|Commander / EDH||Legal|
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|Oath of the Gatewatch||Rare|
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Needle Spires enters the battlefield tapped.
: Add or to your mana pool.
: Needle Spires becomes a 2/1 red and white Elemental creature with double strike until end of turn. It's still a land.
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Needle Spires Discussion
1 week ago
Okay so I just finished my first round of matches (there are a couple matchups I have yet to test against for various reasons but I'll try to get to those as well) and so far this is how the deck has performed.
- vs. U/B Turns 0-2
(Preface: this is a personal deck of mine and one I have been fine-tuning for quite some time for competitive play, so experience was likely a factor) First game turns had a nut draw where it was able to combo off and take 7 consecutive turns starting turn 5, well timed Gigadrowse and Cryptic Command before that ensured your deck couldn't do much. Game 2 was equally not close, turns was able to flip a Thing in the Ice Flip and combo off the next turn. (Also I have been really testing my turns deck against shadow so you know, and you ran into the hate I have in place for that deck.)
- vs. G/W Death & Taxes 0-2
(Another one of my personal decks and a deck I have tons of experience with) Game one D&T had two operating Aether Vial, simply got out ran. Game two was long and grinding going 20 turns. Eventually lost to Ramunap Excavator and Ghost Quarter lock and simply didn't have enough blockers to withstand a full swing.
- vs. Titan Shift 2-1
This result surprised me. I expected that Titan Shift would set up its combo quick enough to beat the agro but I was wrong. Game one a Scapeshift with three active Valakut, the Molten Pinnacle killed your deck easily. Sided in some removal and Aurelia, the Warleader and was able to kill quickly both times before Titan Shift had a chance to combo.
- vs. Grixis Shadow 0-2
(Preface: Though I hate the Death's Shadow deck I have play tested it a lot and I am pretty experienced with it due to its place in the meta and me having to know my matchups) Not much to say here, simply wasn't able to out agro the best agro deck in the format. Shadow held onto its counters for burn spells and won with Snapcaster Mage and Death's Shadow beats.
- vs. Oath of Nissa Bant Superfriends 2-0
This is another one of my personal decks but from the moment the match started it felt a turn behind. Game one Superfriends started out mana screwed but just as the Superfriends deck was setting up its lock and stabilizing a well timed Always Watching was able to pump some tokens and get in for exact damage (if this didn't happen the deck would have lost so you know). Game two Superfriends was mana flooded, won without difficulty.
- vs. 4-color Aikido 0-2
Another personal deck of mine. Aikido is a lifegain deck that punishes you for having creatures, both games simply couldn't keep up with the lifegain.
- vs. Mono-White Flicker 2-1
Mono-white flicker is a comb deck that aims to go infinite in a number of ways using Felidar Guardian and Panharmonicon. Game one was quick enough and won before Flicker was able to set up its combo. Game two lost to infinite life combo, conceded on the spot as the flicker deck would have created infinite tokens next turn. Game three well timed removal on combo pieces was able to outpace the flicker deck.
- vs. Infect 2-1
Not much to say here, game one got caught without removal in hand Path to Exile, that didn't happen again.
- vs. Eldrazi Tron 1-2
Won game one by the virtue of bad topdecks from the Tron deck, it had assembled tron but had no threats to play with its mana. Game two lost to turn two Thought-Knot Seer, followed on curve by Reality Smasher and Endbringer. Game three lost to a Karn Liberated in combination with Reality Smasher, All Is Dust, and Walking Ballista.
- vs. U/B Faeries 2-1
A personal favorite deck of mine but a deck that has gone years without a serious upgrade. Game one a very large Champion of the Parish was able to beat down. Game two lost to double Bitterblossom followed with a Scion of Oona, and Cryptic Command's aimed at tapping down attackers. Game three was able to land a Hanweir Garrison on the play (if I hadn't been on the play Spellstutter Sprite would have countered it). The tokens generated this way were able to win the game with Always Watching , even when faeries had Bitterblossom (this match was close the final game final life total was 5).
- vs. Merfolk Aggro 0-2
Arguably the third or even second best agro deck in the format (Shadow and Affinity are genrally considered the best), the islandwalk and Merrow Reejerey really hurt both games as did a flashed in Harbinger of the Tides returning a large Student of Warfare to my hand before swinging for game. This matchup felt winnable just got unlucky with Merfolk's draws.
So that is what I have tested so far, I still want to test the deck against Knightfall, Burn, Affinity, and Control, hopefully Friday some of the players I know who play those decks will be there and I can test for you. Overall though the deck did well, the mana base was honestly a little painful, I really think you want Inspiring Vantage in the deck, it is just a great land and Mikokoro, Center of the Sea was completely a dead card; it was never needed. I would replace it with something like Needle Spires as creatures are always nice, or Ghost Quarter (sometimes I just wished I had it in the deck but that is just me).
