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Whenever an instant or sorcery spell is cast during your turn, Sentinel Tower deals damage to target creature, player or planeswalker equal to 1 plus the number of instant and sorcery spells cast before that spell this turn.
Sentinel Tower Discussion
1 month ago
Play more cards that are pingers! Even really small creatures like 0/1s or 1/1s because when you have an army of pingers, no one can attack you because you just ping the creatures and kill them before they can deal damage. "End step, deal 15 damage to all your creatures" is feasible in Torbran. Cards like Brimstone Trebuchet , Vulshok Sorcerer , Lobber Crew , Cinder Pyromancer , or Vithian Stinger . Usually all of these cards are 3 mana with upside which is perfect because once Torbran is on the field on turn 4 or 5, none of them will have summoning sickness and you can bolt away
And play fewer cards that aren't pingers! like wtf do you need The Immortal Sun for? 6 Mana Artifacts in red should be winning the game, not dragging it out longer. In red, I think, cards that aren't killing things aren't worth it. Stranglehold ? Why? It's so corner-case. It's not that cards like that are bad, but why play that when you could play another pinger or bolt? What does Caged Sun even do in the deck? Double your mana and buff your few creatures? A top of the curve artifact that lets you cast things you could already cast, lovely. Red Elemental Blast AND Pyroblast ? What does a burn deck think it's doing carrying around counterspells. And not just counterspells, but corner-case counterspells, and 2 of them?? Corner-case cards are just terrible in high variance formats. Like compare Demystify to Forsake the Worldly or Return to Dust . These cards are more versatile. Cards like Fiery Confluence , which you have, are flexible cards that can do either multiple things or can hit a variety of targets
Chaos Warp is an interesting card and most people use it on their own permanents to chance a better one. In this deck, it probably hits a land card or a non-permanent card. However, against an opponent, it's a removal spell at best (Target a permanent, shuffle, they flip and it's a non-permanent), but at worst your opponent gets a better permanent. for in Torbran, you can be dealing upwards of 5 or 6 damage, which pretty much kills most creatures. Chaos Warp does hit permanents, which red usually does have a hard time dealing with, but there are very few silver bullets. Off the top of my head, Leyline of Sanctity . But a card that gets around that (and that I think you should be playing in place of a mountain) is Detection Tower . However, more reliable permanent destruction could be Unstable Obelisk
Lands and permanents are hella good in Burn. Like sure, you can dump your hand and deal 31 damage, but that doesn't win the game. You've got at least 40 life to kill. You can use your lands! Valakut, the Molten Pinnacle , Dwarven Mine , or Spinerock Knoll , all great lands that can be used to keep getting hits in. Vance's Blasting Cannons Flip is super easy to transform into Spitfire Bastion , especially with cantrips
Strictly Worse / Particularily Bad Cards-
Sentinel Tower -> Not red, no buff. 4 mana for something that probably does about 1 or 2 every turn
2 months ago
ChibiNature tell me what you think about this: I could tune it to chase the Arcbond + Martyrdom combo and add in more indestructible instants, but I know Feather is not the Legendary to expect more out of than getting lucky and steamrolling one player in a cEDH pod even at its best. I'm not looking to spend a whole bunch of cash to win dollars--I just like playing to be social without being a complete casual. Pinging keeps the pressure on everyone if I can protect the creatures but there aren't enough of those to rely on. Prophetic Flamespeaker 's pseudo card draw is what makes it stay in; Swiftblade Vindicator is on the way out so I'm looking at also removing Uncanny Speed and Invigorated Rampage because they lack a card advantage or defense function. Akroan Conscriptor is great for it's ability to steal things at instant speed but it is one of my highest CMC cards and is not always relevant; there is a far stronger argument for keeping Magnetic Theft around despite it being a dead card sometimes. I'm not even sure how attached I should be to Charmbreaker Devils because it is at the top of my curve and the effect is random. Myth Realized and Scroll of the Masters are slow but definitely require answers before they get out of hand; Chandra, Fire Artisan isn't going to win the game on the turn it hits, either, but that ultimate digs deep and does damage at the same time. Settle Beyond Reality feels like a super great effect but I think it isn't good enough at sorcery speed and I would likely be defenseless after using that much mana; Sentinel Tower is also being cut because of only working on my turn. Primal Amulet Flip seems like a sure buy once it cycles, as does a Clifftop Retreat ; Settle the Wreckage can be cast with Sunforger so it feels like something to consider strongly as well. I could use Fateful Showdown to target my own creature like I plan to to do with Orim's Thunder and recycle it with Feather's ability but it would require indestructible backup.
3 months ago
Aetherflux Reservoir states that you gain 1 life for each spell you've cast this turn, as part of a triggered ability that checks how many spells you've cast on resolution. So if you hold priority to cast three spells before anything resolves, each of those triggers sees that you've cast three spells this turn.
Sentinel Tower deals damage equal to 1 plus the number of instant and sorcery spells cast before that spell this turn. It doesn't even care who cast them, but the effect checks specifically for spells cast before the spell that triggered it, as opposed to just the number of spells you've cast this turn. So specifically, it's the "before that spell" wording that causes it to not stack that way.
