Pelt Collector

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all

Pelt Collector

Creature — Elf Warrior

Whenever another creature you control enters the battlefield or dies, if that creature's power is greater than Pelt Collector's, put a +1/+1 counter on Pelt Collector.

As long as Pelt Collector has three or more +1/+1 counters on it, it has trample.

Pelt Collector Discussion

Murphy77 on Simic Counter Crush

1 day ago

I just get the feeling that you are trying to do too much and will lose out on consistency. Frilled Mystic has a great effect, but is expensive and difficult to play, while Siren Stormtamer might do just as well. Skatewing Spy can give all your powerful creatures flying, but also becomes playable only later in the game, when you could already be in a losing position. I don't like Hydroid Krasis unless you have 6, 8 or 10 spare mana, which is not going to happen too early in the game. I would tend to drop some of these fancy 'game-enders' in favour of a few 'game-starters'.

Simic Ascendency provides a viable win-con, but you want to start getting +1/+1 counters out from turn 1 or 2. This is about the only deck where Pelt Collector is a strong card. An extra turn 1 landfall from Arboreal Grazer , Adventurous Impulse etc. can really kick-start your game. See what you think of WAR PAW

Murphy77 on White Flying Proliferate with splash green

3 days ago

I see what you are aiming for, but would really want Pledge of Unity and Evolution Sage in a deck like this. Pelt Collector and Stony Strength also fit in well. You want to be adding +1/+1 counters from turn 2 or 3, so that when you start to proliferate, you grow the power of your creatures a quickly as possible. I don't know if you can do that with only white fliers.

TristanTaylorsVoice on Big Green Daddies

6 days ago

I think its applications in legacy are better: instead of holding up 1 Mana for a 2 drop, we can just play Hexdrinker or Pelt Collector and add to the board instead.

Modern is not the best format to interact in, unfortunately. If one is really concerned about blue decks, they can play Thrun, the Last Troll now that Supreme Verdict sees more play than Terminus .

Murphy77 on Simic Climb

1 week ago

I have found the quickest way to get +1/+1 counters on your creatures is to play Biomancer's Familiar with Growth-Chamber Guardian and Incubation Druid . This means almost instant flipping of Hadana's Climb  Flip. Jiang Yanggu, Wildcrafter and Simic Ascendancy then help to create back-up win conditions, while Nissa, Who Shapes the World gives you all the mana you could want.

I would keep Pelt Collector and Roalesk, Apex Hybrid , but Siren Stormtamer is so much easier to cast and almost as effective as Frilled Mystic and the explore package (12 cards) may actually slow you down.

My recommendations for this deck would be:

-2 Nissa, Who Shakes the World , +2 Jiang Yanggu, Wildcrafter

-4 Frilled Mystic , +3 Siren Stormtamer , +1 Stony Strength

-4 Jadelight Ranger , +4 Biomancer's Familiar

-4 Merfolk Branchwalker , +4 Simic Ascendancy

-4 Wildgrowth Walker , +3 Evolution Sage , +1 Stony Strength

This combination should give you super-rapid growth of your creatures power with +1/+1 counters and an alternative win-con with the effect of Simic Ascendancy . I would look to have Sylvan Awakening in the side-board to be able to swing with an army of 2/2's after using Nissa's ultimate effect.

I suppose that we could design the sideboard so that we could swap out the adapt and the explore themes, but I would prefer some control options.

jamiekingslayer on Lushy bushy

3 weeks ago

Gladly! My sideboard is kinda specified to decks i see, for example back to nature is good against bogles but not much else, so adjust your own sideboard!

As a rule of thumb i switch out creature cards for crature cards in the sideboard, and non-creature for non-creature.

The reason for this is that you are mainly a creature aggro deck, where creatures are star and pumpspells either help; finish ( Aspect of Hydra ) / protect ( Vines of Vastwood ). This means that if you are siding in "protection" i.e. Relic of Progenitus i would consider switching out vines of vastwood. Same goes for Dismember , for if you need to remove creatures from your opponent they're most likely removal-light.