1 week ago
I'd be scared of not hitting a 4th or 5th land with only 31 in R/W, where you lack the ability to draw cards en-masse.
I'm suprised you omitted (I assume for flavour reasons) Heartless Hidetsugu, he usually puts everyone below 20, putting Anya in full-on murder-mode with one activation. Sunhome, Fortress of the Legion should help Anya or another large flyer finish of any straglers.
Always Watching seems sweet in a deck where you tap out to slam a bunch of big angels.
1 week ago
Some cards for you to consider:
Swords to Plowshares, Crib Swap, Return to Dust, Master Warcraft (These are good if you include Sunforger. Use Oreskos Explorer and Kor Cartographer to search for Mistveil Plains so that you can reuse those instants. If you add Sunforger, consider adding Steelshaper's Gift.)
4 weeks ago
Thank you so much for the help, but a few things that I must say before I start asking more questions. First off, Inspiring Vantage is definitely a card I have already looked into, but since it go's for upwards of 4 dollars on its own I will have to pass... also Needle Spires being a bit too expensive, and Aether Hub with Harnessed Lightning will also have to go along with Abrade, Magma Spray, and Selfless Spirit. However, I am very keen on adding Oketra's Monument, Dusk / Dawn, and Evolving Wilds. Now the question is if I should take out 3 lands and put in Evolving Wilds in their place (since it is technically considered a land) or if I should just put them in as extra? Also I already have 3 cards called Renegade Map so should I substitute the Evolving Wilds for them or do you still suggest Evolving Wilds? Last but not least, are Oketra's Monument, and Dusk / Dawn should I put these in my deck to go over 60 or should I remove some more cards for these (btw I am thinking of putting in 3 Evolving Wilds, 2 Oketra's Monument, and 2 Dusk / Dawn)?
4 weeks ago
Hi, theres a couple points you might want to consider.
First, I think you should review your land count, 20 is low. Also, you should try to play the least "enters the battlefield tapped" as possible if you are going for an early board presence strategy. if your budget is tight, I would probably go for a Needle Spires or two, and 2 or 3 Evolving Wilds and fill the rest for 23 lands with basics. If you can trade for them, Inspiring Vantage is definitly a good land here. If you dont mind going "in-meta" you can jam in 4 Aether Hub and a set of Harnessed Lightning as removal also.
Second, your strategy is going too much all over the place. I see a aggro-token strategy with alot of utility cards that delude the deck to a point where its hard to hit the pieces together with no card draw. You might want to consider to focus on either the artifact tokens or the zombies. Considering that your list is the cards you have access, I think the servo strat is better.
Another thing to consider is to remove most of the non-creature spells, pack the standard red removal, like Abrade and Magma Spray and play Oketra's Monument altho I would not recommend that if going with the servos. Blessed Alliance is pretty good also.
For testing I would start by removing all the enchantments as they are underwelming unless you want to keep the cartouche/trial package but then remove the Collective Effort to get to 60 cards with 23 lands and try to end your curve with 4 mana cards like oketra and sram's expertise.
Note that this kind of strategy with no hand refill is weak to board wipes without Selfless Spirit and this card price is going up these days because of UW monument.
Good luck and I hope it was helpful!
4 weeks ago
I think this is a pretty good deck so far, but might be a little slow. Have you thought about cards such as Ruthless Sniper and Archfiend of Ifnir? With Archfiend, it might be a good idea to find a good discard outlet like Nahiri's Wrath or even Prophetic Ravings, which allows you to cycle any card. As far as cards to remove, probably Crocodile of the Crossing because I feel like on turn four you'll want to play a couple of your one or two drops if they got removed early game. I'd also get rid of The Scorpion God just because I think Archfiend will work better for you in the end. But I would at least keep it in the side board. Or even side board archfiend. And for board presence, maybe run another Hapatra, Vizier of Poisons and only 2 Ammit Eternal, you'll get more creatures on the board. I'd also sideboard Nest of Scarabs because you have hapatra, which produces better creature. If you are up against creature control, then I'd swap the hapatras for the nest. Lastly, throwing in a couple more Canyon Sloughs might be good as well, or even Needle Spires so you can fire off that aftermath on Grind / Dust. Either way I don't think you are running enough land, even with Channeler Initiate. Other than that I think this will be a fun deck. Just have to be prepared for a Solemnity.
1 month ago
Needle Spires are also too good not to runI'd cut the Inventor's Apprentice for the Neonate to enable better and cut the low cost artifacts cause whiffing on madcap experiment hurts. Also cut Indomitable Creativity because it can whif on the non artifact creatures that dont do much at the cost of your stuffAnd run more Tormenting Voice