Creature — Human Cleric
(3)(White), Remove Planar Guide from the game: Remove all creatures from the game. At end of turn, return those cards to play under their owners' control.
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Planar Guide Discussion
6 months ago
8 months ago
Sounds like a good plan to me, Drana's Chosen definitely isn't necessary. Another benefit of Planar Guide over Ghostway (besides the fact that he affects your opponents' creatures as well as your own) is that he might not be countered as readily, and he can act as removal bait or as a chump blocker, but if I had the cash, I'd probably run both in my ETB-focused Alesha, Who Smiles at Death.
Ah ok, I totally overlooked the fact that you have the lairs in the Maybe list; however, I think you are missing Darigaaz's Caldera. There's definitely a trade-off between fast and slow mana. It may be too slow to run both sets of Shard-colored lands, along with the other slow lands, but it really depends on how fast you want to play this deck, and how fast you'll need to respond to your opponents.
8 months ago
GobboE, Thanks again for the great advice! I own a metric crapload of the Panorama fetches (Jund Panorama, for instance). Would you recommend those for mana-fixing in this deck? I also own a bunch of each of the Obelisks (Obelisk of Esper, etc). I'm leery of the tri-land sac cards like Geothermal Crevice. They don't seem as optimal but I'm no expert and my M:TG instincts aren't fully developed. I could add Guildgates and the Lifelands but they're all tapped upon entry. I heard one shouldn't have a majority of one's lands be slow but I'm willing to defer to veterans' judgement on the subject. Would you recommend a set of the bounce lands (Rakdos Carnarium, etc)? Banners, cluestones, signets?
I want a Harabaz Druid, for instance, but it won't be in the 1.0 version of the deck for budget reasons but will find its way in quite early on, I'm sure. It's just too good and $6 isn't the end of the world. I mean, I'm scraping together couch change for this month's rent but by the time I build this deck that won't be a thing ;)
The Orchards are on my short-list, Lotus Vale perhaps, Ancient Ziggurat for sure, Gemstone Mine is a little pricey, City of Brass would work well I believe, Unknown Shores seems legit, Mana Confluence is pricey but a candidate, Mirrodin's Core seems okay, Springjack Pasture seems funny but isn't blowing me away, Thran Quarry would be good but it's a little up there in price for me, and likewise for Undiscovered Paradise.
Henge of Ramos seems outdated, Tendo Ice Bridge is too expensive, Reflecting Pool seems like it won't help me much and is expensive to boot, Archaeological Dig seems meh, same for Forsaken City, Rainbow Vale, School of the Unseen, and Tarnished Citadel.
Plenty of fixing rocks out there I suppose. Would you recommend those? Coalition Relic is a no-brainer but out of the initial budget, ditto for Gilded Lotus but more so, Khalni Gem maybe, $Lotus Bloom$, Lotus Blossom on the other hand seems neat, Prophetic Prism seems nice and is cheaper than Mana Prism (but doesn't give a colorless for free), Phyrexian Lens seems okay, Prismatic Lens is cheap, Spectral Searchlight seems okay too, Springleaf Drum might be all right,
Some five-color decks I've seen utilize a lot of Green spells like Dawn's Reflection, Divergent Growth, Fertile Ground, $Food Chain$, Manamorphose, Metamorphosis, Multani's Harmony, Overlaid Terrain, $Prismatic Omen$, Trace of Abundance, Utopia Sprawl, and Utopia Vow. Might be a good idea to include a few, huh.
Such an intricate dance...
Balancing lands vs fetches vs rocks vs spells is tricky! I might have to do some guess-and-check once the deck is build in the meatspace.
The two cards you recommended are excelent for this deck and even my Goblin deck so consider them strongly considered. I was trying to keep all un-owned cards under a dollar for the 1.0 version but those are both cheap and brilliant so if they don't go into the initial build they will be in the very first wave of upgrades. I can't thank you enough for all of your assistance.
DaringApprentice, excellent suggestions. My newb-ass didn't even now about Captain's Claws. Drana's Chosen is dope too. I might leave her out for the initial build and see if I need the beef. Planar Guide is one I hadn't seen before, too. Cheaper than Ghostaway, that's for true.
I initially had all the Lairs in the deck (you may notice they're all in the Maybe list) but I was worried about having too many slow lands. I'll probably buy a set anyway and experiment with them. Thanks for reminding me. Mana-fixing vs slow mana... a hard debate when working with a budget deck! Do y'all think it's worth it? Thanks for your suggestions!
8 months ago
Nice deck! For more Ally goodness, Captain's Claws could be a good option, and Drana's Chosen can get you Zombies if you need more creatures. Planar Guide is nice for removing opponents' tokens and for bouncing your nontoken creatures for multiple enter-the-battlefield effects. Another set of Shard tri-lands besides the Alara ones are Treva's Ruins, Dromar's Cavern, Crosis's Catacombs, Darigaaz's Caldera, and Rith's Grove.
