|Commander / EDH||Legal|
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|Duel Decks: Knights vs. Dragons (DDG)||Common|
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Sejiri Steppe enters the battlefield tapped.
When Sejiri Steppe enters the battlefield, target creature you control gains protection from the color of your choice until end of turn.
Tap: Add W to your mana pool.
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Sejiri Steppe Discussion
4 weeks ago
Hi TheDuggernaught, welcome and thanks for the comment. I've tried Sejiri Steppe, and you're right about the defence ability and the ability to push a creature through the enemy defences, but too often the card is just plains that come into play tapped.
I have never tried Commune with the Gods, but looks very good if the deck is combo-centric, in that case Sejiri Steppe is more useful. But if I need to put a stronger combo in the deck I will go for the vizier one.
By the way which list have you played?
1 month ago
I would suggest Sejiri Steppe as it helps protect your Knight of the Reliquary should it be the target of a removal spell. Spell Queller obviously helps with that too, but I have also found Sejiri Steppe to be a good extra layer of redundancy as it can also act like a Kessig Wolf Run. I have also toyed around a bit with Commune with the Gods as a way to dig for Retreat to Coralhelm. I'm curious what your thoughts are on the card?
3 months ago
Thanks for advice! Let me comment on each of those:
- Elspeth, Sun's Champion is (at least in my opinion) too mana costly. I probably need something cheaper to use it earlier in the game
- Always Watching / Honor of the Pure - I used to have Honor in my deck, but now I prefer to throw a Knight that actually does something and now I've got even better boosts from Knight Exemplar. On the other hand Always Watching looks tempting, thanks for this suggestion :)
- Emeria, The Sky Ruin - one of this instead of Sejiri Steppe might sound like a plan. I think I've got enough Plains to utilize this, because you can count fetchlands and Flagstones of Trokair (aka. White Fetchland) as other Plains :D
- Godsend - I completely forgot about this card, looks promising. 3+3 cost looks awful but maybe after playtests I'll change my mind
About Light from Within - thing is, I used to use Elspeth, Knight-Errant but she gave me boost to only one creature, while Light gives a little less but to every knight I have. Also that little blocker sometimes wasn't enough so I buffed my royal army to use them as a shield, especially with spells like Brave the Elements
Anyway, thanks for help, I really appericiate that, hope you like this deck :)
3 months ago
3 months ago
Assuming 4x of each spell:
A very strong Soldiers tribal here. Maybe check out my soldiers concept Colonialists?
I think Fiendslayer Paladin is probably mostly sideboard creature, albeit a good one. maybe 1x Mainboard.
5 months ago
Also, you may be interested in adding lands that have etb effects, like those from both zendikar blocks. For example, Sejiri Steppe, Oran-Rief, the Vastwood, Gavony Township or Blighted Woodland, and Ghost Quarter for the sideboard.
5 months ago
Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.
Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.
Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.
I'll start with lands. Nine (9) out, Nine (9) in.
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.
I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.
One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.
I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.
5 months ago
Hello and thanks for the upvote!
- Game 2 sideboard plans depends on the deck, but generally it goes:-2Cystbearer +2 Corpse Cur-1 Groundswell +1 Predator's StrikeI usually worry more about Edict effects, since I only have Khalni Garden for protection. Disfigure and cards like it can be countered by pump spells. Terminate I haven't seen and I don't believe is widely played.
2.Pulse of Murasa is meta dependent, I think.For example, my local paper meta MBC is still a thing. So Pulse wouldn't help much in that matchup, because they have more removal than I do creatures post-board. But I could be wrong. I just don't think that the deck is built to really grind out games on purpose.
- I don't think the toolbox lands are meta dependent. Although Halimar Depths has been overall lackluster. The ability to look at the top three cards and arrange them is nice, but not being an actual scry effect is sometimes a feel bad. It might become a Sejiri Steppe in the future, or just another Forest.