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Creature — Beast
As long as Siege Behemoth is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked.
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Siege Behemoth Discussion
Panas on Chemo Ramp
1 week ago
Alright! I gave the deck a quick look and it looks relatively good overall. I understand you are not in a very competitive meta (or at least, not a very cutthroat one at that) and that budget is a concern albeit not a very crazy one.
I see enough card draw and cards that replace themselves. I also liked that you built the deck accordingly, avoiding enchantment and artifact inclusions to fit the theme of blowing all of them up.
With that said we reach the greatest flaw in the deck. Without any strong, early ramp and so many high costed cards doing what you want, your deck is left slow and clunky and will often durdle and fold to early advantage gained by other people through the same things you hate. Breaking a Sylvan Library on turn 5 means that opponent already has gained all the value in the world out of it and probably doesn't care too much that it's being destroyed.
A second point I want to make is that although you do have a lot of big mana plays, a LOT of them are inefficient considering the resource investment into them (mana cost Vs effect + P/T). Here's a list of which ones I didn't like too much and the reasoning behind it:
- Avatar of Might is a vanilla trampler in your deck. Unless you are facing against a fast aggro deck or token generator, you are the one playing the creature deck so I wouldn't expect to cast it on the cheap side often.
- Deus of Calamity is an awesome card but it needs the proper enablers (double strike/constant buffs) for it to work as intended and even then it's a "win more" card. In effect it does a hell of a lot under certain conditions, but those are hard to come by and when you are behind you'd prefer playing something else.
- Domesticated Hydra a very high investment just to get a trampler. Evasion is good but when you compare these kind of cards with enablers like Thunderfoot Baloth and Siege Behemoth they are very lackluster.
- Havenwood Wurm: 7 mana for a 5/6 trampler? You can do a lot better than this. The instant speed doesn't warrant this investment as it is essentially asking you to skip your turn to play this.
- Stonebrow, Krosan Hero would be a lot better in a shell where mass trample and Overrun effects ran rampant. This is not the case so quite often he will be giving you an extra 2-4 damage on swing. He's not that bad though.
- Blunt the Assault is a heavy costed fog effect. If life gaining is that important, running Shamanic Revelation is better. If the fog is really needed then just run Fog or Lull or Respite or Winds of Qal Sisma.
- Devil's Play is a very flavourful card and I do like it, but I think it's a bit small for commander. Fall of the Titans or even better Comet Storm do a much better job at finishing people.
- Scrabbling Claws is not good enough for graveyard hate. There exist much better alternatives (i.e. Relic of Progenitus)!
And here are my suggestions for you, including some notable omissions. Some have already been mentioned by others.
- Acidic Slime
- Mold Shambler
- Reclamation Sage!
- Sakura-Tribe Elder!
- Wood Elves!
- Farhaven Elf!
- Woodfall Primus!
- Chaos Warp!
- Krosan Grip!
- Ancient Grudge
- Comet Storm
- Hull Breach
- Skyshroud Claim!
- Hydra Broodmaster
- Beast Within!
- Xenagos, God of Revels
I would choose a number of these as replacements prefering their versatility, efficiency and power.
Those are my thoughts. :)
ps: since tappedout doesn't let me mark my most suggestions through the checkboxes for some reason, i'll put an exclamation mark next to them...
1 week ago
I have some recommendations for you:
I choose to run the above cards to have more control over my discard because there is nothing more frustrating than dredging Animate Dead into your graveyard and then drawing a huge creature you can't cast.
These are all great main targets for The Mimeoplasm.
Your build doesn't very many fatty to exile to put couters on The Mimeoplasm.
All three are better than compulsion IMHO.
Drawing cards will win you games.
There are more ideas of course but those are what comes to mind right away for me. I'm basing my recommendations off of my own build, check it out when you have some time. You may find something else you like that I didn't mention.