10 months ago
@ NotSquishedYet: I am afraid you have your protection wrong. The D in DEBT doesn't stand for "Destroyed/Damaged" but just "Damaged"... so Blasphemous Act can't kill Progenitus (since it can't damage it) but Wrath of God will work just fine. After that you can feel free to go ahead and Reanimate it and move on with your life (note: Necromancy and Animate Dead won't work since they can't enchant it)
In general the best way to go around Progenitus ability is to affect everything. Cards that say "Do something to all creatures" or "Do something to all permanents" and similar will usually work, unless what they are trying to do is dealing damage (which I guess is what you were describing as "a series of technicalities" lol).
Mob Rule and Insurrection will obviously take him temporarily - I was trying to find a way to steal him with one of those and then use some sort of Flicker-type effect to make sure you could keep it. Those effect are kinda split between saying "return it to the battlefield under your control" and "return it to the battlefield under its owner's control" so I though maybe I could find one that did not target and said "your control". Unfortunately both Ghostway and Planar Guide will return the card under their owner's control (i.e. your opponent) so they don't do what we want, and I couldn't find another card that did not target.
I guess Aura Thief wasn't really on my radar. Thanks for sharing!
@ UpsetYoMama: Yeah, there is definitely going to be a layers episode coming at some point. I am just waiting to find something really neat I can do with them rather something where I have a question where it could be either A or B, I spend half an hour trying to figure out exactly what is going on and at the end the answer is "oh yeah, it was B". It's a lot of headscratching for not a lot of payoff, you know? But yeah, as long as I encounter something that happens to be on the weirder side I'll be sure to dust off my Blood Moons and Humilities and write some stuff about Layers.
1 year ago
I like your deck. I have a human tribal deck myself called Racing Towards Extinction (Human Tribal) I would suggest Academy Rector Captain Sisay and Ranger of Eos. With Ranger you could grab Mother of Runes Weathered Wayfarer and Planar Guide. All do great work in a human tribal deck.
1 year ago
1 year ago
Optimized Feldon:Feldon of the Third Path copy
I copied it from a source I respect, did a little tinkering and some goldfishing. It has some powerful synergies and is decently reactive for mono-red. In casual metas I think he will probably do very well (For instance, Wurmcoil Engine on Blade of Selves with sac outlets is nothing to sneeze at.), and that is the rubric behind Tier 3. Mono-red is limiting, yes, but the deck has very good draw power and board control for both artifacts and creatures, and if Purphoros, Krenko, and Daretti can all manage to be T2, I see no reason why Feldon can't make T3.
FAMOUSWATERMELON: I agree with you that the line between Tiers 3 and 4 is a bit fuzzy and needs work, but I think for a lot of the commanders you listed there you might just not be aware of their full potential. Let me give you some examples:
Jalira, Master Polymorphist lets you run a deck filled with low cost legendary utility creatures, and then swap them out for one or two extremely powerful non-legendary creatures. (i.e. turn five Blightsteel Colossus, every game.) It's as powerful as decks that used to run just one creature in the 99 so they could Proteus Staff their commander into it, without actually having to set up your deck that way (or find Proteus Staff).
General Tazri is a five color ally commander. There are actually a lot of allies that scale well to commander (Sea Gate Loremaster, Bala Ged Thief, Murasa Pyromancer) as well as a lot of super amazing blink engines that dial their triggers up to 11 (Brago, King Eternal, Ghostway, Planar Guide). Plus, she has a dedicated infinite combo (Xenograft/Conspiracy + Turntimber Ranger), and she's a tutor in the command zone. Honestly, I feel like once someone works out all the kinks we might see a version of this deck make it to Tier 2.
Geth, Lord of the Vault is continuous card advantage on a stick. Once he's out there is literally nothing better to do with your mana than dump it into his ability repeatedly, which means that when the inevitable field wipe rolls around you'll still have a hand full of gas to trash your opponents with. Also, mono-black can generate enormous amounts of mana off of very few cards.
Karametra, God of Harvests ramps harder than any other green/white commander, does it without spending other cards to do so (you were gonna cast creatures anyway), and has some great landfall triggers in her colors. Seems T3 to me.
Kiki-Jiki, Mirror Breaker has multiple infinite combos centered around him and abuses ETB, death, and combat triggers. If he doesn't make it to T3 there is absolutely no way that Feldon does, and I at least think they're both worthy.
Horde of Notions is a five color recursion engine. I don't see why everyone rates him so low. It's five color, You don't have to limit yourself the elemental tribal. Just do the usual five color thing and play the best ones available to you (e.g. Avenger of Zendikar).
Mishra, Artificer Prodigy makes a weird artifact based stax / combo deck with cards like Blood Funnel and Nether Void. I feel like the uniqueness of that alone is worth putting him in T3, but the deck actually performs pretty consistently, and he's not weaker than most other T3 generals.
Lastly, I think you're probably right about Kurkesh, Onakke Ancient needing to be moved to T4, but it's worth mentioning how he's able to generate stupid amounts of mana very early in the game using cards like Basalt Monolith, Grim Monolith, and Voltaic Key.