Salt Road Ambushers

Salt Road Ambushers

Creature — Dog Warrior

Whenever another permanent you control is turned face up, if it's a creature, put two +1/+1 counters on it.

Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up at any time for its megamorph cost and put a +1/+1 counter on it.)

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Set Rarity
Dragons of Tarkir (DTK) Uncommon

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Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pioneer Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Salt Road Ambushers Discussion

[email protected]_only on It's Animorphin' time!

1 year ago

love the deck - Vesuvan Shapeshifter is one of my all-time faves!

odd cards you might consider:

Obscuring AEther and / or Dream Chisel - cost for morph reduction

Primordial Mist and / or Whisperwood Elemental - card "draw", free morph each turn

Secret Plans and / or Aphetto Runecaster - card draw for morphing

Trail of Mystery and / or Salt Road Ambushers - Creature boost for turning face up

Ixidor, Reality Sculptor - alternate morph cost, morph roiding

Voidmage Apprentice and / or Kheru Spellsnatcher - counterspell that doesn't require sacing a creature

Jeskai Infiltrator - free morphing draw when it hits

Thousand Winds - mass bounce

Red_X on Morph componetry

1 year ago

So, you didn't really address the ramp issue. You still have a lot of morph creatures that are mana hungry, and a lot of mana ramp that's not particularly useful. I would remove all of the land ramp, because it just isn't worth it when you're trying to play a bunch of cheap creatures. Likewise, Meteorite is just awful, because you have no real need to ramp from 5 mana to 7 mana, and it's just a waste of a space. Additionally, I would cut everything with a megamorph cost higher than 5, along with Salt Road Ambushers. They're just too slow, and the only reason the other two with 5 mana cost morph costs are good are because they are incredibly strong for their mana cost. Here's a deck that was made by a pro-player when morph was in standard, along with an article explaining the decision making. You have a wider set of cards to select from, but the generally structure will be similar.

Legoarf on Animar Morph

2 years ago

Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.

Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.

Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.

Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.

Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.

On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.

MrKrabs on

2 years ago

Salt Road Ambushers

Sparky41 on

3 years ago

So morph is almost a forgotten theme, as its really only good in Den Protector, Deathmist Raptor, and Stratus Dancer. Every other card is not really that great considering the creatures and their effects just aren't worth the steep mana cost you have to pay to cast then morph them. If you really want to retain a super high density of morph creatures, I guess just include the enchantments that synergize with them, like Secret Plans, and some creatures that synergize with them, like Salt Road Ambushers. To make this work, you're also going to need a lot of mana, which could come from more mana dorks like Elvish Mystic, some artifacts like Hedron Archive, or ramp spells like Explosive Vegetation. Otherwise, you frequently run the risk of not having good plays "on curve", as you'll be waiting until turn 3 to cast a 2/2 morph.Otherwise, I'd say keep the DenRaptor combo as part of a grindy midrange deck that looks to use removal and efficient cards to run the opponent out of resources, while your cards out value theirs. There are plenty of good deck lists rumbling around in Abzan and sultai colors that use DenRaptor alongside kill spells, disruption like counterspells, and other efficient threats like Siege Rhino.

Epochalyptik on Would Salt Road Ambushers work …

4 years ago

Link all cards in your question.
Salt Road Ambushers

No. "Turned face up" requires a change from a "face-down" state to a "face-up" state.

Double-faced cards (such as werewolves and Origins planeswalkers) have two faces and are always "face-up." The only exception is if you manifest a DFC, in which case it's a face-down 2/2 creature with no other characteristics until it's turned face up (after which time it remains face-up).

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