|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Khans of Tarkir (KTK)||Uncommon|
|Duel Decks: Speed vs. Cunning (DDN)||Uncommon|
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Nomad Outpost enters the battlefield tapped.
: Add , or to your mana pool.
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Nomad Outpost Discussion
2 weeks ago
1 month ago
@girlyvader If you're having troubles with consistency in your mana-base there are ways too improve it, however it's not always cheap to do so. Having all 3 OG dual lands and shock lands help out a lot, but to complete the package you'll definitely want to include the other 5 fetch-lands: Flooded Strand, Polluted Delta, Scalding Tarn, Windswept Heath and Wooded Foothills, as these can all search for your dual lands and provide greater consistency.
That said they are still rather expensive, but there are some cheaper inclusions that I would argue fit in just as well. Those cards being the match-lands: Isolated Chapel, Dragonskull Summit, and Clifftop Retreat as well as the filter lands: Graven Cairns, Fetid Heath, and Rugged Prairie. These lands are much cheaper and have done an excellent job color fixing my deck as well as reliably entering untapped. Furthermore Ash Barrens plays excellently with getting colored mana the turn you need it and Path of Ancestry while meant to be used in tribal decks reads exactly like a second Nomad Outpost that occasionally might let you scry off your commander. Both those two lands will greatly improve your access to colored mana.
Lastly if indestructible weenies are giving you grief I'd recommend in adding Slaughter the Strong. It won't remove all the creatures but it will remove armies and big creatures as well as by-pass indestructible as this wipe forces the creatures to be sacrificed. Toxic Deluge can also work in the same manner as well.
I normally run into all kinds of problematic situations in the various play-groups I've played in, so if something is giving you problems I might know of a few good solutions for it.
1 month ago
Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.
Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.
A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.
Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.
Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.
Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.
Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.
Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.
Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.
Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.
Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.
You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.
I hope you find these card suggestions useful to you.
2 months ago
Also, you need more dual lands to help paying for those extreme colored casting costs. Some cheap lands that might help: Terramorphic Expanse, Nomad Outpost, Rakdos Carnarium, Orzhov Basilica, Boros Garrison, Bloodfell Caves, Scoured Barrens, Wind-Scarred Crag, Exotic Orchard, Caves of Koilos, Battlefield Forge, Shadowblood Ridge. // Some pricier (but better) ones: Path of Ancestry, Canyon Slough, Smoldering Marsh, Dragonskull Summit, Isolated Chapel, Clifftop Retreat, Graven Cairns, Rugged Prairie. Try to not have more than 7 lands that always enter the battefield tapped, because you're trying to play a signet at turn 2.
2 months ago
First impression of the deck is that you don't have enough lands. I would add 2-3 more. Nomad Outpost and Command Tower are both cheap, must-have tri-lands. You could also consider utility lands like Ghost Quarter and Bojuka Bog
If you are interested in another combo, Nim Deathmantle combos with your Ashnod's Altar and token producing creatures like Siege-Gang Commander for infinite death triggers/tokens/mana. Pia and Kiran Nalaar and Marionette Master are other good token makers. I think both are probably better than the Ponyback Brigade you have now.
Some cards that I think you could cut are Archfiend of Depravity, Death Denied, and Anarchist. You could also stand to trim a couple of your Alesha protecton/enablers because you don't always need one and they are poor in multiples.
2 months ago
Somehow I missed Guul Draz Assassin when searching for suitable creatures for this deck. Seems pretty cool. Another one to consider when I'm making some changes.
3 months ago
For those unaware of the Pokémon TCG, the term "delta" refers to delta species that debuted in 2005. Some of the card-concepts typically associated in one color were color shifted to a different color to shake-up well established color themes and provide unique gameplay experiences.
Delta Commander or Planar Chaos EDH in MTG terms is to establish a game experience that accomplishes the same style of play noted above. Many players over the years have expressed how they wish a certain commander had color x instead of color y or that a different general was missing a color keeping it from reaching it's full potential or other players have expressed interest in a commander's unique abilities yet disliked the color combination it was associated with. Delta commander rectifies these desires and greater customization freedoms while still maintaining the importance of color identity found in a standard commander game.