3 months ago
Say I hold priority for 3 instants and have both AR/ST on the field
AR would net 9 life But ST would zap 9 damage, right?
What part of ST’s wording makes it differ so it wouldn’t cause 3+1, 3+1, 3+1 if you hold priority?
4 months ago
4 months ago
Greetings, human! Below are my suggestions; feel free to heed/ignore them as you choose.
In EDH, playtesting with your meta is really the only way to know how much counter, burn and card-draw you need. That being said, you typically want a cantrip and a counter in your opening hand, which means running approximately 5 - 10 of each is a good idea. I think Preordain should definitely be in your deck alongside your Ponder , and Brainstorm becomes astronomically better with shuffle effects. Although the Zendikar and Onslaught fetches can be very expensive, cheaper alternatives definitely exist: Terramorphic Expanse is functionally identical with the Evolving Wilds I see you're running; the slow fetches (like Flood Plain and Rocky Tar Pit ) are on the table; and Ash Barrens is around $3 these days. Aside from Preordain , some card-draw/filtering spells I advise at least considering are: Impulse , Chart a Course , Faithless Looting , Chemister's Insight , Archmage's Charm , Think Twice , Oona's Grace , Frantic Search , Sleight of Hand , Pull from Tomorrow , Fact or Fiction , Dig Through Time and Treasure Cruise . Slate of Ancestry is an artifact source of repeatable card advantage.
I suggest Faithless Looting , Chemister's Insight , Think Twice and Oona's Grace because you can cast them from your graveyard. This will give you extra triggers off of Kykar, Wind's Fury and Jeskai Ascendancy . Similarly, if you choose to run cards like Young Pyromancer and Monastery Mentor (which I highly suggest you do), these cards will get additional triggers as well. Murmuring Mystic is another creature to consider, as is Taigam, Ojutai Master .
Burn spells are tough in EDH, if only because you have three times as many opponents as usual, and they all have double the usual life total. So burn is typically going to be spot removal or mass removal rather than to-the-face, like in Modern. Generally, I do not recommend running many one-for-ones in a format where you're facing three opponents rather than one; the only one-for-one I highly suggest is Swords to Plowshares . Electrolyze is an instant that does not cost card advantage, so I advise this too. Mass-removal, like Wrath of God , Pyroclasm or Supreme Verdict is generally much more successful. However, because of your general and the nature of your deck, you'll likely want to only run one or two board-wipes. Things like Shattering Spree , By Force , Dust to Dust , Return to Dust , Grasp of Fate and Vandalblast are also worth considering.
Counter magic is good. I advise adding a few spells to your current package. Consider the following: Swan Song , Dispel , Exclude , Unified Will , Remand (maybe -- it's a meta call), Negate , Flusterstorm , and, provided you have access, Cryptic Command , Force of Will , Mana Drain and Pact of Negation .
An area that I see as being capable of a lot of improvement is your mana-base. Though the best fixing is, of course, wildly expensive, affordable options exist. Steam Vents , Hallowed Fountain and Sacred Foundry are all about $10 or so these days, as are City of Brass and Mana Confluence . I personally like Reflecting Pool , Exotic Orchard and Forbidden Orchard as well.
As Foretold is at least worth considering. Aetherflux Reservoir is, I think, probably better than Sentinel Tower , though if your meta is filled with creatures you can nail with the Sentinel Tower then you may wish to keep it. If you want to go on the aggro plan, Supreme Phantom is also worth considering, as is Intangible Virtue . Kindred Discovery is good if you name "Spirits." If you are like me and don't have ethical qualms about infinite combos, Isochron Scepter with Dramatic Reversal is a good way to make infinite tokens if you have enough rocks out.
Speaking of rocks, I like your current suite. I'd also consider Mind Stone , Coldsteel Heart (maybe), Fellwar Stone and Everflowing Chalice . Arcane Signet is coming out soon, and that's definitely worth an include.
Right. That's all from me. Good luck with deck-building!
4 months ago
Since the deck is trying to storm off, Sentinel Tower seems like a good inclusion to deal heavy hits to your opponents or their creatures.
5 months ago
Hey dude! Sweet build! I’d say both of ours are very similar—at least more closely related than our Skullbriar decks. I see you’re running some stax stuff like Mindsensor and Abolisher, which are dope. How do the stax pieces play for you? Just curious cause even though they are strong cards they don’t seem totally synergistic to the spellslinging style of the rest of the deck.
I love Sentinel Tower . I’m definitely going to get one of those, as well as the Veilstone Amulet .
I know you’re running plenty of mana rocks but what are your feelings about Land Tax and Smothering Tithe ? I’d also recommend Settle the Wreckage as a boardwipe or ramp for yourself depending on the scenario. Understandably not a card for everyone— that’s really all the feedback I think I have until I mull it over some more.
Your deck looks great!
Sentinel Tower occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%