|Commander / EDH||Legal|
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As Shared Triumph enters the battlefield, choose a creature type.
Creatures of the chosen type get +1/+1.
Shared Triumph Discussion
1 week ago
Add: Wayfarer's Bauble Sword of the Animist Solemn Simulacrum Burnished Hart Smothering Tithe Despark Kaya's Wrath Knights' Charge Etchings of the Chosen Irregular Cohort Silent Clearing Talisman of Hierarchy Belle of the Brawl Murderous Rider Silverwing Squadron Smitten Swordmaster Syr Alin, the Lion's Claw The Circle of Loyalty Wintermoor Commander Corpse Knight Midnight Reaper Cavalier of Dawn Cavalier of Night Icon of Ancestry Haakon, Stromgald Scourge
Remove: Temple of the False God Myriad Landscape Plains Swamp Mortify Call the Cavalry Harsh Mercy Return to the Ranks Shared Triumph Northern Paladin Eastern Paladin Kwende, Pride of Femeref Southern Paladin Student of Warfare Stromgald Cabal Knight of Glory Knight of Infamy White Knight Black Knight Knight of Grace Knight of Malice Paladin en-Vec Dauntless Bodyguard Odric, Lunarch Marshal Commander's Sphere
1 month ago
Nice list! You might consider giving these cards a shot: Lunar Force , Angelic Renewal , Starfield of Nyx , Sram, Senior Edificer , Flickering Ward , Mark of Eviction , Cloud Cover , Seal of Doom , Seal of Cleansing , Seal of Removal , Pendrell Flux , Soul Tithe , Anointed Procession , Divine Visitation , Favorable Winds , Shared Triumph , Gravitational Shift
1 month ago
Alright, let's get back in the field.
Lords and Anthems
A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.
Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general
Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high
Metallic Mimic - A de facto Lord, and is prime for ETB abuse
Etchings of the Chosen - Making your general hard to deal with should always be welcome
Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering
Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost
Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work
Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option
Kindred Boon - Mostly just protection for King and at least is worth considering
Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it
That Which Was Taken - Protection for anything, plus synergizes with Artifact support
Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.
Deep Analysis - Its initial cost can be rough, but Flashback is great,
Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable
Distant Melody - A decent choice for any EDH tribal
Thoughtcast - Solid in anything Artifacts
Greed - It's an option
Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game
Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless
Tutors and the Like
Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.
Scheming Symmetry - Better with more people at the table, but is an option
Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite
Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck
Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap
I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.
Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting
Command Tower - Don't question it
Glimmervoid - Staple for Artifact EDH
Mirrodin's Core - Super budget and requires some planning, but is flexible
Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game
Path of Ancestry Color fixing with perks for casting your general
What to Ditch
This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.
Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.
6 months ago
I think Stoneforge Masterwork is pretty meh. Think about it compared to something like Shared Animosity . If you've gotten the 3 or 4 additional tribe members on the board, then you may as well be running Shared Triumph . Mind's Eye has seen better days, so I would look into better draw options in red. Same for Burnished Hart. Defy Death is cute, but make sure that you're either able to reanimate 7+ CMC angels when you're typically playing it, or that your commander is such a target that you're regularly saving 4 mana when you choose to let her die and reanimate her with DD. I've always found Belbe's Portal, Cryptic Gateway , Planar Bridge, etc. overrated, unless you're running Eldrazi tribal.
In place of that stuff, and anything else you may be unhappy with, I suggest you check out EDHREC. First, check the angel tribal page (sorry, I would normally hyperlink, but I'm having some internet issues.). Then, check your commander, in particular.
7 months ago
Oh, also if you go more into Saprolings with the goal of going super wide, Coat of Arms and Tribal Unity are excellent finishers. Metallic Mimic , Obelisk of Urd , Radiant Destiny , and Shared Triumph could all be good.
7 months ago
Hey, saw that you're looking for help.
In my opinion the Vampiric Bloodlust precon doesn't showcase Edgar's best ability which is eminence from the Command Zone. You want to take advantage of this with low mana cost Vampires, mostly one/two/three drops. With eminence you want to swarm the board fast with Vampires because each low mana cost Vamp you cast gives you 1/1 Vamp token. Eminence lets you establish an army of Vamps much faster if you're casting one and two drop Vamps.
I'm suggesting for you to consider completely changing the strategy of your deck? Reduce the avg. CMC which is currently high at 3.7, make it so you can play a lot more Vamps faster. Use Sanctum Seeker , Malakir Bloodwitch and Edgar as the top end Vampires and cut most of the rest. These three benefit a lot, can do a ton of damage with big armies of Vamps. For upgrades to the precon consider starting by add all the good one drop and two drop budget Vamps?
Budget Vamps ($2 or less each) to consider adding:
- Indulgent Aristocrat
- Vicious Conquistador
- Pulse Tracker
- Shadow Alley Denizen : eminence Vamp tokens are black.
- Vampire Lacerator
- Viscera Seer
- Vampire Cutthroat
- Skymarcher Aspirant
- Falkenrath Gorger
- Legion Lieutenant
- Dusk Legion Zealot
- Gifted Aetherborn
- Vampire Hexmage
- Olivia's Bloodsworn
- Asylum Visitor
- Bloodthrone Vampire
- Forerunner of the Legion
- Mirror Entity : is a Vampire.