Delta Commander mirrors the rules of standard EDH with a few simple rule changes. Decks are still 100 card singleton, 40 life each, 21 command damage is lethal, etc. etc. To color shift a deck you use the general that interests you and then you pick only 1 of the 10 lands listed below.
The land selected will represent the "Domain" your general resides in. The domain is not restricted by your general's color identity and will represent the color shift of your deck. When starting a game the Domain and your General will both start in the command zone indicating to your opponents what colors you are restricted to and vice versa for knowing what colors your opponents are running.
Color identity will work a little different in games:
-The color identity of your General will restrict you on what lands you can play.
-The color identity of your Domain will restrict you on what nonland cards you can play.
As you may have surmised players will be able to play their Domain from the command zone in order to help cast spells outside of their General's color identity. This makes the domain special since your other lands will only produce the colors of your general's color identity, which adds more depth to deck building as players will have to compromise for the right balance of on-colored and off-colored spells used in their deck.
EXAMPLE: Say Baral, Chief of Compliance is your General and Frontier Bivouac is his Domain. The lands in your deck can not contain any mana symbol other than and the spells in your deck can not contain any symbol other than . Hence in order to cast the Red and Green spells in this deck you'll be limited to just the Frontier Bivouac in order to cast them.* (*Typically there would be other ways to cast those spells, but the Domain will be the primary source due to it's consistency of being readily available in your command zone.)
Now that you're familiar with how a deck is color-shifted there are only three more rules to keep in mind to accommodate these changes.
.) The Domain will share many of the same properties as your commander such as being a able to play it from the Command Zone and being able to place it back in the Command Zone if the land is to change zones. There are only two exceptions: 1.) you can not play your Domain if you played another land that turn, and 2.) your Domain will not have a command tax to pay since lands aren't ever cast. (The land enters tapped which makes up for the lack of taxation.)
.) Another key difference is if any source (be it a land or mana-rock-etc.) is to produce one or more mana of any color instead that source will only produce any color of mana in your commander's color identity. This applies to cards such as Mana Confluence, Mana Bloom, Gilded Lotus, etc. This rule is in place to put greater emphasis on your Domain being the chief hallmark to casting off-color spells with. Do note however since your domain restricts the color identity of your spells you are allowed to use signets and other mana-producers that fit into your domain's color identity even if they're outside of your general's color identity.
EXAMPLE: If my General is and my Domain is I could still run cards like Fire Diamond, Moss Diamond, Talisman of Impulse, Gruul Signet for color fixing, but cards like Mana Confluence and Darksteel Ingot would only generate blue mana. This is so the Domain retains some level of importance being used in the deck.
.) The last additional rule to this format is unlike all your other lands your Domain will have "Protection from lands." This means your Domain can never be the target of effects from the likes of Strip Mine, Wasteland, or Ghost Quarter due to their abusability with other cards such as Crucible of Worlds or Life from the Loam. Do note this does not stop the effects of cards like Sinkhole, Blood Moon, or Spreading Seas being used. (Hence the importance of running color-fixing mana rocks.)
You have now read up on the rules of Delta Commander or Planar Chaos EDH. Please keep in mind that when building in this format that your general determines the color identity of your lands and your domain determines the color identity of your spells. While it's possible to have a general and a domain that share no colors your deck will likely run a lot better if your domain shares at least one or two colors with your general.
Bonus: If you were to build a deck for this format what general and domain would you build your deck around? What off-color synergies would you include in your deck?
3 months ago
Mardu works just fine for Vampires however my problem with this deck is it isn't aggro enough to compete in modern.
You only have one drop 2 being your lord when you should have more and you have only 1 drop 1 and only 2 copies of it.
Personally I don't like Mav or Forerunner so I think those should be the ones you trade out for my suggestions.
Also I see that this is budget but you can still do better than Nomad Outpost.
Unclaimed Territory is also an option
Victim of Night is better than Murder