|Commander / EDH||Legal|
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|Aether Revolt (AER)||Rare|
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Creature — Dwarf Warrior
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on Solemn Recruit.
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Solemn Recruit Discussion
2 days ago
ClockworkSwordfish I agree about Goldnight Commander, but Solemn Recruit has actually done really well in my meta. Costly Plunder is pretty good too, a lot of my creatures have ETB effects so I'd like to keep that in.
6 days ago
Updates after the last few sets have released:
6 days ago
Solemn Recruit is double white mana, but would give alot of value as you sacrifice artifacts.
2 weeks ago
2 weeks ago
3 weeks ago
The basic goal of this deck is to basically mimic modern infect. This deck can win turn 4 and if not interacted with, will reliably win turn 5.
The deck abuses the aggressively curved doublestrike creatures Adorned Pouncer and Solemn Recruit to combo with various pump spells, giving you double value from the pumps. The deck generally doesn't interact, but does have access to Blossoming Defense to dodge removal, Unconventional Tactics for evasion.
Turn 1: Plains
Turn 2: Forest, Adorned Pouncer
Turn 4: Use any buff spell on Adorned Pouncer to give it 3 or more power, win the game.
Turn 1: Plains
Turn 2: Forest
Turn 3: Forest, Electrostatic Pummeler, + 3 Energy
Turn 4: Plains, Sage of Shaila's Claim, + 3 Energy, Larger Than Life targeting Electrostatic Pummeler, use his ability (taking him up from 5/5 to 10/10), use his ability again (10/10 to 20/20), swing for 20 damage.
This one you've got to get lucky for, but unless he's blocked, if you have 6 energy and can buff him with something, Electrostatic Pummeler will always do absurd amounts of damage. Its basically triple strike if you compare it to the other creatures.
How effective are the pump spells on double strike creatures?
Blossoming Defense: Costs G, effectively grants +4/+2, creature gets hexproof until turn end.
Highspire Infusion: Costs 1G, +6/+3 til end of turn.
Cartouche of Solidarity: Costs W, +2/+1 indefinitely. You also get a 1/1 vigilance.
Larger Than Life: Costs 1G, +8/+4 til end of turn. The big hitter.
Unconventional Tactics: Costs 2W, +6/+3 and flying til end of turn.
1 month ago
Brought this deck to my first FNM and went 2-1 (win vs. B/R control & mono-black zombies, loss vs. Temur Energy)! Made some mistakes, got lucky at times, but definitely felt like this deck had what it takes to compete against more expensive decks. Plus people aren't expecting a "White Weenies" deck right now!
1. Aethergeode Miner -- Without other energy cards to synergize with, this guy seemed too easy to take out with targeted removal before I could get in an attack with it. Also, its "evasion" didn't make it hard to block.
2. Glint-Sleeve Artisan -- This card performed better than the Miner, but didn't seem as good as the other three drops in the deck. The two bodies were nice, but often got stalled on the board until I drew a trial for an alpha strike. Although, it was pretty sick when I was able to go turn two Servo Exhibition into turn three Artisan into turn four Sram's Expertise (which dropped a free Artisan) and then follow up with a Trial of Solidarity on turn five!
1. Trial of Solidarity & Cartouche of Solidarity -- I felt that I underutilized the potential of a Cartouche as a standalone card, and instead I focused mostly on its ability to bounce back a trial. But as expected, pumps from a trial give this deck its power and main win condition (pumps from Shefet Dunes are nice too). Also, don't overlook the vigilance from a Trial, it can be quite good!
2. Sacred Cat & Trueheart Duelist -- These resilient creatures help us to always have a board presence to pump (embalm is dope!), and can serve as excellent chump blockers if the need arises. They are a big reason that this deck can hang in grindier games.
3. Servo Exhibition & Sram's Expertise -- Exhibition at times seemed to be the best card in the deck. Two mana for two bodies is really really nice (especially on turn two). The three bodies from Expertise definitely help us go wide, and the tempo from additionally playing a free three drop can be amazing.
1. Gust Walker -- I kind of added this guy in as an afterthought, but he performed really well! Being able to fly over blockers can be really valuable in board stalls, and it synergizes super well with Trial of Solidarity because vigilance allows Gust Walker to exert without a drawback.
2. Aerial Responder -- I expected this card to be good (which is why it takes the #2 spot), but it turned out to be very, very good. It pretty much single-handedly won me a game or two. It's really hard for opponents to deal with. It almost always attacks in for a four point life swing, and can still block if needed.
Potential Changes to the Main:
-2 Aethergeode Miner for +2 Gust Walker
-? Glint-Sleeve Artisan for +? Sunscourge Champion
Asked for some suggestions from other players about the deck, one of which was to switch these out. The life gain from Sunscourge seems nice, but what seems more exciting is being able to bring it back as a 4/4. Adds value and grindiness.
-? Glint-Sleeve Artisan for +? Solemn Recruit
Recruit seems like it could really pack a punch, especially if pumped by a trial.
The sideboard definitely needs work. I think Aetherstorm Roc could be a good addition that would give the deck more midrange power. I did like Oketra's Attendant, and think that Fragmentize (although I never boarded it in) is excellent in the sideboard. Not sure about the other cards.
1 month ago
Think of it this way, the Solemn Recruit gets in the driver's seat and gets the Untethered Express going, then gets hit by the Shock and dies. The Express is still going, as the corpse of the Recruit has still got their foot on the gas.