Retribution of the Meek
Destroy all creatures with power 4 or greater. They can't be regenerated.
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Retribution of the Meek Discussion
4 days ago
Drowner of Secrets + Intruder Alarm + Stonybrook Schoolmaster is a combo you could consider. Altar of the Brood also fits in.By using Merrow Reejerey to untap an Azorius Chancery you can achieve infinite mana through a Cloudstone Curio if you have 2 merfolks with cmc = 1 (or cost reducing), so you might want to consider Kefnet's Monument and Sapphire Medallion.Cloudstone Curio would also work for infinite tokens and even infinite mana if you use +Paradox Engine untaps your merfolk and mana rocks whenever you cast a spell. Spell Burst can lock everyone if you manage to generate in mana rocks/creatures, for instance.
+High Tide doubles up your mana for a turn
Maybe consider Blue Sun's Zenith since with infinite mana you can draw every card of your deck or force someone to deck out.
Maybe Winter Orb since your average CMC is so low and you'll have ways of untapping stuff (it'll lock everyone else out)
1 week ago
Good feedback, Marvell - Basandra is slow, but she has made a difference in some of the games that I've played. Generally speaking, being able to pinpoint a forced attack is nice, but you bring up a very good point. Master Warcraft is an easy substitution for her, or if you' really hurting for mass removal, I'd probably go with the classic Wrath, or Retribution of the Meek.
Eternal Witness is an easy substitute for Den Protector. I like Protector because Morph kinda plays mind games with people, and with Gahiji buffs, she is able to attack better. However, E-wit is probably more optimal.
Warmonger Hellkite is a great card if you can untap with him (or in a post-wrath scenario). However, I think he's difficult to use to his full potential - you really have to try to get under people's skin with him. They have to attack, and to prevent them from attacking you, it's nice to have mana open (in other words, use the old "don't attack me and I'll buff your dudes" ploy). He also costs 6 - expensive even for EDH; you could easily cut him, but if you cut him AND Basandra I'd consider replacing at least one of the cards with another forced attack effect.
Alliance of Arms tends to create a stalemate situation, which I find funny - I think it's a low enough risk to just play it, if for no other reason than how silly it is. Your mileage may vary of course.
Long story short - you've definitely identified some of the weaker cards in the deck. They've worked for me but they may not work for you - I recommend adding a couple of mass removal spells if you feel you're really lacking in that area. More spot removal never hurts, too. Or, for more optimal aggro, consider Iroas, God of Victory or Beastmaster Ascension
3 weeks ago
Hey logician: Wow - thanks for the detailed feedback. Some really interesting suggestions and insightful advice here!
Aven Mindcensor is a really good suggestion - that effect is amazing. It'd be one of the few cards in the deck that gets worse when Doran is out, but it's not like I'm playing it for the body anyway. Definitely going to fit this in somewhere.
The land is a little on the low side (especially since one of them, Hall of the Bandit Lord, is more a spell than a mana source). I actually just cut down from 35 after playing a few games with it, so this might go back up after more playtesting. The main reason this is low right now is related to the lack of end-game that you pointed out - there's not a ton of cards to ramp up to besides Elesh Norn.
You're absolutely right about the meta being more on the casual side. I'm not opposed to combos, and they would help in the late game, but I'm not going to introduce them unless the meta forces me to.
Council's Judgment is a interesting card (and also a fun political card, which I like) - will try to fit this in, as more removal is always good. Assault Formation I've already tried and found pretty underwhelming - there aren't a ton of defenders in the deck worth using it on (really only Tree of Perdition) and I'm fine with letting them just be big blockers and attack with other creatures/Doran.
You're absolutely correct on the creatures - they are mostly chosen so they are immune to power-based boardwipe/lockdown, though there are exceptions for obviously good cards. Luckily most hatebears are small enough to be unaffected.
Tutors can definitely be improved, yes. At some point I'll probably add a Demonic Tutor, maybe just replacing the Steelshaper's Gift. The repeatable tutor is a good idea, especially to grab the best hatebear for a specific situation. Do you have a suggestion between Fauna Shaman or Birthing Pod (or should I just grab both)?
The endgame point is quite apt - it definitely doesn't have anything it's building towards, so it can/does get out-curved by late-game decks. At later turns I'm usually just reactive (removal, board wipes) and hoping that's enough to stop a late-game opponent from going off - which isn't ideal. It is an issue that I need to address. Short of combos, I am considering adding some MLD instead (somewhat degenerate as well, but slightly less so and already done by a few players) to try and bring the game back to the early/mid game - let me know what you think of this. It would probably replace an existing board wipe, maybe swapping out one of Retribution of the Meek or Fell the Mighty for a Catastrophe
Thanks again for looking the deck over! Really appreciate it.
3 weeks ago
Hey fyrewire. I like me some hatebear lists and I thought I'd give you a few pointers for your deck!
You definitely have some nice pieces of a cardboard in this pile. This is clearly not a list thrown together with random cards in your collection. I sense purpose in every slot. Well done! You're working with quite a few decent cards that shut off your opponents' strategies, which is pretty cool. I noticed though that you're missing Aven Mindcensor. It turns off your opponents' tutors and fetch lands, and I would regard it has one of the most powerful hatebears in the format.