Feed the Clan can also be switched with vines, for the simple reason that most our creatures are beefy enough to withstand damage-removal, and this is mainly for dealing with burn. Collector Ouphe is mainly for affinity and here you could for example swap out scavenging ooze lest you desperatly need lifegain. They dont rely on their graveyard.

As you see i often swap out vines, i much consider it the weakest card and most flexible. but then again it depends on the matchup and personal taste. Consider your need for protection, explosiveness, interaction, and so on. Sometimes you might not want to switch out all the copies of a certain card, but rather take out different cards.

Lastly i want to say that you should probably make slight mainboard changes aswell: Kalonian Tusker is a good alternative for scavenging ooze, if you need more power earlier. The number of Rancor , Vines of Vastwood and Aspect of Hydra can be interchanged, and even switched out for Blossoming Defense or Dismember .

The onedrop slot is also very adjustable: Dryad Militant shines against certain decks (mostly storm and maybe dredge, and maybe snaocaster decks)and Hexdrinker against others. Same goes for Experiment One and Pelt Collector . The two latter should only be split in a 4-2 or 3-3 in my opinion because they cant evolve one another.

Lastly if there are certain cards you dont want/own in the sideboard here are alternatives:

Wheel of Sun and Moon : a good replacement for Relic of Progenitus , as it gives two devotion and is a continous denying effect. Whats already in their graveyard stays there though.

Oxidize alternativ for Natural State if you dont need to take out enchantmens.

Thrun, the Last Troll : Very good against control, but i have had a though time against Terminus lately which wrecks him. Pro tip, there seems to be some changes coming up to UW control, and this might mean Terminus is being phased out, so do keep your eye out for thrun.

Hope this helps! Reply if you need more help or anything was unclear ;D

Cherrymanga on Nissa's Bant Land Stompy

3 weeks ago

I like most of these ideas, and think i'll run with a few.

I still think my Jiang Yanggu, Wildcrafter allowing Emmara, Soul of the Accord to tap for mana idea can be great for going wide fast and i'm keeping that in the deck, but i've also thrown in the Pelt Collector and Sylvan Awakening and cleaned up a lot of the one-ofs that i was using for late game bombs and tricks.

Murphy77 on Wild things

3 weeks ago

If your aim is to alt Nissa as quickly as possible, you might want more work from 1-drops. Arboreal Grazer is good, allowing 2 landfalls in turn 1. Pelt Collector comes in as a 1/1 that quickly gains counters and gains trample. Might of the Masses could give your cheap creatures some teeth. Adventurous Impulse and Enter the Unknown can add value. Nexus of Fate and Mass Manipulation do nothing in the early game.

Back up your early 1-drops with Incubation Druid , Pollenbright Druid and Evolution Sage . You might want to limit yourself to one top-end creature.

If you use Nissa to get all your lands onto the field in turn 4 or 5, then you really want to follow that up with cards like Vivien's Arkbow to pull creatures from the deck and play them soon afterward.

Your deck is somewhere between 2 different builds that I have put together and has potential to be very good. See if you can get any ideas from WAR PAW or Shake the World M

Murphy77 on Nissa's Bant Land Stompy

4 weeks ago

If you can get Nissa's ultimate effect, then play Sylvan Awakening having all your lands in the deck able to attack as 2/2 indestructible creatures could be a game winner. If you can do this behind Shalai, Voice of Plenty that should protect you from cards like Settle the Wreckage .

With this deck, I would tend to drop all the 'nice to have' high cmc cards like Nexus of Fate , Ignite the Beacon , Song of Freyalise , Wilderness Reclamation and Hydroid Krasis which can all be great from turn 10 onward, and try to focus on win-conditions that are possible from turn 4 or 5.

4 Dovin's Veto would probably be a good idea.

With the quality of green (and other) combinations available in RAW, you just can't afford to grind out a game that might win after a dozen turns. If you can really get these combo's running, Might of the Masses , Pelt Collector , Arboreal Grazer and a range of 1-drops are really strong.

You could always also focus on getting all your lands on the field, then pump 1 with something like Blanchwood Armor

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Pelt Collector occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Modern:

All decks: 0.06%

Standard:

All decks: 0.17%