|Commander / EDH||Legal|
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As Outpost Siege enters the battlefield, choose Khans or Dragons.
- Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
- Dragons — Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to target creature or player.
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Outpost Siege Discussion
1 day ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
1 week ago
Yeah, she's in my sideboard for that reason. Some play groups don't care about banned cards, but I always keep a replacement card just in case. I like that Cloudstone combo! I have the budget version in this deck. Outpost Siege (set to dragons) and Ancestral Statue have pretty much the same interaction. Thanks for the input!
3 weeks ago
Oh wow, I really love all the synergy in this. Almost every card choice feels really on theme.
A few thoughts on cards to help with discarding:
Daretti, Scrap Savant is good at both discarding, seeing more cards, and helping you get back artifacts you may have discarded.
Chandra, Flamecaller is another good one for emptying and refilling your hand - I'm not sure that it's significantly better than Chandra Ablaze all of the time, but it certainly seems like an upgrade.
Tormenting Voice and/or Cathartic Reunion also seem like strong options.
Separately, if you're already running Outpost Siege, how do you feel about Chandra, Torch of Defiance or Chandra, Pyromaster? Both get you additional card advantage, and Torch can also help ramp you if needed.
3 weeks ago
Ooo, dat Sword of Kaldra, doh...very nice. Might I suggest Outpost Siege to possibly replace Impact Tremors, as the Dragons option is the natural choice (can hit creatures, too) but the Khans option provides valuable card advantage, if needed. Dromoka's Command provides more relevant modes over Selesnya Charm, though I know it comes with a higher price tag. Over the course of a game, Fertilid has been a solid performer for ramp/deck-thinning, all while having a decent political role in helping other players.
3 weeks ago
Your deck looks good except for a some of your equipment choices. I've never found Fleetfeather Sandals to be great.
Assault Suit is a fun equipment to attach to zurgo in a multiplayer game. It makes it to where he can never die and all your opponents have to attack each other. Always Watching might be fun to put in your deck. It gives your creatures vigilance and +1/+1.Maybe put in Phyrexian Arena or Outpost Siege for extra card draw.
I run a only Zurgo voltron version Zurgo's toolbox of death
4 weeks ago
I'm not an expert on mana base construction, but isn't 32 lands and 15 mana rocks an extreme ratio? I know the general rule is "2 rocks = 1 land" so your total is still 39.5 "lands", but still, 47 cardslots are dedicated to mana production, meaning you will draw less gas. I think so many rocks also forces you to resort to some that are worse than simply lands. Having a rock instead of a land only ramps you if you are already hitting all your land drops, and 32 lands probably won't do that for very long. Once you empty your hand of land, drawing a rock actually slows down your mana compared to a land, and rocks are easier to destroy; Cyclonic Rift and Vandalblast hitting 1/3 of your mana sources really hurts, for example. The trio of diamond rocks are most cuttable; Coldsteel Heart is better. Gratuitous Violence and Phage the Untouchable are hardest to cast, so if your mana isn't consistent enough I think they must be the first suspects.
There are 13 board wipes, is it possible for that number to go down? I notice there are very few sources of direct card draw, so maybe the least good wipes can make room for that. Outpost Siege should always be on Khans, so Phyrexian Arena would serve better.
Open the Armory is a voltron staple, but this list has only 7 targets for it. Battle Mastery is a good one, and Loxodon Warhammer can replicate the function of Homicidal Seclusion. Tenza, Godo's Maul is super efficient. You can also add a negative aura so Open the Armory can function as removal. Replacing Banishing Light with Arrest for instance.
How has Lapse of Certainty been? Holding up 3 mana for a worse Cancel seems unexciting even if you are exploiting your opponents' color pie expectations, though I do like Not of This World and Rebuff the Wicked since it's much easier to hold up 0/1 mana, and Not of This World even counters abilities!
Nephalia Academy is a curious choice to me, I suppose discard is common in your meta?
1 month ago
I'm just gonna bombard you with a list of suggestions.