I like the mana you're working with here. 33 lands and a total of 44 cards that are dedicated to mana. That is sufficient, but I will add that it is on the low-end of the spectrum. I like running up to about 47 to 48 cards dedicated to mana. You have more experience piloting your deck than I do, so if 44 works for you, then awesome!
Overall, this appears to be a very grindy deck. On the games you win, you really earned it. There's nothing sneaky going on here, no infinite combos that I can see. I'm getting the picture that you play in a pretty casual meta without combos. If that's wrong and you do want to add combos, I'll be happy to make some good suggestions.
Perhaps you've already tried Assault Formation and it didn't work out so well, but it seems like a pretty sweet card allowing you to attack with your defenders.
It looks like your creature package is difficult to make cuts from because it's all part of this plan for you to have a team of creatures that doesn't die to your own Fell the Mighty or Retribution of the Meek, and you just want to have a giant trampling commander (hopefully being the only attacker allowed due to Ensnaring Bridge). You're taking steps to protecting Doran and getting him as well as other valueable cards back from the graveyard, as well as holding down you opponents' boardstates in hopes they won't get out of control.
I'd say your biggest weakness is that, in the late game, you might be playing a bit too fairly. I'm envisioning this great set up, and then boom. Your opponent casts a Planar Cleansing or something. You've got a strong grindy mid-game, and then your cards just don't seem to consistently push into an even stronger late game (maybe a little stronger, but not always strong enough). So on turn 8+, sometimes you're still playing a midrange deck. Opposing control decks with big top-ends are likely able to out-curve you in the late game making it difficult to beat them in really long games, though you'd probably put up a good fight. None of this would be a problem if your deck could win in the mid-game, but it merely controls the mid-game and tries to grind out a win in the late game. That said, you do have a few great cards to compete in really long games, like Elspeth, Elesh Norn, Sun Titan, Tower Defense, Phyrexian Arena etc. And you have a few tutors as well. It'd be really nice to see a card that tutors more than once, like Survival of the Fittest, Fauna Shaman, or Birthing Pod. A Yisan, the Wanderer Bard would be nice too. Just something like that can give you a much clearly direction from turns 4 onward. You can start to more confidantly rely on your plans for not just next turn, but the following turn as well. This isn't a weakness that's easily remedied without turning to combos. You have a themed deck with a strong mid-game. You don't want to change that.
I enjoyed checking out your list. Best of luck.
1 month ago
Also, where is Fiend Hunter, it's O-ring that is recurring, and permanently exiles things. You bring him in and sac him with the exile trigger on the stack. Boom the thing is permanently exiled.
Speaking of cards that should also be in here... how are you protecting Alesha when she is attacking? She dies.. you gotta recast her... that's isn't very efficient, so let us look at some cards that help her survive combat.
As we can see by looking at these cards... these are all low costing and inexpensive monetary options to add to the deck. The most expensive is 5 bucks, which is a board wipe, that can probably just help you win. Mother of Runes is around 2-3, but everything else is a dollar and under.
Also one last thing.... WHERE IS GRENZO?!!!!!!!!!???? Grenzo, Dungeon Warden he does the same thing Alesha does.... but without going to attack. So let's say.... she get's Never. More.'d out of the game... well Grenzo can still do the job. Also there are so many cool tricks you can do with him. You can reanimate him on the field, then use his ability while still in combat... get some shit on the board that removes stuff like fiend hunter, etc. Now you just REKT your opponent.
1 month ago
Hey, I've been running a Depala deck in a reasonably well-funded play group for a while with really great results. I'm not sure if this deck is intentionally budget-friendly or if it's just an attempt to strongly maintain the theme, but there are a few things that can give this deck a really big power boost.
First, my play style is a little different. I run the "good" dwarves, but I also largely crew my vehicles with hatebears (Grand Abolisher, Aven Mindcensor who is now $4, and the like). That said, Blood Moon resolving is usually the end of the game for about 50% of decks out there. So Magus of the Moon, who can also crew your vehicles is a pretty solid option. Iroas is a monster in this deck if you want to be able to swing safely, but a 4-drop is pretty slow. Turns out Wizards has a solution for that. It's called Dolmen Gate. Get it while it's hot.
Containment Priest is pretty broken. Mirror Entity and Taurean Mauler are the best Dwarves out there. Recruiter of the Guard finds answers and crews vehicles. Wheel of Fortune is broken. Dump hand, draw new hand. Or use it after an opponent resolves a Demonic Tutor. Ethersworn Canonist can be incredible depending on your meta, and Michiko Konda, Truth Seeker can keep you safe (since you do not have access to Dissipation Field or No Mercy in these colors. Plus she can crew things!
Finally, consider a Fell the Mighty and/or Retribution of the Meek at the top end of your curve, for cheap unilateral board wipes so you can keep on swinging. I found that without them, or anthems, I was screwed once my opponents got their first fat creature down.
My deck is here:
Commander / EDH
1 month ago
I know I will. Pretty much Retribution of the Meek, only with return effect when in the grave.
2 months ago
Gives evasion for big butts:
Locks down high powered creatures:
Mostly one-sided wraths:
Ideally, low CMC and high toughness critters reign with Doran. Vigilance is also amazing. Try to avoid plain vanilla creatures as tempting as they may be. Exceptions being Indomitable Ancients and Kami of Old Stone.