Weaver...
- If you tap a land and it produces more mana than you need to cast a particular spell, like if it was being effected by mana flare, would you be able to use that 'extra' mana to cast another spell afterwards, or is it wasted?
Creature — Human Monk
Flying, vigilance, haste
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Mantis Rider Discussion
1 week ago
Thanks for reviewing my card!
I based the design of Today is a Good Day off of Seize the Day: only untap one creature, 4 mana to untap one creature, 3 mana for the “flashback”. Mainly, I tried to cost Die as conservatively as possible, since having a removal spell you get for free (in card advantage terms) is very strong. Wizards was very cautious in costing the original aftermath cards, so I tried to do the same.
I don’t know about making it Mardu though. Today is a Good Day is a mono-Red effect, and Die is a mono-Black effect. I suppose it could be 3-color in a return to Tarkir type set (like how Mantis Rider could be WR but has U because Jeskai), but other than that I don’t think W adds anything to the card.
4 weeks ago
Its a big expensive, but Mantis Rider is a fantastic option for decks like this. Its at least worth a shot, 3/3 flying w/ haste is big pogs.
1 month ago
I never said they didn't print powerful Human cards--to the contrary, I said that every rotation there's a couple strong Humans, but not a significant mass to make them a viable option in that particular format.
However, a couple strong cards a set builds on itself. Champion of the Parish might not have very many viable friends in its Standard rotation, but put him in a format with Meddling Mage, Mantis Rider, etc. and suddenly your Champion of the Parish is a terror to behold.
I did make one slight error in my initial post--Innistrad featured Humans as one of the supported tribes, juxtaposed against the creatures of the night. Still, besides a couple powerful Humans in that set, I don't think there were enough to make them all that competitive, but I'd have to do a bit of looking into that to verify.
1 month ago
the possibilities with permission end with ulamogs cast trigger and Sanctum of Ugin, thats true. but i have kept hands where i felt i can counter about the first 3 threats and dig for ld.
i wouldnt go down with kcommands. its the reason we dont have to worry about Hardened Scales and prison decks. (i've even thought about going up to 4).
i dont know how many delve threats we can support. Azcanta doesnt actually tax my GY, but i'm still reluctant to go above 3 (2 tasigurs and logic knot).
3 fatties and 3 YP are as far as you can realistically go i think before clunking up the deck with them and the 6 commands.
i've thought about Staticaster vs. Anger, and I still stand by a 1of Staticaster. the reasons are kind of similar to the reasons i like Fulminator so much.
its lesspowerful on the spot than Anger, but it provides a ton of flexibility. its the little things that accumulate over several matchups. like: not being taxed by thalia. pinging phantasmal images. i even bring it in against storm post board because its the best answer to Empty the Warrens. it forces infect to waste pump spells every turn. it gets manlands out of Affinity. it can block in a pinch. it can get all of Lingering Souls, not just half. its instant speed so you can keep up your shields. it makes Collective Brutality kill Mantis Rider.
having a resolved staticaster against hatebears or humans is gg because it sticks around and invalidates 1/3 of their whole non-land deck.
i tried it when Corey Burkhart said he would never again play grixis control without at least one staticaster in the board. i was pretty sceptical, but i'm convinced. the range of applications isn't immediatly appearent, but it's staggering.
maybe this goes back to my earlier point that we have to allow for more close wins rather than a few easy ones to increase the overall win%. Staticaster doesnt outright win games, but it allows us to play the game with a constant edge over our opponent (just imagine what would happen if you resolved 2 staticasters. they would kill everything out of humans,merfolk, elves, bridgevine, etc.). Anger of the Gods is better in some matchups for sure, but it may very well be (i dont kno w) that if you look at all the matchups staticaster is relevant, it is more valuable than Anger.
2 months ago
Hi DeadStrife. Thanks a lot for the comment and the up vote! It is great to get some feedback, even when we still are in spoiler season, so a lot can change.
I would like to answer each of your points:
I would not go below 25 unless I would cut two 5 drops. This deck and standard in general, you need to hit your land drops. This deck really wants to be able to play on curve, and at least be able to potentially activate Resplendent Angel at some point consistently. The deck does lack card draw. Losing Chandra, Torch of Defiance really hurts this deck, and I have considered many different options, and Mentor of the Meek could come into the mainboard, but I think it would hurt the overall gameplay game 1. Huatli, Warrior Poet is just a bit of testing and for fun. Ideally she would be the new Tajic ! Or Ajani, Adversary of Tyrants, but you would need to play 8-12 two drops for him to shine. Weatherlight is sweet! Always wanted that card to work, but is a little slow. Abrade not being in standard anymore might make it work. Sarkhan's Unsealing is a no-no. Lyra Dawnbringer is the only way to trigger the card, and to make it work you need to play much more higher end creatures.
The problem I have with Boros Challenger is that the mentor ability lends itself to be better in an aggressive deck. The power level is a little low, and Mentor does not strike me as a great constructed ability you want to be build around. If you want to synergize your creatures and play with the mentor ability, I would play Goblin Banneret and Boros Challenger. Aurelia, Exemplar of Justice and Legion Warboss does have mentor, but I would argue that this a just extra topping, since we are playing them for the static abilities. As I told Southland,Knight of Grace is better. Also gets the trigger with History of Benalia.
