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Creature — Rhino
When Siege Rhino enters the battlefield, each opponent loses 3 life and you gain 3 life.
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Siege Rhino Discussion
23 hours ago
It might be a bit too cute, but something to consider would be Doran, the Siege Tower, which gives a minor boost to Birds of Paradise, Restoration Angel and Siege Rhino, a massive boost to Nyx-Fleece Ram and is effectively a 5/5 for 3 itself.
1 day ago
i would move Siege Rhino up to a full set. as well as a full set of Restoration Angel. i would replace Acidic Slime with Reclamation Sage. the slime costs to much mana. the interaction with Fairgrounds Warden and Wasteland Strangler is good. i would also drop a mana dork or two to add something like Blade Splicer. i would also replace some of your flicker instants with premium removal like Dismember, Go for the Throat, and Path to Exile.
3 days ago
So first let me say congrats on coming back to one of the greatest passtimes in the world!
Second, you absolutely need to cut this deck down to 60 cards; it might not seem like a big deal but decks run more consistently at 60 cards.
Some cards I would suggest:
- Westvale Abbey Flip: Really good sac outlet
- Blood Artist: This is an essential for what you're going for
- Siege Rhino: If you want to go 3 colors this guy is busted with Den Protector
- Den Protector: Great to sac cards and bring them
- Abzan Charm: If 3 colors, this card is great
- Abzan Ascendancy: Really good in 3 colors with sac outlets
- Ulvenwald Mysteries: This card is fun, not nessecarily super good but fun
2 weeks ago
christ4like2l0ve Unfortunately I dont but I can simply post my most updated list here!
Sideboards are obviously meta dependent but here is mine
The deck basically plays like a creature heavy mid range deck with a back door combo. You dont need to combo to win but its nice that its there for the matches you want it.
2 weeks ago
I play a pretty fun Eldritch Evolution Abzan deck that also plays the Spike Feeder/Archangel combo. You sac stuff like VoR and Kitchen Finks to get Siege Rhinos and combo pieces along side Chord of Calling.
If you do end up playing this version you would have to drop a lot of the creatures like Restoration Angel, 2 of the Scavenging Ooze, Nyx Fleece Ram, and Rhox Faithmender, in favor of faster mana, and tutor targets far EE and Chord. Creatures like-
Noble Hierarch or some other 1 drop ramp
In the SB you can tutor for
Lastly I would go up to 23-24 lands for consistency sake. Even in my version with 6-8 mana dorks You still want to make your land drops incase they get killed. Add a Stirring Wildwood, Gavony Township, Treetop Village, Shambling Vent, Hissing Quagmire, Ghost Quarter, or Vault of the Archangel to get some utility out of your lands.
3 weeks ago
how about less things to reanimate and more things that make sure you stay alive long enough to reanimate them? you have access to black, red, and white, so play the best removal spells in those colors. Fatal Push, Lightning Bolt, Path to Exile. Lightning Axe can be both removal and a way to discard your combo pieces. If ur going for big, bomby reanimations, get rid of the cards that don't win the game for you when you reanimate them, ie Woodfall Primus, Ashen Rider, Siege Rhino. I also think you have too many reanimation spells. I'm not sure which ones you'd consider to be the best for what ur trying to do, but i'd probably keep Unburial Rites for sure. I made a Reanimator deck built around Flayer of the Hatebound and Footsteps of the Goryo called Grixis Flayer Reanimator, if you want to look at that.
3 weeks ago
If you splashed black for the Rescue from the Underworld it is really not worth it. Cost is too high..
Siege Rhino is good, however i would suggest going for 2 color.. green white to get more consistent draws and mana..
3 weeks ago
You make it better by picking focus for the deck, and finding the best cards available for that focus. You could pick delve (seems you like that one anyway), and add thing sthat go well with delve. A couple of things that don't: dredge cards, self-reanimating creatures. Snapcaster Mage is fine, though - since it's not so particular about what's in the graveyard, as long as there is something at all. And I really don't know about Lingering Souls - maybe it really sucks to exile it to fuel a delve creature.
If you are not playing Snapcaster Mage, Serum Visions could be better than Thought Scour, since you'd gain some card selection. It gives 2 cards in GY, where scour gives you 3, so it's not really bad.
You could also have used Faithless Looting to fill the graveyard. It's just that the early-game card disadvantage is pretty annoying.
Mindwrack Demon is no-no in modern. Not because it's bad, as such, it helps on the whole delve thing, but when you exile cards from GY you get to run under the delirium-limit. and with the amount of fetches you play, having your own creature hit you for 4 is way too risky (opponent removes GY - all modern decks can do that at least after sideboard - wait for your upkeep, watches demon kick you inna teeth, then Fatal Pushes the demon). Recommendation: Play Siege Rhino instead. It doesn't do anything fancy with your graveyard, but it ETBs a lifeswing of 6, and has a very decent size.
Logic Knot is not a great card here. You already have more delve creatures than most comparable decks, and your graveyard isn't filling up in the same way a living end decks graveyard does it. But even worse, it costs 2 blue mana - and that could be hard to come by early in the game. But since you have piles of removal and discard, letting go of a counterspell shouldn't be too much of a loss.
As for your "under this or that budget": Forget it when you want to play 5color goodstuff. Mana is going to cost you so much, and the budget options are budget for very obvious reasons (fastlands are not fetchable, checklands really need something else to have been played first, and so on). Probably lands are going to eat up the budget. Since you have no obvious synergy or combo you want to win by, the strategy is to bring all the best cards and hope they can win - and all the best cards cost money.
So I think:
9 pieces of removal
24 lands - mostly fetch and shock, because...
...2 Tribal Flames (only with snapcaster)
I'd say in advance that it feels clunky and inefficient as hell, but it might work, on the simple reason that it has good threats, good trades and a bit of card advantage.