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, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.
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Slayers' Stronghold Discussion
1 week ago
Hey man. I started making mine nearly a week ago with the same exact intentions.
A few things I am surprised I don't see in here that I thought you should consider.
Temur Sabertooth - goes infinites with 12 mana via lands and your general :)
Triumph of the Hordes is 10 infect from your general alone.
Return to Dust - no explanation. just amazing
I'm a fan of exiling things as I see recursion far too often. I would consider adding some mass graveyard hate as it will DEFINITELY hurt your opponents more than you.
What to remove?
Izzet Chemister - WAY too slow and vulnerable. So man better cards to add before him.
Ulvenwald Hydra - Big dumb creature with no evasion. Not what your deck is about. If you need more ramp, pick something cheaper. There are plenty more options.
Evangelize - It's a cool effect, I guess. But the fact that THEY choose makes this terrible. You are trying to cast board wipes, why spend a turn casting this with buyback when you are going to kill it soon anyways?
Mizzix's Mastery - cool, but more for storm. Casting more than one mass boardwipe is redundant. I like it only for the ramp, but make sure your ramp fits well with your manabase (aka. not running out of targets on your recasts)
Commander / EDH*
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1 week ago
Well this is interesting!
Consider running more value lands for your Ulvenwald Hydra, like Geier Reach Sanitarium, Strip Mine, Arcane Lighthouse, Kor Haven, Treetop Village, Forbidding Watchtower, Raging Ravine, Stirring Wildwood, Needle Spires, Haunted Fengraf, Kessig Wolf Run, Kher Keep, Vitu-Ghazi, the City-Tree, Kjeldoran Outpost, Mishra's Factory, some snow basics and Mouth of Ronom, Nantuko Monastery, Slayers' Stronghold, Sunhome, Fortress of the Legion, and Throne of the High City...yes I did look at all the options. The manlands and token makers are probably the best.
1 month ago
Now this list is a set of cards I really think will help alot.
Slayers' Stronghold good for your commanders.
Legion's Initiative great for your theme and makes you stronger.
Balefire Liege Same as above just can beat too.
Iroas, God of Victory this card wants to be in this deck.
Dictate of the Twin Gods you might be able to get triple damage.
Resolute Archangel this will really help if you get down in life and need a late game bounce back.
True Conviction I've seen this card win alot if you can get it out late game it could be a big surprise.
1 month ago
1 month ago
Marvell: Literally no reason - deck would probably be better with one or two. Mass Removal is really important, and there have absolutely been games I've wished I had it; I think I just don't because Gahiji makes for fast, punch-y games. I mention a couple options in the primer - I'd probably run Hallowed Burial and Retribution of the Meek if I were to run some mass removal.
Mogg Infestation is hilarious. I think I have an old one laying around from back when I had a Purphoros deck. Will have to sub it in for something 5+ CMC at some point and give it a shot.
2 months ago
Very well, here's my latest jank for your consideration (take your time)
Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.
Harvest Season/(Growing Rites of Itlimoc Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)
(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.
Continuing my quest of exhausting every possible card advantage option known to beast, god and man:
Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)
Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.
Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.
(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).
(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.
Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).
Other misc. cards which you've probably already considered and rejected, but just in case:
(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).
Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.
(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.
(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)
(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.
Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)
Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).
(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.
2 months ago
As for non-basics on a budget, you have Command Tower, Path of Ancestry, Unclaimed Territory, Boros Garrison, Temple of Triumph, Battlefield Forge, Needle Spires. Evolving Wilds and Terramorphic Expanse are solid.
Inspiring Vantage and Clifftop Retreat aren't hyper-expensive but for a budget deck you could just run regular tap dual lands (Stone Quarry, Wind-Scarred Crag, etc.) and be competitive enough. Depends on your playgroup.
2 months ago
As I see you play aggrostyle in a commander and I love that. Is it for multyplayer or 1vs1-use?
Off the top of my head I would suggest:
- Urabrask the Hidden maybe instead of Hammer of Purphoros.
- Balefire Liege is a creature to pump your tokens
- Wear / Tear or Return to Dust instead of maybe Forsake the Worldly
- Slayers' Stronghold for haste
- consider Mind's Eye over Slate of Ancestry if you play multiplayer
I have a multiplayer-build of Iroas and if you do, you have to have strategies how to defend if you plan to go attacking each turn. If you want to check out my strategy of doing so you're invited to get some inspiration from Iroas, God of War (Multiplayer EDH).
+1 from Gottsplitter