Commander / EDH
SCORE: 28 | 38 COMMENTS | 6785 VIEWS | IN 19 FOLDERS
4 weeks ago
First off, this deck is waaaaay too slow to be aggro in its current state. I play tested this many times and I got consistently torn apart in the early game while scrambling to build up a mana base for all the giant spells in here, which is the exact opposite of what aggro is supposed to be, even in EDH. Second, Warstorm Surge, Savage Ventmaw, and Aurelia, the Warleader are all just slowing you down. I would advise switching Warstorm Surge for Impact Tremors; its faster and more efficient. You could switch Ventmaw for Courser of Kruphix or Oracle of Mul Daya, either would really help with ramp. You might also try Sword of the Animist, which would work beautifully with Saskia. You really don't need Aurelia since you already have 3 enchantments that basically do the same thing and Gisela is just better anyway. You don't need Phyrexian Arena. You'd be better off with Bitterblossom, Awakening Zone, or From Beyond. Finally, you've got Stonehoof Chieftain and Siege Behemoth and at least one of them needs to go. Neither of them give you tokens, they both cost a lot of mana, and if your unlucky enough to get one of them in your opening hand (like I did multiple times) its really going to suck. The only way they could realistically work here is if you put in some green spells to cheat them out, otherwise I would try to replace them. I would look for something like Mardu Strike Leader or Precinct Captain. You've got a pretty dangerous deck here, just needs to get faster. Sorry for the long comment, but I hope it helps.
1 month ago
First of all, I would either cut Ruric Thar or cut a few noncreature spells, since his ability applies to everyone, and all it takes to bring someone down from 40 to 0 is 7 noncreatures.
I would cut Vexing Shusher and replace it with Spellbreaker Behemoth.
Malignus makes for a very nice early game threat and beater as well.
You can find my Xenagos deck here. Who knows, you may find some cards you like!
1 month ago
I think you're misreading what Siege Behemoth does.
SB has a static ability that just acts like trample. You can assign combat damage as though SB weren't blocked. This isn't a triggered ability, and it doesn't create extra damage.
1 month ago
In a game of commander/EDH with 4 players (yourself and 3 opponents in a free for all). If you would equip Blade of Selves to a Siege Behemoth and attack a random opponent would the tokens also get the trigger?
Usually things are worded like: "when this attacks do stuff" ignoring the myriad trigger. Yet I was wondering if that applied to Siege Behemoth as well? Because it simple says 'attacking'.
In that case a single behemoth attacking would mean the original deals it's 7 damage + 2 times 7 damage from the tokens (=21 damage). Then the tokens do the exact same thing. Meaning the total damage would be a staggering 3*(7+7+7) = 63 damage! (...and then combat happens)
Is this true or am I seeing/thinking of things that aren't there again? :)
1 month ago
Cards I would consider cutting since you alluded to focusing on a higher creature count would be Loxodon Warhammer, Trailblazer's Boots, Gigantomancer, Swiftfoot Boots, Nature's Way, and Nacatl War-Pride. I would strongly recommend Oran-Rief, the Vastwood, Nykthos, Shrine to Nyx, and Myriad Landscape as a few more non basics. Tooth and Nail and it's little brother Defense of the Heart are just dumb here along with Stonehoof Chieftain and Siege Behemoth I hope this helped.
1 month ago
So if this is gonna be a stompy aggro ramp deck, i suggest Cryptolith Rite, Wood Elves (for shocks), Sakura-Tribe Elder, and creature based ramp. The reason for that is, is because if you get a recursion package going like Phyrexian Reclamation, Palace Siege, or Alesha, Who Smiles at Death if the majority of your creatures fit that power, (making Tajuru Preserver Not necessary, you can generate card advantage that way, as well as abuse creatures with etb or sacrifice ablities. Also, you can run a card like Birthing Pod for tool box effects.
Since you have shocks, go ahead and add Skyshroud Claim.
Since you're in the best removal colors, I'd add cards that do that, that aren't damage based, E.g. Lavalanche. In Garruk's Wake is also a pretty wincon. I'd cut the artifact ramp as you're in green and you're likely not dropping Saskia until you're killing two people.
Also, you need to get your creatures through, Siege Behemoth is pretty aight (but blocking creatures can still assign damage).
Also, add card draw. Green does a lot of creature based card draw, black pays life for it.
I'd cut Dragon Broodmother, Genesis Hydra (maybe for Genesis Wave, Iona, Shield of Emeria, Kaervek the Merciless maybe, unless he's super good, Mogis, God of Slaughter (what synergy is he bringing?), Myr Battlesphere, Rubblebelt Raiders, Tajuru Preserver, and maaaaybe Thalia, Heretic Cathar and Xenagos, God of Revels, and instea throw in a ton of utility creatures for removal, pump, and various effects (i.e. Reclamation Sage, Acidic Slime, Terastodon, and white and black have a ton as well.) Also, a few Anthems would be good, particularly if they're on creatures, like Angel of Invention.