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Creature — Human Warrior
Whenever Rubblebelt Raiders attacks, put a +1/+1 counter on it for each attacking creature you control.
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Rubblebelt Raiders Discussion
1 week ago
2 months ago
Okay, so if you're wanting to make guys bigger, a key feature is Evolve.
Anytime a creature enters the battlefield under your control, if that creature has greater power OR toughness than the one with Evolve, the guy with Evolve gets a +1/+1 counter.
Here's a Gatherer list of all creatures with Evolve.
Now, some creatures! One of my absolute favorites (That sees no play) is Scute Mob. Seriously, this guy gets out of control. Many players will say he's pointless as he dies to basically any and all removal. But consider this - You force them to waste removal on a huge threat, meaning other guys are safe.
He pairs really well with your Slumbering Dragon, but you'll want to run only 2 of them at most. They rely on your opponent attacking. No attack / no counters. You'd have to ninja counters on him another way. In a (Naya) deck, that's easy. White loves counters. But in Temur? A bit harder.
There's also Scavenging Ooze, who gets bigger by exiling dud cards in your graveyard. He also can exile cards in your opponent's graveyards, so if they are using an archetype like Dredge or some sort of Recursion, you can really screw them over.
You should also consider at least one Rubblebelt Raiders, as she gets a +1/+1 counter when she attacks for EACH attacking creature. This includes herself. So even if she attacks alone, she gets a +1/+1 counter.
I'm more use to , , and so I'm not entirely sure how to help you with the part. That's my least-used color.
I do know, however, of Skyrider Elf. He will come out as a 3/3 since you can also use in his casting cost.
Lastly, a staple of any and all +1/+1 counter decks is Managorger Hydra.
Hope these suggestions help :)
5 months ago
8 months ago
I think this needs a fair amount of work. I'm not an expert by any stretch of the imagination, so take what I say with a grain of salt, knowing many others could give you far better advice.
I think you have a few different things you are trying to do:
- Get Tribal Warrior Bonuses with Lovisa Coldeyes
- Cast creatures with Haste or give them Haste.
- Deal damage with Tapped and Exerted Creatures using Throne of the God-Pharaoh
- Combo Cartouche of Zeal and Trial of Zeal
- Having strong creature removal if needed
However, there's so much going on, I don't think most of these things will happen consistently. You only have 1 of each of the cards mentioned above, ensuring that you'll rarely see them played (especially the Zeal combo, which isn't that good to begin with).
I think you should just focus on a few things, mainly Warriors, Exhaust, and the Haste ability, as I think that's what you want your deck to mainly be. The suggestions I make are mainly using exactly what you have, only pulling a few cards from elsewhere.
I'd say get rid of the following:
- Trial of Zeal - It's not an instant, and it only deals 3 damage. Getting the combo off with Cartouche of Zeal is unpredictable. I'd much rather see 4 Hungry Flames in your deck, where you can clear their minions out, and deal a bit of extra damage to the player.
- Open Fire - Again, Hungry Flames is better here, as your focus is creatures dealing damage, so just having the option to deal 1 extra damage to the player seems like a huge loss, verses the ability to clear out their creatures and deal damage to the player. Additionally, Shock seems like a much better card at only 1 red mana, if you want more Instant damage.
- Grapeshot - You have a lot of mid to high costing cards, so at most you may get 1 extra damage with this consistently. Again, for 1 red mana, Shock trumps this (in your deck).
These I'd sideboard, maybe:
- Bitterbow Sharpshooters - They are situational, probably best if you know you are going against blue/white or someone with flying. Otherwise, the high cost and lack of synergy is hard to justify.
- Deem Worthy and Shivan Meteor - Both cost a lot to have as part of your core, and not very useful if you are going up a blue control deck, or aggro deck (again Shock and Hungry Flames would be useful in most all situations.) However, if you know they are packing some large creatures, then I'd stick with Meteor since it has a ton more damage, even though it lacks cycling and demands 2 red. If they have large creatures, you definitely rather overkill in case they can pump them.
- Hijack - Simply put, it's situational. Sideboard when you know you are going up against heavy artifact/vehicle decks. Otherwise, something that straight up destroys artifacts might be better (there's a red card that destorys X artifacts, I think, and that would probably work better in your side board. It could really cripple an artifact deck).
