|Commander / EDH||Legal|
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|Khans of Tarkir||Uncommon|
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Creature — Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Monastery Swiftspear Discussion
47 minutes ago
Are you sure that you actually want to play burn? You keep putting control-like cards in there, and the burn element, compared to the deck saffron olive played, is reduced to Alms of the Vein and Bump in the Night. All the nice little synergies from that deck, you miss out on (and for a below-tiered deck, it is kinda pricey too) - like turn 3 Collective Brutality with an Alms of the Vein madness'ed. Or extra cards of bob. Maybe you can substitute some of the expensive cards, but I'm not sure that B/r burn is a budget deck.
You could go for a more rakdos-aggro-like approach if you'd like (Monastery Swiftspear, Blightning, and other stuff like that). Or you could go for a monoblack control deck (more Languish, discard, and the like). But without pouring a good bit more money in, I don't think black burn is really viable.
4 days ago
Okay so second round of testing is officially complete and well, it didn't quite go as planned, sometimes it was my fault others it was pure bad luck, and sometimes it was just a bad matchup. Needless to say here is my full report.
- vs. Affinity 2-1
Game 1 affinity had to mull to 4 and never really did recover from that as affinity is one of those decks that just doesn't mulligan well. Game two an Etched Champion was able to beat down enough that a Blinkmoth Nexus equipped with a Cranial Plating could swing in for lethal. Game 3 was kinda crazy and one of the better games of magic I have probably ever played. I was on the play and dropped Champion of the Parish on turn one, a good start, affinity responded by playing Darksteel Citadel, Ornithopter, Memnite, Mox Opal, and Steel Overseer, with Arcbound Ravager in hand as I learned for turn two (literally an insane hand for affinity). I was ready to concede when I topdecked Card: stony silence turning off all of affinity's field and they were never able to remove the enchantment, I beat down until they were dead as they didn't draw into non-artifacts.
- vs. U/R Gifts Storm 0-2
Not much to say here, storm is good, in both games I was a turn away from swinging for lethal when storm combo'd off and killed me with Grapeshot, in hindsight I should have probably mulled until I got to removal to deal with Baral, Chief of Compliance, and then delayed them but I don't think it would have made too much of a difference, the deck is certainly fast enough to beat Storm before it combos off I just didn't get that opportunity.
- vs. U/W Control 0-2
Game one I lost to well timed removal, I played well enough around the counters but the removal was overwhelming and eventually became too much for me to recover. Game two opponent drew every Celestial Colonnade and beat down with those while also seeming to draw into every counter and removal spell (I had Cavern of Souls which helped but that didn't stop the removal), I didn't stand a chance as they just countered Eerie Interlude.
- vs. Burn 1-2
These games were close, game one we both got each other down pretty low, opponent topdecked a burn spell and was able to also drop Monastery Swiftspear I lost to the prowess. Game two I won thanks to the most unlikely source Blood Moon. I know it's weird, I had sided a couple in to turn off Lightning Helix and Boros Charm late game for my opponent, it ended up with them having only uncastables in hand and I won on Champion of the Parish beats, who would have thought Blood Moon would do so much work. Game three again was close I lost to a Shrine of Burning Rage having not expected to see it which was an oversight on my part.
- vs. G/R Vengevine 0-2
I was skeptical about the Vengevine deck, I thought maybe it was just a fluke, I was wrong the deck was insanely good, both games they dropped two Vengevine turn 2 and I had no answer, it wasn't close this deck was way too fast as I was always on the defensive and the pure volume of creatures it played meant my removal was useless, I have to test more against this deck with my other decks and yours and try to figure out a consistent way to beat it.
- vs. 42 Land Swan Hunt 0-2
Swan Hunt had near perfect hands both games, game one they were able to combo off turn 4 (the earliest they can) and won on the spot (I got them to 9 life this game so the deck did well just can't beat the combo once it is assembled). Game 2 was a bit upsetting, I had them at 1 life when they Treasure Hunted into a Swans of Bryn Argoll and combo'd off the next turn. This matchup is easily winnable but opponent just had a great hand and better luck.
The mana base still feels a bit clunky which hurt me in some games, I would cut the filter lands as good as they are as they can't be played turn one really and add some more plains as that would make Blood Moon less painful.
I also found myself mulliganing a lot, I think the deck needs another solid two-drop I'll look around on gatherer and see what I can find and then test it out. Overall the deck itself did fine I just punted a few too many times and got some bad hands.
4 days ago
Idk I have playtested with Claim and Vexing Devil too and it's been decent so far. Best is doing this T1/T2 to put lots of pressure early but it's bad in lots of matchups of course (anything that runs a decent amount of removal basically).
I found out the best thing is to Claim Eidolon of the Great Revel, allowing you to virtually have several more copies which isn't bad at all. The Fame part is somehow relevant on an empty board with a pesky hasty Goblin Guide / Monastery Swiftspear but it's far from gamebreaking.
However, when I hear/read 'instant and sorceries', my mind immediately thinks of Izzet.
1 week ago
Maybe Vexing Devil Goblin Guide Monastery Swiftspear Young Pyromancer and then burn, I personally think making this a Mardu burn beat down would work better but that's just me but those are my recommendations for creatures
1 week ago
ok... erhm... burn is a fast deck. The point is to hit and hit and hit for 3, and make your opponent dead, before he really gets to play too much magic. At 26 lands, this will not happen. 20 lands is a lot more reasonable. Adapt cards to fit with the lower land-count. Also, stop trying to mess with your opponents' creatures - most opponents doesn't get to play too many, before the game is over.
You need 4 Lava Spike and 4 Searing Blaze. The latter of them is better in a deck with fetchlands, but budget is budget. Remove 2 chandra (and 6 lands) to make room for this. Then you need 4 Monastery Swiftspear. Best creature available for budget (and very good for non-budget, too) burn - it's part of the "hit for 10 by turn 2"-plan. Take away the 4 Ensnaring Bridges to make room for this. Shunt is a horrible card - out it goes, to be replaced by 4 Rift Bolt.
All these are cards you really can't skip, simply because they are the most efficient at what they do. Other cards would be debatable - Searing Blood and Shard Volley are not automatic 4-ofs, f.ex. - but you can't really play burn without these.
1 week ago
1 week ago
If you want to get on the instant and sorcery theme, my suggestion is to add , since it has great creatures like Delver of Secrets Flip that can make use of your instants and sorceries. If your goal is to make a burn deck and insist on it being mono-, aggressive creatures like Monastery Swiftspear are your best bet.