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|Commander 2015 (C15)||Rare|
|Commander 2014 (C14)||Rare|
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Multikicker (You may pay an additional any number of times as you cast this spell.)
Creatures you control get +1/+1.
When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
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Marshal's Anthem Discussion
1 week ago
Craterhoof Behemoth would be a great finisher for this deck. Anointed Procession, Mirari's Wake, Marshal's Anthem, and Parallel Lives would also be really good enchantments to include for more tokens/buffs. Second Harvest can also do gross things if you have a decent amount of tokens.
3 weeks ago
Imo, you need some more focus in the deck, particularly when it comes to your wincon. Playing your commander, plus a ton of token generators, should be your wincon; in addition to other blanket buffers like Honor of the Pure
Taking a hard look at creatures, for maximum effect, it would work better if you had lots of low cmc creatures, with hampering effects for your opponents or beneficial effects for your board state. Your early game should look like youre setting up while keeping board state pressure to keep your opponent at bay. [card: Thalia, Heratic Cathar] is a great example of these kinds of cards.
Other examples include
Theres a bunch of other creatures that will help your midgame by getting you life when you dump out tokens in droves. Good ol' Soul Sisters Soul Warden and Soul's Attendant and Suture Priest are your friends as long as you keep your board state fun for token friends. Speaking of token friends, this is the time they should be showing up to the party in droves. Both the Theros God Heliod, God of the Sun and Amonket God Oketra the True are great bros for dropping token hoes. Captain of the Watch, Evangel of Heliod, Knight-Captain of Eos and Precinct Captain all specifically drop the uptight/upright Soldier tokens, usually ETB.
Its a good time to get your pokes in, but your late game boomers are your commander Elesh Norn, Brisela, Jazal Goldmane and possibly Angelic Field Marshal. You could always include Felidar Sovereign if you think you'll end up pillow forted in and unable to swing for lethal, but that kind of depends on your play group as well.
Support spells are generally looking like boardwipes built in your favor like Martial Coup or buffers with an extra kick, namely Spear of Heliod or Marshal's Anthem. That being said, there is always room for a nice Wrath of God to the face. You can also get recursion working in your favor with a Sun Titan or Emeria Shepherd.
Spot removal is also a thing with white. Swords to Plowshares, Path to Exile, Entrapment Maneuver just to name a few with creatures. Other land, enchantment or artifact removal is a bit dependant on your play group as well, but one or two of those is usually a smart move in the deck.
Mana rocks are a HUUUUUUGE piece to your deck if you want to get consistent earlier drops for Norn. Sol Ring, Thran Dynamo, Caged Sun, Gauntlet of Power and Gilded Lotus are some of the more obvious choices if youve got some cash to burn. Otherwise theres always Worn Powerstone or Marble Diamond among some cheaper manrock pick-ups.
Passive buffs are your butter to your token bread. Akroma's Memorial is a spectacular example, just like Eldrazi Monument, Intangible Virtue, Crusade and the like. Any blanket effect like that turns your weenies into winners. Try not to pile on with these guys too much or you could end up with a bunch of enchantments and few lands for a battlefield.
Last, but certainly not least, packing in some planeswalkers that support your token buddies help fill some gap where spells fall short. Elspeth, Knight-Errant brings more party animals, threats and a darksteel bomb for your field. Her Mirrodin version Elspeth Tirel keeps you stayin' alive, dropping bros and a wrath on a stick. [card: Ajani Goldmane] isnt quite as strong of an inclusive planeswalker, BUT if you have built up a semi decent state, dropping him can turn the tide in your favor from a cruddy turn 4 to a swing for some good damage turn 4.
Decks like this are kind of similar to fencing or boxing. Poke when you can, keep up a strong front, and even when they got you on the ropes, a haymaker can be a game changer.
Good referance material can be found here on EDHREC.com: https://edhrec.com/commanders/elesh-norn-grand-cenobite
Just like wikipedia, it might not always be the best source material, but it points you in a good direction.
4 weeks ago
Luminarch Ascension, Heirloom Blade, Herald's Horn, Vanquisher's Banner, Zendikar Resurgent, Profound Journey, Angel of Serenity, Karmic Guide, Sunblast Angel, Angel of the Dire Hour, and Marshal's Anthem. I have found great value with every card listed. Let me know if you need me to go more in depth.
1 month ago
Lovely Idea. I've found the decklist on your video about trostani. I was thinking about...
Shalai, Voice of Plenty for a general protection and boost
Marshal's Anthem, to recur even more
Anointed Procession to double the shenanigans at a low price, without incurring into the high budjet doubling season XD
Eternity Vessel, sort of combo with the Aetherflus reservoir. Just play it when above 50 life, oneshot somebody and play a land to go back to original life
Evra, Halcyon Witness, I'm not sure about this card. If it's unblocked, boom, the enemy is dead if you can spend 4. It's not safe if somebody kill/exile before damage is dealt. Can be run in "safe mode" with Eternity Vessel
Thanks for your inspiring videos!
