|Commander / EDH||Legal|
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|Commander 2014 (C14)||Rare|
|Rise of the Eldrazi (ROE)||Rare|
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Put a 1/1 white Kor Soldier creature token onto the battlefield for each creature you control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Nomads' Assembly Discussion
4 months ago
And your follow-up question works on the same principle. The way it's written, Nomads' Assembly calculates the number of tokens to create as it resolves. Yes, in your example the first one to resolve will give you 10 tokens and the second one will give 20 tokens.
4 months ago
Thank you. Just a quick follow up In the case of Nomads' Assembly, lets say I have 10 creaturs on the field. The first instance of the spell on the stack would give me 10 more, but the second instance would give me 20 more for a total of 40 creatures on the field, if you include the initial 10 I started with. correct?
4 months ago
6 months ago
Maybe Alliance of Arms since the symmetry is wildly skewed toward you. Brimaz, King of Oreskos is a g, Deploy to the Front is just wins the game (unless there's a board wipe) by the time you can cast it. Entrapment Maneuver can just DESTROY voltron. Hero of Bladehold is also a g, Nomads' Assembly is also just a win.
Also Preeminent Captain. That is all.
Happy brewing, and best of draws to you.
6 months ago
Really love the idea of going infinite with Shalai. I would drop most of the angels and change the focus to tokens and counters. Adding in Doubling Season, Primal Vigor, Hardened Scales, Cathars' Crusade, Parallel Lives, Anointed Procession, Panharmonicon, and Ashnod's Altar gives you more infinite mana combos. Reveillark combos with Karmic Guide for infinite sacrifices to the altar. Kitchen Finks also combos with Vizier.
Promise of Bunrei, Rhys the Redeemed, Spectral Procession, Sram's Expertise, Triplicate Spirits, Deploy to the Front, Conqueror's Pledge, Increasing Devotion, and Nomads' Assembly could be good for generating tokens.
7 months ago
Hey Shiken! Thanks for the upvote! I really like Secure the Wastes but it is a bit tight on the budget. Both it and Nomads' Assembly will go in the Potential Upgrades tab for sure though. I hadn't seen Nomads' Assembly before!
7 months ago
Love this deck!My only recommendations are Secure the Wastes, which is token generation that imo is a little better than White Sun. It's slightly more expensive but in this case I think it is a good move. Also another card that is budget that this deck would love is Nomads' Assembly which doubles your army then doubles it again the next turn! It's worth consideration at least! Wonderful Work!
7 months ago
the mana curve does not look very healthy. You have a lot of overcosted things that don't actually do much and at the same time you don't have some pieces that I would say are almost mandatory in a darien build.
I know that you want to abuse Darien's ability, but stuff like Armageddon Clock Mindstorm Crown Jinxed Idol Torture Chamber Angel's Trumpet Jade Monolith (Doom Cannon in the maybeboard) are absolutely garbage cards that do nothing when Darien is not on the field and that do very little work when he is in play. For example, you pay 6 for armageddon clock, than you have to wait 3 turns to have 6 soldiers, assuming that darien survives that long, and they are just 1/1s, maybe 2/2s or 3/3s at best.
Now, why don't you just Conqueror's Pledge for 5 mana and you have the 6 soldiers right away? Without even needing Darien out. I think that your deck should be able to generate a good amount of tokens without him and a CRAZY amount with him.You want only self-pain cards that provide other benefits, like Mana Vault or Mana Crypt if budget is not a problem, pain-lands are ok but you lack Ancient Tomb and City of Brass.
Then, I see that you go hard on the indestructible thing for protection, but
1) indestructible does not save you from the best (and common) removal spells in the format Swords to Plowshares Path to Exile Merciless Eviction Hallowed Burial Chaos Warp Toxic Deluge Cyclonic Rift nor from sacrifice effect,
2) many of your indestructible sources seem weak or slow
I think that you should use protection like Lightning Greaves and Mother of Runes for spot removal and Rootborn Defenses for mass removal if you really want to, but the best defense against removal is to have a deck that can actually recover using cards from your hand.
Then I see that you have a strong lifegain sub theme. Now, some things are efficient and mono white classics, like Soul Warden and Soul's Attendant, but you don't really want to have Healer of the Pride occupying a precious 4cmc slot orNoble Purpose in a 5cmc slot. Also, Anointer Priest is garbage because costs twice a soul sister but triggers only on your stuff and only on tokens, too situational.
Devout Invocation and Nomads' Assembly are bad too, both cost a lot of mana and require you to be already winning but don't do anything if you are behind, I'd cut them for Decree of Justice Secure the Wastes Increasing Devotion
Finally, classic anthems are bad. Very bad. Hall of Triumph Intangible Virtue Glorious Anthem Honor of the Pure Phantom General these things are just trash. You need like AT LEAST 4 of these effects to have an army that can destroy the opponents and win the game. If you draw just a couple of them its just not enough and they are dead cards, if you draw too many there is a good chance that you didn't draw enough token generators and you have no soldiers.
I think that the good approach is to go directly from 1/1s to 20/20s. You do this by using exponential pumping, like Coat of Arms Mirror Entity Jazal Goldmane and things like that. The benefits are that when you are ready you win out of nowhere and nobody sees you as a threat until then and also you don't use tons of card slots for minimal pumping. But, more importantly, dropping the +1/+1 effects opens you the option of using Skullclamp. The card is just bonkers and, ifyou can fuel it, you just win the game, assuming none destroys it on the spot. You also run Steelshaper's Gift, Enlightened Tutor and Open the Armory to find Skullclamp so that you virtually have 4 copies in the deck.
Ah, cut Caged Sun for Extraplanar Lens, its the only mana doubler worth considering in my experience, the other ones just die the turn you tap out to play them. And find room for Martial Coup that is both sweeper and token generator.
It may seem that I'm overly criticizing here, of course you can ignore some (if not all) of my advices if you are not convinced but I love Darien, I have played many of the bad things you are playing and eventually cut them out, just wish that someone told me these things so that I wouldn't have wasted time on bad cards. The cards may seem fun in theory but when you play and the deck doesn't work at all I guarantee that you feel only frustration and no fun.