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
6 days ago
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2 weeks ago
Commander is certainly my favorite format!! I would be happy to give ya a few pointers for what it's worth!
One thing that I noticed off the bat is that you have lots of tapped lands! I think you will find that very annoying to you and even that you don't need quite so many dual lands in the deck. I would take out Inspiring Vantage and in stead put in Clifftop Retreat. As well, I think Hanweir Battlements does nothing for you but slow you down since your commander already gives haste. However, if you run Hanweir Garrison (which I think you should) then it might be worth leaving in!
Myriad Landscape, Needle Spires, Rugged Highlands, Scattered Groves, Sheltered Thicket, Blossoming Sands, Sunscorched Desert, Teetering Peaks and Wind-Scarred Crag could be taken out, I would throw in some more basic lands unless you feel like dropping a lot of money on a deck and get some expensive but good dual lands which don't enter tapped... but I don't think you will need those honestly.
I feel like currently the deck is all over the place! It needs a little focusing to where you want to go with this. Commander is much more fun when you focus on getting out fun combos or cards that pair well together!
I think what i'll do is tell you about some cards you don't need in here and then some cards that you should absolutely put in here, and then some directions you might want to go towards with the deck!
Ruric Thar, the Unbowed is a good card, but you are running too many non creature cards! He will hurt ya! (i built a commander deck with this guy as the commander. If you want to use him still, you can check out that deck for inspiration). Stop Hitting Yourself!
Zendikar Incarnate , Omnath, Locus of Rage and Mina and Denn, Wildborn are better for landfall decks, and won't be as much use outside of it. By the time you have 4 mana, you typically won't have more than one land card in hand at a time anyways, and if you just want the trample ability, there are much better cards out there for ya!
You can find better cards than Sylvan Reclamation for removal, depending on what you decide to do with the deck!
Wilderness Elemental is not particularly great.
Radha, Heir to Keld is not bad, but the two red mana empties from your mana pool after your combat phase ends. if you want to go for mana ramp and something similar, might i suggest Savage Ventmaw or Skyshroud Elf? Those two are similar but in different ways. The nice thing about skyshroud is that he can tap for green, red or white (since he taps for green and the second ability would allow you to use that green mana to turn it either red or white) and you can use it to filter your mana to the color you want (besides green). the mana produced by Savage Ventmaw doesn't deplete between phases.
Oversoul of Dusk while hybrid mana, is harder to cast in your 3 color deck and the card itself isn't necessarily that great. Green and white are very common colors in commander.Now Rubblebelt Raiders on the other hand.. might be worth it, and less mana intensive!
Odric, Lunarch Marshal gives all your creatures double strike and vigilance when you have your commander out.
Bastion Protector aslo pairs well with Odric.. all creatures you control get indestructible.
Odric, Master Tactician is also good for you no matter what direction you decide to go with the deck!Content goes here
I see this really going anywhere. Your commander is quite flexible!
- You could find some way to play with your commander's untap ability (with things like Intrepid Hero or Heartless Hidetsugu and other cool creature tap abilities). you could use Illusionist's Bracers to copy the untap effect when you pay the mana cost. Heck, you could untap her with that free untap. Creatures with tap abilities can tap the same turn they come out as long as you control your commander!
- You could build a token deck featuring things with "devour" creatures, Anointed Procession and Parallel Lives.
- you could focus on large creatures that you can cast to smash into opponents the same turn they come out.
That's about all I have for now.. decide what you want to do to focus the deck and I will be looking to give you ideas wherever you decide to go with this!
2 weeks ago
i would personly say
4x Arid Mesa
other cards in general you will want to look at (for mb or sb) Kitchen Finks, Eidolon of the Great Revel, Goblin Guide, Rift Bolt, Searing Blaze (idk why harry doesnt use that one), Valorous Stance, Balefire Liege, Brimaz, King of Oreskos, Ajani Vengeant and Fulminator Mage
2 weeks ago
Now all that's left is to playtest the s*** out of it. See how you think it compares to the original build. Seems like you'll have an easier time getting on the board and pushing in damage the first few turns.
3 weeks ago
I'll admit that I'm not well versed in piloting control decks, but I'm pretty sure that dropping to 20 lands is not a good plan. I love Boros to pieces but we all know how bad RW is at drawing cards, which will magnify missing a land drop beyond reason. Especially when considering the meta contains turn 4 Ulamogs and Zombie swarms. The few control builds that I piloted ran the land creatures (like your Needle Spires) on top of the regular lands or the deck had ways to cheat mana costs.
The reason I recommended dropping Wrangle is that it's a sorcery with conditional targeting, meaning that you don't want to draw it in some cases.
As for Renewed Faith, I'm guessing it will be your main draw spell. The bonus of gain 2 life could help to sustain until you can line up one of your Expertise chains or get Gideon into play. So if you feel that you need to keep them in I can understand the thought process.
What I would anticipate is needing a creature under your control that you don't mind flinging, Glory-Bound Initiate is a good example. There is always the possibility that your opponent will not have a creature worth taking and then flinging. On top of that, without having a full hand the likeliness of having an expertise and a card to cast for free decreases drastically. Using some sort of wheel ability may be in order, cards like Bedlam Reveler, Chandra, Flamecaller, Collective Defiance, or Nahiri, the Harbinger could facilitate a hand refresh.
I hope you find something that I've mentioned useful tcoplayer! My ramblings can sometimes miss their mark.