I am going to change a lot of the numbers and the deck in general the next weeks to come. Still needs some testing, but it could be a fun deck to play at FNM. I tend to tune things and see how far you can take it, so please comeback in a bit of time and check it out again if you are interested. Again, thanks a bunch for the comment and suggestions!
Another thing I'm considering is adding blue to really spice things up, and make it as close to Jeskai Aggro we saw in INN-RAV standard, but Mantis Rider might be a bit too good for standard again ;)
3 months ago
I've been playing Grixis delver all summer. I've piloted it at the local game shop level only, but at a very competitive game shop. I've won several tournaments over the summer, but I've also finished 2-2 or 1-3 plenty of times as well.
Delver of secrets is definitely bad for the reasons you list (push, bolt, path). However, against decks that aren't Mardu Pyromancer or Jeskai Control, delver of secrets is actually a pretty good card. And control and Pyromancer are totally winnable matchups if you prepare for them (but still unfavored because you usually have to win games 2 and 3), despite the weaknesses of delver of secrets. The actual problem matchups are humans and hollow one and anything playing Eldrazi or the Tron lands (especially Eldrazi Tron). Delver of Secrets is fantastic against Primeval Titan decks because you can beat their face whilst playing disruption. Even Delver only takes them to 10 life, that's only a tasigur swing and a bolt-snap-bolt from victory.
All that said, I am also moving away from delver of secrets. I was sideboarding it out half the time anyway because Anger of the Gods is better in most matchups.
But if you're going to play Grixis you need a good reason for what your deck can do that other decks can't. What does blue give you that Jund and Mardu can't compete with? Why are you playing black instead of white, which has rest in peace and path to exile? A Grixis deck needs to be able to answer these questions.
First, 19 lands and Kalitas is a no-go. You need at least 21 to play him.
If you're not holding mana for counterspells, serum visions is so much better than opt. Instant speed doesn't matter if you're not trying to catch them with a Logic Knot. I'd even consider Dreadbore. Frankly, I'm not sure how else you'll beat an Ugin or a Teferi. Instant speed is good for beating their topdecked Mantis Rider, but you have Lightning Bolt to handle that.
Jace, Vryn's Prodigy Flip is just as vulnerable as delver of secrets, but without the 3 power. These days most players are playing Search for Azcanta Flip instead, which makes sense because the matchups where those effects are best are against the decks most capable of killing Jace.
4 fatal push is overkill. The decks you struggle to beat are not decks you want to draw fatal push against.
That's enough card-specific criticisms. I Like the abstract general theory better.
If you want to play fair magic and grind out value then you need to make your opponent play fair with you. Anger of the Gods is one great way to do this - it heavily punishes unfair cards like Vengevine. My point is that when the opponent is able to reanimate Flamewake Phoenix or Bloodghast each turn or draw 3 cards with Bedlam Reveler or even simply cast Lingering Souls then they are either using tempo to force you to lose card advantage in order to not die, or they are generating card advantage more quickly than you can.
Possibly the best way to beat unfair decks is to stall with Young Pyromancer until your generated card advantage is enough that you can afford to fatal push and then snap-push their phoenix or souls tokens as you beat their face in with gurmag angler.
Why not play more copies of Pyromancer? The vast majority of times I've beaten unfair decks in game 1 has been because I played an early Pyromancer and rode that to victory.
Kalitas is fairly polarized in matchups right now, but it's still one of the best ways to force an opponent to play fair with you. It's great vs graveyard strategies, but it's also a stinker against Tron.
4 months ago
Quicksilver I defo love me some Mantis Rider, and it's probably the card I've thought about most w.r.t. the deck despite it being left unmentioned, but its exclusion is intentional for a few reasons (damn good question so prep for a long-winded answer);
- Given that we're jammin with 5 colors and care immensely about our sequencing in the first 1-3 turns, we have a sort of Ideal Opening Land pattern. Given that your 3 best early turn sequences look like <1> T1 NH ~> T2 Bob + Cat, <2> T1 Cat ~> T2 Bob, and <3> T1 Seize ~> T2 either 2drop (rough and hypothetical, ofc) -- you're always gonna want your and on T1, meaning the ideal opener is a Tomb. Sidenote, the fetches are s.t. all can fetch both OT and its ideal follow-up, SF. Thing is, Mantis Rider doesn't play nice with that, getting none of its 3 colors from the Tomb -- even further, the single basic slot is a Forest, which runs into the same issue.
- If using CoCo on your Precombat Mainphase, to use the Rider's Haste to its fullest, you're missing out on the ability to play more at instant-speed. In that case I'd rather just be running Bloodbraid Elf than fiddling with CoCo's theoretical value (which is defo a valid direction one might take w/ the deck!)
- Less of a real reason, more of a personal one -- I play 5c Goodstuff in paper currently, where I do make great use of the aforementioned BElf ~> Rider synergy plenty, but I've always wanted to play with Tempo_Creature_dot_exe, and feel that those slots are at odds with each other. Not a value-assessment for this point, again, just some personal flair-based decision-making.
Tysm for giving me the opportunity to share my thoughts on this (understandable) point of contention, I appreciate the input :>
4 months ago
No love for Mantis Rider? Pure value with 3 abilities 3 mana 3/3.