2 months ago
I like the deck over all. I think it's pretty neat that your deck has an underlying "angel tribal" sub-theme to it. If you would like to expand that theme a bit then you could focus on more tribal synergies as well, like adding Bruna, the Fading Light and Herald of War. Also in your cat deck you have Herald's Horn and Urza's Incubator which I believe are better suited for this deck.
The big problem I am seeing with this deck overall is that your instants and sorcerys are a bit lacking, especially for red white, and your creature mana curve is really high. Some of the mana problems go away with the amount of rocks you run and if you switch to tribal angels you can use the artifacts and Herald of War to alleviate that a bit. Another problem is that most of your lands enter tapped.
To fix these things you could do as such (if you have the money or desire to):
-Desolation Giant (you're better off with a normal wrath)
-Jareth, Leonine Titan (doesn't have flying or reach which makes him worse)
-Kalemne's Captain (to much mana. If you have enough to monstrous, play an angel)
-Ancient Amphitheater (you wont be running enough giants for this to be worth it)
-Comeuppance (4 drop instant is a lot in this deck)
-Manabarbs (I like the idea, but you will need to tap many more lands than anyone else)
-Loxodon Warhammer (Great card, but not really useful in this high cost deck)
-Tamiyo's Journal (Too slow for this deck)
-Whispersilk Cloak (Most of your creatures already have flying)
+Seraph Sanctuary (life gain is nice & angel synergy)
+Defy Death (5 mana for an angel)
+Marshal's Anthem (anthems and brings back a bunch of creatures)
Other cards you might want to think about:There are plenty of other possible angels to add. The list is to big to add here, so look online if you are interested.
Path to Exile is great if you have a spare.
Wear is good, but it's a couple bucks.
Chaos Warp would be a must add if it wasn't $3.
Wraths are good at slowing down the game for you to catch up. Cards like Hour of Revelation, Day of Judgment, Blasphemous Act, Descend upon the Sinful, Rout, and Fumigate are all pretty good examples.
Vandalblast is a good artifact wrath.
Kindred Boon might be a sweet enchantment to check out.
Gratuitous Violence is right up this decks ally.
Berserkers' Onslaught is pretty cool as well.
Hope this helped.
2 months ago
I suggest to add Kor Cartographer even if it isn't a soldier but being able to put plains into play seems very useful in R/W. Burnished Hart and Myriad Landscape can help as well if you have ramp issues or want to focus more on emeria or high mana cards. Unfortunately the last two cards might be too slow.
If you add some more equipments like Lightning Greaves for the angels (other protection might be Nahiri's Machinations but I don't think it is as good if you have many tokens / little creatures), Taj-Nar Swordsmith might be a good inclusion. Marshal's Anthem might be good for the tokens + revivng creatures.
How good is Gleam of Battle? It seems very expensive for what it does.
2 months ago
2 months ago
Hey Masterfrog! Thanks for the suggestions! I definitely agree with a lot of your suggestions. Some I'm skeptical about, and the ones I disagree with are mostly a style thing.
I love the Brutal Hordechief idea! Gotta get my hands on one of those. Harvest Season is probably better here than Traverse the Outlands and I can dig how Druids' Repository is more aggressive than Cryptolith Rite. Isn't Cryptolith Rite a bit better with Throne of the God-Pharaoh? Maybe if I had a card like Iroas, God of Victory to swing in without worry?
I'm skeptical about True Conviction and Marshal's Anthem. I know they're good, but I have found that getting to WWW is pretty difficult in this deck, despite its ramp. Maybe, as my manabase improves I'll add them in, probably over Intangible Virtue as you suggested. The same is true for Burgeoning, it doesn't fix Mana, and I've found that getting an explosive start is a good way to die first, so I find a slower start that fixes my Mana is better politically in my group.
I like Rootborn Defenses over Boros Charm because of the populate, especially with larger tokens. That, and I don't need to hold up red, again, maybe with a better manabase. I would be more likely to run the charm over Fanatical Devotion, it doesn't protect from most board-wipes in my group; things like Wrath of God, Damnation, Toxic Deluge, or Cyclonic Rift.
I don't think I'd take out Omnath, Locus of Rage or Rampaging Baloths because of their synergy with Perilous Forays. Nor would I take out Giant Adephage or Spawnwrithe because of how they synergize with the other stuff I use for Tana like Ankle Shanker, Prowler's Helm, or Trailblazer's Boots. Also, they're just so much fun.
I'm not really trying to build around my commanders too hard. My group tends to kill them on sight, so I'm going with more cross-deck synergy than Tana-synergy.
Thanks for all the suggestions! They've given me a lot to think about, so I think you can expect some changes in the near future.