|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Uncommon|
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Retreat to Emeria
Landfall — Whenever a land enters the battlefield under your control, choose one &mdashl;
- Put a 1/1 white Kor Ally creature token onto the battlefield.
- Creatures you control get +1/+1 until end of turn.
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Retreat to Emeria Discussion
4 days ago
2 months ago
First off, there are a number of cards that are just not good enough for modern. Veteran Warleader requires you to overextend a board state. Putrefy is outclassed by Abrupt Decay, Cast Out is normally a worse Oblivion Ring, and Retreat to Emeria is kind of just meh all around.
Next, what do you want the deck to do? The way you currently have it set up, it looks like you wanna win fast. Your land count is low, and you are running a lot cof creatures. In which case, why not run Naya Allies? They are fast and Lightning Bolt provides a lot of reach. I would say the strength of abzan allies is the amount of interaction you are afforded, and therefore you might be better off upping your land count and trying to aim for a more midrange shell.
To further Allies as a midrange shell, let me explain the importance of a few cards. The most impotant cards for a midrange shell are Kabira Evangel, Ally Encampment, Gideon, Ally of Zendikar, and Collected Company. I think a strong argument can also be made for Aether Vial -- and in some lists, Orzhov Charm. Allies get big fairly fast -- but they do not start big. Therefore, if you want to be able to outscale other midrange decks, you need to be able to protect your board state. You do this by dropping an ally every turn so that Kabira Evangel can keep them safe. Gideon, Ally of Zendikar and Ally Encampment are super good at this. However, if your opponent is smart, they will then just hold off their removal until their turn when the effects wear off. These are the times that Aether Vial, Collected Company, and Orzhov Charm shine. All of them allow you to trigger your Ally's abilities at instead speed. The combo of Ally Encampment and Aether Vial is especially potent here as it allows you do trigger abilities even when both you and your opponent begin to top deck.
2 months ago
usaDiabetic Hahaha honestly I really appreciate your interest in this deck so thank you very much and I really appreciate all the suggestions. That said Here's my opinionn on all options,Retreat to Emeria-- It's got some potential, def a maybeboard.
Hanweir Militia Captain Flip-- Definitely would benefit from the token, but it would become a target the moment It's flipped. One of the main strategies I was thinking of when building this deck is trying to sit below the radar. I want my opponents to have to struggle to pick a target on my board until they withdraw they're moves or aim removal elsewhere in order to maintain value. In HIMYM, Ted dates so many girls in the series, there are only minor moments that hint at him finding the right one. In this deck, we don't want our opponent to know who our winner is until the last season. In order to do that we have to give him an abundance of information to speculate. For this reason, I've also avoided the use of cards like Scytheclaw and Batterskull, because the moment they become attached, we start giving our opponent a reason to look at our board. If we want our opponent to man up and target us we want to make him/her pull the trigger on a full boardwipe and hopefully let it hit the whole board. I'm also using this reason to exclude the following: Bonehoard, Cathedral of War, Duelist's Heritage, and to a lesser extent Citadel Siege (to get boardwide use is too slow).
Sublime Archangel is a lot better than the cathedral, but I doubt I'll get more than 1 turn out of it, plus we run into a similar issue of putting a lot of energy into a 1 turn move.
I like the idea of Pull from Eternity for sure
Archangel of Tithes would be a great pillowfort addition.
I agree with Day of the Dragons being too harmful since none of my tokens will come back. Unless I'm willing to trade my tokens for essentially other tokens I'm gonna count this one out.
I'm gonna put some thought into Soul Separator it has some weird potential.
Keeper of Keys is not bad but I have to make it all the way around the table before he becomes effective and that's a lot of turns for people to notice that I'm about to blow my load. Venser, the Sojourner is better imo but I just wonder if Im going to get more than 1 turn out of him.
Saheeli's Artistry is not bad, it's a pretty high cost but if the artifacts are there then it might be worth it to toss one in for the match. I don't see enough value out of the cards in this deck alone to run it for copying my own stuff.
Back from the Brink will be more counterproductive than eternalize, but it may have potential for others. If I could create a Pull from Eternity and Isochron Scepter setup then there could be some huge value out of Back from the Brink
Murder Investigation depends on if I can fins more value vs the others in the deck since it's not a bad choice.
Lastly, I actually already looked at Foundry of the Consuls and felt like it just cost to much to take up another land spot.
2 months ago
2 months ago
With your limited card pool, I would suggest sticking to mono white weenies. This means cutting your big creatures (I would say anything over 4 cmc), and just sticking with the small creatures that are low to the ground. This strategy utilizes a "go wide" approach where you simply spit out too many creatures for your opponent to block. Things with flying are also very good with this strategy as once your opponent has creatures, they still might have difficulty blocking the ones with flying. The artifacts can also go. Artifacts generally cost a lot of tempo to both play and then equip. It is usually better to just play another creature. I would also consider adding the following cards from your collection: Bygone Bishop, Fiend Hunter, Bonds of Faith (acts as a pump if you need it, or pseudo-removal if you need it), Doomed Traveler, Steadfast Guard, Inspiring Captain, Steadfast Cathar, Kor Scythemaster, Kor Castigator, Mardu Hordechief, Fiend Binder, Elder Cathar, Dauntless Cathar, Cliffside Lookout, Nearheath Chaplain, Courageous Outrider, Sanctifier of Souls, Retreat to Emeria, Chapel Geist, Kor Bladewhirl. Serra Angel can be a good top end finisher. Most things with flying, produce tokens, and/or pump all creatures are good additions to a weenie deck.
I would up your lands count to 22, and I would try to have about seven 1-drops, about fifteen 2-drops, about twelve 3 drops, about five 4/5-drops. 22 lands will mean that you will hit your third land drop on turn 3 90% of the time when you are on the draw, and 85% of the time on the play. I would aim to have about 28-30 creatures creatures, and about 8-10 instants/sorceries/enchantments. This gets you to exactly 60 cards -- which is important. I could get into a lengthy mathematical explanation into why 60 cards is always the best -- but it essentially boils down to increasing the chances of drawing your best cards when you need them. It increases the consistency of the deck.
3 months ago
in u/w? for the most part pump spells tend to be in green or red, but there are a few
Retreat to Emeria and Collective Effort are probably the strongest, while Tenacity and Make a Stand have their uses. ill also give an honorably mention to Temmet, Vizier of Naktamun, Unconventional Tactics and Tandem Tactics from the standard non-g/r pool.
3 months ago
Wow! Great job on the deck. It's clear that you put a lot of thought into this deck. I'm currently working on a Karametra, God of Harvests deck myself, but it's more of an enchantress deck. Since you're running landfall, why no Retreat to Kazandu, Retreat to Emeria, Emeria Shepherd, or Emeria Angel? It is a bit of a stretch, but you could also add Sandwurm Convergence for general protection, seeing as you only run a handful of flyers.
4 months ago
Pitu the deck looks fine but always consider what you want your deck to do. In my case i went for utility and keeping my creatures out of harms way as much as possible. Your deck looks a lot more aggro with the Captain's Claws meaning that you will have to be attacking to make good use of them. Don't try to do to many things or you will have a tough time choosing which cards to play over others. If you're going to use captains claws then i would focus on that play style and using combat tricks to keep the tokens flowing and getting those drain triggers. Gideon, Ally of Zendikar might be a good option to instead of Authority of the consuls, so that you have more tokens coming into play that you can equip the claws to because they are expendable. Also when you use Eerie Interlude those tokens won't come back so you want to attack with them as much as possible. Retreat to Emeria might be useful instead of trespasser's curse for more tokens. I hope this is helpful.