|Commander / EDH||Legal|
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Target creature you control fights another target creature.
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Pit Fight Discussion
4 days ago
@zephyr_chang I like the idea of adding Monastery Mentor to the deck in place of the Fabled Hero as a progression of the go wide strategy. I really enjoy playing the Hero as a very heavy hitter, as if you hit him with 2 Gods Willing and another pump spell, or give him trample and other pumps, he can almost end the game on his own, but Mentor Doesn't have to do it alone, which I like in a list that intends to use Phalanx Leader and Young Pyromancer
I think I prefer Selesnya Charm over Pit Fight As it functions as a trample effect in lieu of removal for smaller creatures, provides a body, or simply is a removal for larger creatures, such as Death's Shadow or Primeval Titan. I might also give Valorous Stance a try.
If I can, I want to try to keep Mutagenic Growth in the list, as paying 2 life to respond to a Bolt, or dumping your stockpile of Growths before damage can be very, very powerful. The spells are what I feel need the most finalizing, and when I played, Martial Glory felt too slow.
As for lands, I'd probably just pull the fast lands, add in a couple more fetches, 10 does sound about right, and just add more fetchable sources. This deck likes to play fast-and-loose with it's life total, much like a Death's Shadow based list or a conventional burn list, in that it doesn't matter how low your life is, if his hits 0 first.
Thanks again for your feedback! I really appreciate it.
5 days ago
You're welcome. I really like Heroic as a mechanic back when it was in Standard. However, a deck based on Heroic does run into several problems, like drawing spells when there are no creatures on board, not drawing enough spells to complement the creatures, running out of gas beyond Turn 5, etc. That was why I thought spells that can be cast more than once (Rebound, Flashback), and creatures that generate creatures (Vanguard of Brimaz, Brimaz, King of Oreskos, Monastery Mentor, Young Pyromancer) are key to this type of deck. A go-wide strategy is good because we have ways to pump the whole board, with Phalanx Leader and Anax and Cymede.
Therefore, my own suggested list is this: 4 each of Monastery Swiftspear, Favored Hoplite, Young Pyromancer, Phalanx Leader, 2 Anax and Cymede and 3 split among Brimaz, King of Oreskos and Monastery Mentor (21 creatures); 4 each of Gods Willing, Emerge Unscathed, Blossoming Defense, Pit Fight (I think we do need some mainboard removal), and 3 Warriors' Lesson (19 spells); 10 fetchlands (4 Windswept Heath, 4 Arid Mesa, 2 Wooded Foothills), 4 basics (2 Plains, 1 Forest, 1 Mountain), 5 shocks (2 Temple Garden, 2 Sacred Foundry, 1 Stomping Ground) and a Horizon Canopy (20 lands). I upped the fetch count because I think the maximum number of lands we ever need is about 4 or thereabouts.
This is all theorycrafting though. I have not actually tested a deck like this in Modern before. Do let us know what your testing results are.
3 weeks ago
1 month ago
Please link your cards, so that we know what you're talking about.
The general rule for multiple abilities triggering at the same time is this:
603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order [Active Player, Non-Active Player], puts triggered abilities he or she controls on the stack in any order he or she chooses. [...]
If player A is active, his Wurmcoil's abilitiy will be put on the stack first, followd by player B's ability. That means that player B's gets his Wurmcoil tokens first. If B is active, it's the other way around.
1 month ago
I really like this deck and I think I might build something similar since I have many of these cards, including the commander, already. If I were you though I would include more mana dorks and land enchantments currently you are only running Elvish Mystic as a manadork but you can add Birds of Paradise, Llanowar Elves, Fyndhorn Elves, Beastcaller Savant, Zhur-Taa Druid, Sylvan Caryatid, Voyaging Satyr, Deathrite Shaman, Gyre Sage, and Arbor Elf. You can also run cards like Wild Growth, Overgrowth, Fertile Ground, Utopia Sprawl, Dictate of Karametra, and other land enchantments which interact very well with Voyaging Satyr and Arbor Elf which can untap an enchanted land. Also, with such a small number of instants and sorceries Primal Surge would destroy any opponent. You could try throwing in some removal as well such as Beast Within and cards that allow creatures to fight your opponents creatures. These can come out of nowhere and decimate your opponents thanks to Xenagos, God of Revels. these could include Epic Confrontation, Prey Upon, Nessian Wilds Ravager, Polukranos, World Eater, Pit Fight, Savage Punch, and Setessan Tactics. You shouldnt include all of these cards but go with whichever ones in each category that you like
2 months ago
I have Heartless Hidetsugu equipped with Grafted Exoskeleton (lethal infect), and a Vedalken Orrery on field and Molten Disaster in hand. My opponent has Typhoid Rats and Voidmage Husher on field and Pit Fight in hand (deathtouch fighting and countermagic)... If I activate Ogre's ability, can I hold priority, cast split second, and kill my opponent's Rats and Wizard? Or does my opponent have the chance to kill Ogre with the Rats, and flash in Wizard to counter my ability ALL BEFORE I cast split second? (I apologize for the complexity of this question)
2 months ago
3 months ago
Sweet Deck! Got a couple of suggestions though Ulvenwald Tracker would be a great add that way you have a Pit Fight on a stick. As well as a Coat of Arms for another massive board pump. Also a Craterhoof Behemoth never hurts just helps with board stalls.