These I like but not sure about:
- Majestic Myriarch - I like this card a lot, but am playing it in a deck where I only have four five-cost creatures, a few three-cost, and the rest 1 and 2 cost. I don't think it fits well here, but with some changes it might. And you might play with it and find I'm very wrong. Try it and see how it plays out. If he can copy Haste and Double Strike, he could do well consistently.
- Throne of the God-Pharaoh - I get the idea behind this, but I'm simply not sure if it works in practice. Play with 2 or 3 in your deck (to make sure you see if regularly) and see how it works out. Get rid of it if the damage in negligible.
- Hazoret's Monument - I do like this in your deck, and probably would play with 2 or 3, but ditch it if it doesn't seem that helpful. But since you have so many red and red/green cards, it seems like it'd do well.
- Garruk's Horde - It's expensive and only kinda useful if you can get it out. Maybe Cultivator of Blades would be a better option. Again, this one you'd have to test.
These I think you could choose one or the other:
- Hooded Brawler or Khenra Scrapper or Ahn-Crop Crasher- These cards are nice in their own respect. I think the weakest is Hooded Brawler, mainly because he doesn't have haste and can be blocked. If you find you consistently get him out with Bloodlust Inciter to haste him, then maybe keep him. Otherwise, I'd choose Khenra and Ahn, and you should play 2, 3, or 4 of each. Ahn I think is especially strong.
- Rubblebelt Raiders or Frontline Devastator both I like for different reasons. I think Rubblebelt is the better choice. Play 3 or 4 of them.
Things I like:
- Samut, the Tested - This I think could pull off some beautiful combos with haste creatures, especially Ahn-Crop Crasher. Probably would add 1 more, maybe 2.
- Lovisa Coldeyes - He fits the theme well, I'd just add more of him.
- Bloodlust Inciter - Fits your theme well, gives haste, works as a chump blocker, works on curve. I'd probably want to have 3 or 4.
- Prowling Serpopard - Didn't know about this, seems incredibly helpful. Might be situational though, and maybe should be side boarded. If you are going against blue, you want this. Otherwise, something like, Sheltering Word or Blossoming Defense would probably be good in all situations as it protects against direct damage spells, -1/-1 counter spells, etc where as Serpopard does not.
- Khenra Scrapper - Seems like he could be pretty strong when you want to by pass creatures, especially in combo with Ahn-Crop Crasher and Bitterblade Warrior
That's probably way more than you wanted (if you wanted any criticism) but I hope it's helpful. I think the main thing is to focus on Haste and Warriors and/or Exhaust. I think you just need to increase the card count you have on some cards. Here's a quick mock up I did, though I didn't spend a ton of time on it. The main thing you'll notice is I increased card counts on cards I liked, and sideboarded anything I felt was more situational. I also slightly adjusted the Mountain/Forest ratio.
9 months ago
Looking back on previous comments, I realize I've made the mistake of not actually including early game warriors, which is a crying shame, as it's likely the best strategy with such a poorly supported tribe (poorly supported in these colors).
So here GemKnightDante, is a long list of creatures that cost 4 or less (one exception), that would fit quite well in a warrior themed deck. Unfortunately, the way warriors work, you'll likely be going heavy into boros, and splashing green, but I'll try my best.
- Earthshaker Khenra
- Rhonas's Stalwart
- Dragon Hunter
- Devoted Crop-Mate
- Resolute Survivors
- Honored Crop-Captain
- Heir of the Wilds
- Hidden Dragonslayer
- Kargan Dragonlord
- Voltaic Brawler
- Boggart Ram-Gang
- Markov Blademaster
- Solemn Recruit
- Goblin Razerunners
- Hunted Troll
- Jazal Goldmane
- Rubblebelt Raiders
- Sosuke, Son of Seshiro
- Tah-Crop Elite
- Neheb, the Eternal
Exert Creatures: Missed quite a lot of these on my first search, which is why I was so biased against them at first, but now I realize there's an Exert lord! Throw as many as you can in, they're a great subtheme for the deck. Also include Ahn-Crop Champion here.
Any creature that grows bigger: Just what the deck needs, as I mentioned in my first post. These cards are cheap in the early game, and only get stronger as the game goes on. Lord of Shatterskull Pass is an honourable mention, as he can wipe boards clean for your warriors late game.
Voltaic Brawler: An un-assuming enough creature. Doesn't really scale, but he can brawl with the best in the early game. As with any good warrior, he's efficiently statted, and costed. His energy ability makes him a beast against superfriends, as he'll kill any early game 'walkers before they can get going.
