|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
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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
4 days ago
APPLE01DOJ Feels like a bit much.
1 month ago
Eledain I think you should run more basics so that Field of Ruins don't end up being worse strip mines. I also think some focus on entering the battlefield stuff could give the deck some spice as you have a Tidehollow Sculler, Siege Rhino and Knight of Autumn. maybe something similar to Eldrazi and taxes to take advantage of Tidehollow Sculler exiling it. also, where are the Ghost Quarters? this deck definitely needs it. another thing that could be cool is Cat Jesus aka Leonin Arbiter to stop fetches and them searching for basics. something to watch out for if you do put it in is it is symmetrical so your Field of Ruin will cost 4. a version of Leonin Arbiter that isn't symmetrical is Aven Mindcensor
my deck is evil. feedback to make even more so is appreciated.
SCORE: 15 | 10 COMMENTS | 832 VIEWS | IN 6 FOLDERS
1 month ago
2 months ago
2 months ago
Hi! Looks like a sweet deck! Have you considered Death Cloud Ponza at all? Here's a link to a pre-Trophy article about the deck; it's basically a Black/Green superfriends deck that uses the Ponza base of Arbor Elf, Utopia Sprawl, and Rain of Tears to quickly ramp out planeswalkers and destroy your opponents' lands, giving you more time to gain a ton of value with your planeswalkers. Also, just so you know, your deck is 61 cards, so I'd recommend cutting something like a Siege Rhino or something.
2 months ago
Ravenrose: Because this is a Canadian Highlander deck, mana cost for cards is very important. 4 mana is a lot to spend on Shard Convergence which ultiamtely just fills my hand with land. At the same cost I have cards like Siege Rhino and Hero of Bladehold which very quickly can close a game out.
I used to run a counterspell package but ultimately cut it for more proactive hand hate (like Thoughtseize) as the counterspells were too slow. The problem with Rewind is that the card is a bit of a trap. The idea of it being a "free" counterspell is only true if you have a decent selections of spells that you can play with it at instant speed, otherwise it still just costs 4 mana (at the end of your opponent's turn, any unspent mana is wasted mana). Apart from that, it has a huge outlay to cast. 4 mana means that I won't be able to do anything else, so I just have to sit there with mana up and not play threats. And playing threats keeps the pressure on my opponent. Compare the idea of being able to counter one of my opponent's spells versus say playing a Bloodbraid Elf and then cascading ito addiitonal value.
Wild Pair is far too slow here. And it is then reliant on me playing creatures. Tutors like Eladamri's Call on the other hand allow me to just fetch a creature, so top decking call would guarantee a creature, but topdecking Pair means another turn before I can potentially get one. And another turn is an opening to for my opponent to make me dead. Plus 6 mana is a lot to invest in a spell that isn't game ending by itself. I would much rather in the cost bracker get something like Dragonlord Ojutai who is a lot of flying damage and provides the deck with more tempo.
3 months ago
Spiritmonger is just a big dumb beater that turns sideways though;
No evasion built in, a small amount of protection in Regeneration, and a color changing ability that would need to be worked with to be at all relevant. I don’t understand what’s “over-powered” about it.
When I think overpowered for the mana cost/power creep I’m looking at Serra Angel vs Baneslayer Angel, the evolution of the 2/2, reds variety of threatening one drops (Goblin Guide ever?), ridiculous enter the battlefield abilities (Titans, Grey Merchant of Asphodel and Siege Rhino?) and stuff that’s hard to get rid of.
I think the point of all this though is with the increased power level of removal spells, forced sacrifice and other things that make creatures less effective, creatures need to get stronger to balance it out. It doesn’t mean P/T higher than CMC, because that’s always been more of a guideline for a starting point than a hard and fast rule. It just means that the creature needs to be balanced for the environment it’s in. A 6/6 trample for 6 isn’t even that scary in limited any more because you probably have a bunch of options to deal with it, unless you didn’t hold one in preparation. That’s how creatures beat people, not because they’re bigger than their mana cost...
3 months ago
Mana seems very painful. Either less man lands in place of basic lands, and/or Death's Shadow. Also, this deck should have some way to deal with Blood moon. It's absolutely brutal against this deck. Yes, there is a lot of discard in the deck. But it's almost an automatic loss if Blood Moon is top decked/played. Perhaps some some way to blink Siege Rhino would be sweet.