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Mirran Crusader Discussion
12 hours ago
Seems good, your mana base could be improved though. Try Ghost Quarter Wasteland Tectonic Edge Mutavault Flagstones of Trokair Eiganjo Castle Blinkmoth Nexus. You also seem to be lacking removal. Try Path to Exile, Swords to Plowshares, Oust, Last Breath, Sunlance ect. Since you're playing aggro, Armageddon and Ravages of War are great as well. Creatures you should include are Eight-and-a-Half-Tails, Grand Abolisher, Hero of Bladehold, Hokori, Dust Drinker (plus Winter Orb), Soltari Lancer, True Believer, Sublime Archangel, Student of Warfare, Stoneforge Mystic (plus the Batterskull, Sword of Fire and Ice, Sword of Feast and Famine and Umezawa's Jitte package), Soltari Visionary, Soltari Trooper, Soltari Priest, Soltari Monk, Odric, Master Tactician, Mirran Crusader and Knight of the White Orchid.
14 hours ago
Well I suppose I should elaborate on baron. He's really good against junk, I just feel that it isn't good to devote a slot to an archetype we already do well against when we already have Mirran Crusader.
2 days ago
Loperenco: Ok I have some time so I'll explain some points to you.
1). A control deck wants to actively disrupt what the opponent is doing. This does not mean playing Fog because fog doesn't actually affect what the opponent has played. This means playing Path to Exile to actually get rid of what the opponent just played. Fog doesn't do anything - it doesnt actually change the state of the game. Path to Exile does. Control spells are those that actually get rid of what the opponent has done. Path to exile makes things go away. Fog doesn't. Equally things like Counterspell are control spells because they make things the opponent plays go away.
2). A control deck wants to make as few plays in their turn, so they have mana open in the opponents turn to react to what they do. A control deck does not play many creatures, a control deck does not play many sorceries. In fact a control deck will usually play an extremely high number of instants with just a few creature wincons. (wincon is short for win condition - the card that wins you the game).
3). Now, because control wants to maximize the number of spells they can cast in the opponents turn they will minimise the number of creatures they play. I discussed this above. This means that each creature control plays will be nigh on unkillable. Because they don't have many creatures they need to ensure that those they do have are very tough. AEtherling for example is flexible because you can remove it from the board in response to killspells so it doesn't die. Or something like Thrun, the Last Troll can't be targeted by spells and has regenerate so if it woulddie in combat you can pay mana to stop that from happening.
The tricky part: If you cannot afford things like Path to Exile, Condemn and Swords to Plowshares you cannot play a successful control deck. Full stop. No arguments. You NEED these instant speed cards to ruin what the opponent is doing. If you can't get them then you can't play control.
But I'm not worried
I'm not worried because you don't want to play a control deck. You want to play a midrange deck.
A midrange deck is different to control in that what it wants to do is play some control spells like Path to Exile in the early part of the game so it doesn't die, but then in the later part of the game play lots and lots of strong creatures so you can stomp your opponent. The different between control and midrange is that control will keep playing controlling spells for the entire game and finish with just 1 or 2 creatures. A midrange deck will stop playing controlling spells after a while and start playing HUGE threats.
So, how do you play midrange?
Fairly simple. You find yourself a small amount of control spells that cost 1 or 2 mana. You find yourself a small amount of creatures that cost 3 and 4 mana. You mix them together. In the early game you disrupt the opponent. In the late game you attack the opponent.
Controlling: Ambush Viper, Crystallization, Journey to Nowhere, Last Breath, Path to Exile, Puncturing Light, Reciprocate, Reprisal, Selesnya Charm, Smite, Suspension Field, Terashi's Verdict, Valorous Stance, Weight of Conscience,
Nice tough creatures: Wolfir Avenger, Great Sable Stag, Paladin en-Vec, Mystic Enforcer, Kitchen Finks, Troll Ascetic, Dungrove Elder, Thrun, the Last Troll, Voice of All, Hedge Troll, Mirran Crusader, Cudgel Troll
Interesting creatures: Eternal Witness, Augury Adept, Ohran Viper, Master of the Wild Hunt, Hero of Bladehold, Restoration Angel, Obstinate Baloth, Heartwood Storyteller, Dauntless Dourbark, Creakwood Liege, Wilt-Leaf Liege, Loxodon Smiter, Boros Reckoner, Emeria Angel, Trostani, Selesnya's Voice, Penumbra Spider, Brimaz, King of Oreskos, Dauntless Escort
Notes: Don't overload your deck with things that cost more than 4 mana. This is bad. You want your deck to be able to cast things quite quickly. The more mana a card costs the harder it is to cast - that makes your deck slow. Slow decks lose.