Dragon Hunter was a strange ommission from the first draft considering you said you were facing a dragon deck. Throw him in and he'll block the big nasties for you all day.
Neheb, the Eternal: The minotaur, the myth, the legend. This card is leading my current favorite edh deck, and so I'll vouch that this will easily pay for itself in a very short amount of time.
Hunted Troll: But this card gives my opponents blockers! Yes, but not all of them, and it's an 8/4 with Regenerate. Other than being a fantastic creature, this guy doesn't do much, but isn't being an 8/4 warrior with regenerate enough?
Anyways, the goal of this 3rd (and hopefully last) list was to give you some early game cards so you could drop your cuerve down a bit. Cards like Furystoke Giant, and Gisela, Blade of Goldnight only get better the more creatures you can field after all.
10 months ago
11 months ago
Commander is certainly my favorite format!! I would be happy to give ya a few pointers for what it's worth!
One thing that I noticed off the bat is that you have lots of tapped lands! I think you will find that very annoying to you and even that you don't need quite so many dual lands in the deck. I would take out Inspiring Vantage and in stead put in Clifftop Retreat. As well, I think Hanweir Battlements does nothing for you but slow you down since your commander already gives haste. However, if you run Hanweir Garrison (which I think you should) then it might be worth leaving in!
Myriad Landscape, Needle Spires, Rugged Highlands, Scattered Groves, Sheltered Thicket, Blossoming Sands, Sunscorched Desert, Teetering Peaks and Wind-Scarred Crag could be taken out, I would throw in some more basic lands unless you feel like dropping a lot of money on a deck and get some expensive but good dual lands which don't enter tapped... but I don't think you will need those honestly.
I feel like currently the deck is all over the place! It needs a little focusing to where you want to go with this. Commander is much more fun when you focus on getting out fun combos or cards that pair well together!
I think what i'll do is tell you about some cards you don't need in here and then some cards that you should absolutely put in here, and then some directions you might want to go towards with the deck!
Ruric Thar, the Unbowed is a good card, but you are running too many non creature cards! He will hurt ya! (i built a commander deck with this guy as the commander. If you want to use him still, you can check out that deck for inspiration). Stop Hitting Yourself!
Zendikar Incarnate , Omnath, Locus of Rage and Mina and Denn, Wildborn are better for landfall decks, and won't be as much use outside of it. By the time you have 4 mana, you typically won't have more than one land card in hand at a time anyways, and if you just want the trample ability, there are much better cards out there for ya!
You can find better cards than Sylvan Reclamation for removal, depending on what you decide to do with the deck!
Wilderness Elemental is not particularly great.
Radha, Heir to Keld is not bad, but the two red mana empties from your mana pool after your combat phase ends. if you want to go for mana ramp and something similar, might i suggest Savage Ventmaw or Skyshroud Elf? Those two are similar but in different ways. The nice thing about skyshroud is that he can tap for green, red or white (since he taps for green and the second ability would allow you to use that green mana to turn it either red or white) and you can use it to filter your mana to the color you want (besides green). the mana produced by Savage Ventmaw doesn't deplete between phases.
Oversoul of Dusk while hybrid mana, is harder to cast in your 3 color deck and the card itself isn't necessarily that great. Green and white are very common colors in commander.Now Rubblebelt Raiders on the other hand.. might be worth it, and less mana intensive!
Odric, Lunarch Marshal gives all your creatures double strike and vigilance when you have your commander out.
Bastion Protector aslo pairs well with Odric.. all creatures you control get indestructible.
Odric, Master Tactician is also good for you no matter what direction you decide to go with the deck!Content goes here
I see this really going anywhere. Your commander is quite flexible!
- You could find some way to play with your commander's untap ability (with things like Intrepid Hero or Heartless Hidetsugu and other cool creature tap abilities). you could use Illusionist's Bracers to copy the untap effect when you pay the mana cost. Heck, you could untap her with that free untap. Creatures with tap abilities can tap the same turn they come out as long as you control your commander!
- You could build a token deck featuring things with "devour" creatures, Anointed Procession and Parallel Lives.
- you could focus on large creatures that you can cast to smash into opponents the same turn they come out.
That's about all I have for now.. decide what you want to do to focus the deck and I will be looking to give you ideas wherever you decide to go with this!