Creature — Plant Wall
Defender (This creature can't attack.)
, , Sacrifice a creature with defender: Draw a card.
Printings View all
|Core Set 2021 (M21)||Common|
|Guilds of Ravnica (GRN)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Portcullis Vine Discussion
3 months ago
Thanks so much for the feedback! I really like the idea of playing Portcullis Vine because getting a turn 1 defender would be nice. The 8 tappable defenders is a good amount from testing so I think I might replace Gatecreeper Vine with Portcullis Vine and see how that goes.
From testing it out my friend group is pretty evenly matched, which keeps it fun! (though I am an early game target)
I did run the 2 Gargos, Vicious Watcher and it was a really strong addition. I am considering 1 or 2 more.
I swapped out 1 Prey Upon for a Tower Defense to hold up against a MAJOR flying weakeness. Would you recommend another card over that? I may sideboard a Whiptongue Hydra or two. I also really like the idea of Squall Line since it gives even more reason to play Unbound Flourishing. (So expensive!!)
Lastly, Feed the Clan is very tempting. Maybe run 1?
I'd love more suggestions based on these ideas/edits!
3 months ago
As far as first decks go, this is really solid. Defenders and hydras have a lot of synergy and mono colour keeps the mana simple.
There are a few options to play with- remembering that power gaming with a casual playgroup is usually a mistake. Aim to be fun for everyone.
There are a few infinite combos with mana+untap in defender, but it's usually not too fun.
In general terms, when you onlu have one deck try for card variety with a consistent core -12 to 16 4 ofs that do one thing and make the deck reliable (defender ramp) and some varied payoffs to keep it interesting. I like Mistcutter Hydra for haste, Squall Line to tie games and Uncage the Menagerie to fetch those low cmc hydras or backup ramp.
4 months ago
Well, nospamspam722 in terms of removals, I'd honestly recommend removing a few of the smaller creatures you've got, such as Arboreal Grazer (who actually isn't a defender and wouldn't benefit from Arcades), Wall of Wood, Wall of Vines, Consulate Skygate, Pride Guardian, and Portcullis Vine. I'd also recommend cutting down the number of lands from 40 to at most 38. This deck can tend to get mana flooded more often than mana screwed, so having a lower number of lands will be fine.
5 months ago
I think you have too many ramp/big mana cards with nothing particularly strong to build towards. I'd build this deck with the goal of Early/Mid: Disrupt, lock down the board, gain board presence, Late: Attack with huge walls and win. So, think about replacing worse ramping walls with better walls or control cards. I think you have a good creature/spell mix, but you may want to make it slightly cheaper.
Also, blue has some great defenders so you could switch up your colors if you're unsatisfied with BW.
Duress -> Thoughtseize/Despise (may be better/worse depending on meta) | Damnable Pact -> Painful Truths/Read the Bones | Torment of Hailfire -> Anguished Unmaking | Dusk -> Languish/Settle the Wreckage/Drown in Sorrow | Deathrite Shaman -> Jaddi Offshoot (DS isn't nearly as good without fetches and cheap spells)
9 months ago
Notes: This deck has an absurdly low curve, and wants it's ramp in it's 1 slot, if it has much at all. Most good options are going to be a bit expensive if they're any good. Card draw shouldn't be a problem...pay attention to what problems you run into while playing. Are you stalling for a way to push through? Do you need creature removal that isn't board clear? ETC.
10 months ago
1 year ago
Recommendations: Zetalpa, Primal Dawn - 4/8 double striker means 16 flying, indestructible damage a turn whenever Arcades is out.
Sylvan Library - Independent, cheap draw engine that gives you value even before you drop Arcades.
Rhystic Study - See Sylvan Library.
Birds of Paradise - It's just a good turn one play that gets you ahead in both ramp and fixing.
Orator of Ojutai - Draws you two cards on ETB whenever Arcades is out.
Portcullis Vine is slower than Wall of Mulch , but can provide extra draw from your Walls once they're on the battlefield if you can't find a way to blink or bounce them, consider this a weak recommendation.
Soulsworn Jury - Functions as a card draw early, can then be used to deter opponents from making splashy plays.
Wall of Kelp - Gives you a repeatable source of card draw when Arcades is out.
In general this doesn't seem like a combo list, so the low average CMC isn't as important as it would be with a deck that wants to set up and win the game in the same turn cycle. I'd recommend running more bombs to give you impactful plays in the late game, and maybe some cards like Containment Priest or Lavinia, Azorius Renegade to allow you to get to that late game.
1 year ago
Vlasiax there is no real reason for not running Portcullis Vine , I just think it is not that good :) I put Dragon's Eye Sentry out in favour for Resolute Watchdog . Like THCue said, I also don't run dorks because I don't think that they aren't needed so badly and have a big target painted on their head (espeacially Noble Hierarch ) I think I'd rather play a defender for one mana instead of a dork, to put pressure to the table. I'm torn between Lightning Greaves or protection in general or counterspells. I can't say what's more effective. But greaves can be very good, I agree. Struyk how many counterspells do you run?