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|Hour of Devastation (HOU)||Common|
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Proven Combatant Discussion
6 months ago
i used Anointed Procession in my B/W tokens deck to double up as well. i think its good once its on the board, but getting it there is a little harder, as it doesnt actually do anything when you cast it. thats the one big drawback to the card.
i think if you have a few more embalm effects in the deck it would work nicely as you can follow up AP with an embalm. as it is now i dont think you have enough instant follow-ups to make AP viable. The Scarab God doesn't give you tokens instantly. you have to play it, then pay 4 CMC more to get a token, and only if you managed to kill something or get something killed, with which AP doesnt help you to do.
AP synergyzes great with liliana, death's majesty and Champion of Wits however.
I just looked over your deck again and found a little fart in your synergy. Glint-Sleeve Siphoner, Champion of Wits and razaketh, the foulblooded all draw you cards, while Dread Wanderer only gets brought back from the graveyard if you dont have cards. they contradict one another, and as such i think you need to replace the wanderer with something else...maybe that embalm/eternalize effect that would make AP more desirable huh?
completing the playset of Champion of Wits could be a good idea, and Vizier of Many Faces could work as well. Vizier of the Anointed could work if you go heavier into embalm/eternalize, and if you are going to splash , there are quite a few embalm creatures out there. Aven Wind Guide, Temmet, Vizier of Naktamun, Adorned Pouncer,Sunscourge Champion, Sacred Cat and Proven Combatant all come to mind.
Basically, for Anointed Procession to work optimally, you will probably need to focus on token reanimation and not just creature reanimation, so you will go heavy into embalm/eternalize. you will probably have to fix your manna to play a fair share of and as well. this will require building a completely different variation of this deck, which can be good or not, thats up to you and lots of playtesting. As it is now however, id say either rebuild the deck with Anointed Procession in mind, and going heavy on embalm/eternalize, or leave it as it is and forget about AP.
1 year ago
thanks liljramos88, what ended up happening is: I knew I wanted to make a deck with Oketra's Monument. I already had one, so I bought 3. Then I grabbed what i thought was useful and made the deck. Only then did I decide to be cheap and bought another Cloudblazer, another Aven Wind Guide and 3 Tah-Crop Elite.
I do want Dusk / Dawn, but I'm cheap, so I'm going to wait a lil bit xP
The thing with Temmet, Vizier of Naktamun is that it only helps one dude, and you can only have one on the battlefield. Personally, I don't get the appeal of Champion of Wits. Between Sacred Cat and Proven Combatant, I went with the combatant 'cuz it's better if the game goes on for to long. I did thought about Anointer Priest, but I ruled it out since I want to put as much pressure on the board as possible.
Thanks for the suggestions. Thou the only one I like is Dusk / Dawn, I feel like you have an idea for the deck that's a bit different from mine. But hey! Try it for a spin, if you fell like it xD
1 year ago
Hey there! I just have a quick suggestion:
Proven Combatant isn't that good of a card - a 1/1 for 1 doesn't really do anything, and the ability to become a 4/4 for 6 in the late game doesn't add much value. Even with no other Spirits, Mausoleum Wanderer would most likely be a much better card. If you're concerned about losing value at rotation, you can replace them with 2 Spellweaver Eternal and 2 Unsummon or something like that.
1 year ago
Hey there! I'm assuming you're fairly new to the game(or at least the site) which is awesome, there's lots to learn and it's a super fun process. Your 20/20/20 rule is actually pretty fair if you're running a more aggressive deck with lots of small creatures like I mentioned. The issues with running that cost more than 4 or so is that you always want them to be cast as soon as possible, which means you want to draw your last consistently. Mana dorks(creatures who tap for mana) like Oasis Ritualist are great for making mana and getting you "ahead of the curve" where you have more mana than the opponent each turn. Traveler's Amulet actually does NOT have summoning sickness since because that only applies to creatures. Lands, artifacts, planeswalkers and just about everything else don't have summoning sickness UNLESS they become creatures after entering the battlefield, so you can totally use the amulet the turn you play it.
If you're looking to play Nicol Bolas planeswalker even on turn 7 or 8, I would definitely play 24 lands. When you're playing 4 colors like you are too, you need a great deal of multicolor lands to help you cast a green 2-cost creature on turn 2, a black creature turn 3, red turn 4 and so on. Running more lands in general will help with that. It's ALWAYS better to have too much mana than too little. If you don't draw enough you just don't get to play the game, if you draw too much at least when you do draw something sweet, you can usually play it right away.
You're kind of in the middle of 2 different decks as is. You actually have a decent black/red/green(or Jund as you'll hear people say) aggressive deck. Some stuff like Dune Diviner and Proven Combatant definitely would be easy cuts for the lands. If the only blue cards you played in the deck were Nicol Bolas and River Hoopoe it would be much easier on your mana to make sure you could cast your spells when you want and multiple spells in each turn that were different colors. Manalith is another good card that will help you with color fixing too.
I would try those first few suggestions out. I think only running 2 islands and the rest to match your decks needs would be about right. TappedOut has a great feature on the decks where at the bottom/side is shows a pie chart of your mana source needs. Following that will give you a great idea of what your lands should look like. I hope this helps!
1 year ago
I'd reconsider a mono-blue deck that relies entirely on Cunning Survivor to win. It has 2 cmc (Fatal Push), doesn't gain toughness while cycling, and only gains 1 attack per cycle. Most decks will straight outrace you or simply save their counters/removal.
Drake Haven would add value and bodies for every cycle while adding another way to win for the deck. I'd still be worried going mon-blue though.
Proven Combatant is a bad card so don't play him. He's worthless early, over-costed as a vanilla 4/4 for 6, and is quite possibly the worst draw late game.
Vizier of Tumbling Sands doesn't make sense. Nothing in your deck makes use of his tap ability so he's a vanilla 2/3 for 3. I understand you want a 3 drop, but it won't deal damage nor block effectively. Striped Riverwinder could be a better choice for the cheaper cycling.
1 year ago
If you're centreing your deck on the scarab god your going to want sone control and ways to find him. Supreme Will is great because it acts as both. I'd recommend something like Winds of Rebuke because it protects you from a threat as well as getting you cards in both graveyards for the scarab god to use. Anticipate and Naga Oracle could also help you find your scarab god, (but I would sideboard them).
I would suggest taking out Diregraf Captain and Dimir Guildgate because they aren't standard legal. If you want a casual deck that's fine but it's very easy to replace these with better cards like Liliana's Mastery and Fetid Pools.
Finally your deck won't end up being cheap. Because the scarab god and your black removal aren't very cheap cards. However if your looking for some good zombies I suggest Eternal of Harsh Truths instead of Proven Combatant. Since you will be eternalising with the scarab god rather than proven combatant's ability, something that starts as a zombie is quite good.