- Yahenni, Undying Partisan
Can add all these cards for about $11.
In all Commander deck builds lands that can ETB (enter the battlefield) untapped should be priority. Don't be afraid of including more basic lands instead of lands that ETB tapped. Budget lands to consider:
- Unclaimed Territory
- Caves of Koilos
- Battlefield Forge
- Tainted Field
- Exotic Orchard
- Concealed Courtyard
- Inspiring Vantage
- Foreboding Ruins
- Graven Cairns
- Smoldering Marsh
- Tainted Peak
Can add all these lands for about $17.
Other budget upgrades to consider:
- Price of Progress
- Impact Tremors
- Boros Charm
- By Force
- Fire Covenant
- Read the Bones
- Sign in Blood
- Painful Truths
- Shared Triumph
- Dusk / Dawn
- Living Death
Can add the rest of these cards for about $12. Total price of suggested upgrades is about $40.
I'm suggesting to make a lot of changes by cutting a large number of high mana cost cards replacing them with low mana cost cards especially Vampires. Except the lands most of the cards I'm suggesting to cut are good cards, but most have high mana costs. Cards to consider cutting:
- Rakdos Guildgate
- Orzhov Guildgate
- Boros Guildgate
- Akoum Refuge
- Bloodfell Caves
- Wind-Scarred Crag
- Stone Quarry
- Scoured Barrens
- Kabira Crossroads
- Forsaken Sanctuary
- Cinder Barrens
- Anowon, the Ruin Sage
- Blood Baron of Vizkopa
- Bloodline Necromancer
- Bloodsworn Steward
- Butcher of Malakir
- Crimson Honor Guard
- Drana, Kalastria Bloodchief
- Heir of Falkenrath
- Licia, Sanguine Tribune
- Mathas, Fiend Seeker
- Olivia Voldaren
- Patron of the Vein
- Skeletal Vampire
- Skymarch Bloodletter
- Vein Drinker
- Black Market
- Kindred Boon
- Alms of the Vein
- Ambition's Cost
- Blood Divination
- Consuming Vapors
- Kindred Charge
- Syphon Mind
- Fell the Mighty
- Well of Lost Dreams
- Worn Powerstone
If you like these suggestions, or have any questions I offer more advice.
Good luck with your deck.
8 months ago
This is a challenging tribe to build around. I would recommend checking out Saffron Olive's video on finding the competitive advantage of your tribe. Also, Tomer built a phoenix tribal deck for Commander Clash not too long ago. Watch the end to see how he wins, because it's pretty great.
In terms of specific cards, I think Mana Echoes would go well, since you need a lot of mana to enable phoenixes. Thundermaw Hellkite could be good. Lose Temple of the False God and Dormant Volcano , though, because those are awful cards. The former because it's useless as a 3rd, 4th, or 5th land, and the latter because it's just asking to be strip-mined and is both slow and makes colorless mana.
Finally, you might want to consider adding a second color. For example, in blue, you gain access to Favorable Winds , Gravitational Shift (It's freaking Elesh Norn, Grand Cenobite in your deck), Sprite Noble , Stormtide Leviathan , Windstorm Drake , Warden of Evos Isle , Windreader Sphinx , Kindred Discovery , Call to the Kindred , Distant Melody , Mistform Warchief , Faces of the Past , Riptide Shapeshifter , Saheeli's Artistry , Sakashima's Student , Sakashima the Impostor , Metamorphic Alteration , Phantasmal Image , Clone , Quicksilver Gargantuan , Protean Raider , Mirror Image , Gigantoplasm , Stunt Double , Clever Impersonator , Dack's Duplicate , Phyrexian Metamorph , Coastal Piracy , and Bident of Thassa .
In white, you get Archon of Redemption , Energy Storm , Magus of the Moat (and Moat if you have unlimited money), Radiant, Archangel , Serra Aviary , Soulcatcher , Spirit of the Spires , Harsh Mercy , Shared Triumph , Kindred Boon , Mirror Entity , Radiant Destiny , . Going into Jeskai also gives you Teferi's Moat and Thunderclap Wyvern .
1 year ago
Hmmm, seems like you might limit yourself if you stick to just humans. Also the only cards in your deck that care if you play humans is Xathrid Necromancer, Thalia's Lieutenant, Champion of the Parish, and Falkenrath Aristocrat which that last one you can't reanimate with your commander.
You're probably going to want loads more tribal support if you're dedicated to just humans. This deck badly wants Adaptive Automaton, Door of Destinies, Kindred Boon, Kindred Dominance, Mirror Entity, Obelisk of Urd, Path of Ancestry, Shared Animosity, Shared Triumph, Stoneforge Masterwork, Taurean Mauler, Unclaimed Territory, Urza's Incubator, Vanquisher's Banner, and Cavalry Pegasus.
Lastly, while this is a humans tribal deck there are some non-human creatures that can give effects to all creatures, which when you think about it can be treated as though it were a tribal ability in essence. These creatures would be Angel of Invention, Drana, Liberator of Malakir, and Grenzo, Havoc Raiser, because their effects also apply to all your human creatures.
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