Don't include creatures that do literally nothing. All your creatures need to have some special ability or something that makes them tough to kill or gain a lot of value for you. You don't want to pay 4 mana for a creature that has no special ability, even if it's like a 7/7. Seriously. If it doesn't have a special keywork - don't use it.
2 days ago
If you can afford them, I'd run Cavern of Souls and AEther Vial especially useful against counterspells and to drop down as many creatures as possible. I'd use Student of Warfare over Soldier of the Pantheon but i think that's a meta call depending on how many multicolor cards you see opponents play. Also Mirran Crusader for Frontline Medic since that pro-green and black plus doublestrike makes him insane, though I could see medic being useful for all out swings every turn.
3 days ago
4 days ago
Okay, so you obviously have a solid gameplan already and if you ignore my suggestions you're gonna end up just fine. That said, I believe I can suggest some things that'll help you out, as I've played a lot of Mono-White in EDH. I will say that Masako the Humorless makes me very happy, Seth. Very happy.
Cuts: I judged a fourth of this deck as easily upgradeable, and I would suggest listening, as most of this stuff is fairly cheap.
Alaborn Grenadier, Arashin Cleric, Attended Knight, Benalish Hero, God-Favored General, Herald of Anafenza, Sun Titan, Mirran Crusader, Captain's Call, Gather the Townsfolk, Planar Cleansing, Terminus, Gideon, Champion of Justice, Elspeth, Knight-Errant, Nahiri, the Lithomancer, First Response, Ghostly Prison, Helm of Kaldra,Norn's Annex, Riptide Replicator, Shield of Kaldra, Sword of Kaldra, Volrath's Laboratory, and the aforementioned Even the Odds and Join the Ranks sum up the cuts I suggest.
Some of the cuts may seem a bit loose, particularly Elspeth, but in this deck she is actually the worst of the three, and I wouldn't ever want to run more than two of the same 'Walker. A lot of these boardwipes and toek generators will be replaced, and I'm upping the curve a bit but I don't think it'll hurt the deck.
As for additions, my suggestions are: Suture Priest, Rootborn Defenses, Archangel of Thune, Phantom General, Landbind Ritual, Path of Bravery, Nomads' Assembly, Brave the Elements, Congregate, Frontline Medic, Luminate Primordial, Entreat the Angels, Cathars' Crusade, Goldnight Commander, Geist-Honored Monk, Felidar Sovereign, Mikaeus, the Lunarch, Mentor of the Meek, Phyrexian Rebirth, Victory's Herald, True Conviction, Honor of the Pure, Martial Coup, Well of Lost Dreams, and Skullclamp. Again, most of these suggestions are self explanatory. If you have questions, don't hesitate to ask them. I know Entreat, for example, doesn't fit into your Cats/Soldiers/Humans Trifecta, but 5 or 6 four-power fliers are gonna kill somebody pretty quick, and won't look too shabby with Coat of Arms or Cathars' Crusade. A lot of these cards gain you life, and I'm pretty sure you've told me commander damage isn't much of a kill factor in your meta, so life gain, in addition to triggering Well of Lost Dreams and allowing card draw, should keep you alive for a while. Speaking of drawing cards, Skullclamp and Mentor of the Meek are cards that you absolutely need.
Lastly, on mana:I think 34 lands is enough, but you may find yourself wanting 35 some day. I have one final suggestion: -5 Snow-Covered Plains, + Evolving Wilds, + Terramorphic Expanse, + Mistveil Plains, = New Benalia, + Flagstones of Trokair. Utility lands are utility lands, and the fetchies help prevent you from flooding just a bit.
That's all I've got for now, Seth. Like I said, this is by no means something that you have to do, but it's sure to help you win more, and have more fun playing. Ask away if you have questions.
6 days ago
To be exact I was interested in: 3x Celestial Colonnade, 1x Dig Through Time, 1x Elspeth, Knight-Errant, 1x Nimbus Maze, 1x Mirran Crusader, and 1x Puresteel Paladin. And those are listed in order of priority.
1 week ago
Pretty close to what I've been working on. (Thalia & Friends) Waiting for Modern Season to see how it works.
I don't run Mirran Crusaders mainboard but with the latest bannings, it can go up there to fight Junk, Jund and Zoos.
|Power / Toughness||2/2|
|Avg. draft pick||1.12|
|Avg. cube pick||4.68|
|Commander / EDH||Legal|
Printings View all
|Mirrodin Besieged: Mirran||Rare|