|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Common|
|Modern Event Deck||Common|
|2010 Core Set||Common|
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Creature — Human Cleric
Whenever another creature enters the battlefield, you gain 1 life.
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Soul Warden Discussion
18 hours ago
I feel like this might be best stabilised and made more competitive by Heartless Summoning, allowing you to run more 4 and 5 drops on turns 3 and 4 to offset the less efficient two drops Shaman of the Great Hunt/Brutal Hordechief has some potential, especially if you run a haste enabler like Ashling's Prerogative. Mardu gets an amazing set of disruption spells, which I don't feel like rehashing, so lets hit the tribal specific stuff. If you can flood the board Shared Animosity lets them attack for stupid damage. Most of the older orcs are things like Ironclaw Buzzardiers which just don't hold up too well in the modern evironment, but Sek'Kuar, Deathkeeper could be worth a try. Mirror Entity, Changeling Berserker and Taurean Mauler are in your colours.
For alternative options, Dash/etb triggers is a thing, with Soul Warden providing lifegain and cost reduction and boardwipes etc. Day of Destiny warrior legendary tribal with stuff like Zurgo Bellstriker, helmsmasher, Alesha, Who Smiles at Death Tymaret, the Murder King Zo-Zu the Punisher Brion Stoutarm Krenko, Mob Boss Heroes' Podium Hero's Blade, Kari Zev, Skyship Raider, Thalia's Lancers etc
Theres a lot of potentiual and modern is a very forgiving format if you pack a solid disruption package, which you can lift from pretty much any budget mardu control list. The main battle will be making sure your mana stays fixed and your creatures hit on curve, which is best learned through playtesting.
2 days ago
So your central combo is on the curve and looks fun, but I'm not sure your taking the best advantage of it. For starters you want to have Soul Warden or Essence Warden as a 1 drop in this deck, either would be a better choice than Altar of the Brood as you really aren't setup to win via mill before you can win with damage.
Bramblesnap needs you to tap your tokens, where as Kruin Striker grows just because you activated the combo, except you want to be running 4x of them (this is true even if you keep Bramblesnap) so cut 2x Stoke the Flames so you can.
Stonybrook Schoolmaster doesn't do enough in this deck, but Champion of Lambholt would be great, easily rendering your tokens unblockable, but again ideally you want to run 3x so cut the last Stoke the Flames too.
Lastly, I'm fairly sure this deck could be built as essentially 2 colour either (use red draw like Tormenting Voice and Faithless Looting) or (with a red splash for Elemental Mastery) which might make the mana fixing a bit easier for you.
3 days ago
4 days ago
I'd really recommend you look into Soul's Attendant, Suture Priest, or Soul Warden. As long as you have at least 1 out, you are essentially immune to damage, and if you get more than one, damage actually starts healing you.
5 days ago
5 days ago
I am particularly hard on this deck because I know the builder in person, and he has asked for some help. This is not a comment on a random deck tearing it a new one.
Samut, Voice of Dissent is not the easiest commander to build, because the deck is instantly torn between multiple possible play styles. She is strong enough to be a voltron commander, has the colors to be a general big-beast-beat-down commmander, and an ability that makes you want to play utility. Choosing what you want to focus on and sticking to it is going to be key in building her effectively.
One big problem at the moment is that your deck seems to lack focus. It has some generally good cards, like the Exert creatures, who were practically made to work with Samut, but then it has cards like Elvish Piper and Yisan Chord, while having very few creatures of particular use or great value to cheat out. (How often do you think this deck will have two high cmc creatures in hand to make use of Elvish Piper and Samut in one turn?)
Your creature choices suggest you run a big creature deck, yet you have 3 spells that copy instants and sorceries, with nothing in the deck that needs copying. You run Quicksilver Amulet, any only one creature of cmc 8 or greater. Your deck sifts through its creatures, but very few of them do anything, and a number of them reverse their effects when they leave the battlefield.
What you need to do is focus on how you want to win, not what you want to do or what would go well with your commander. Once you have the focus on that, you can find the cards in that vein that will have synergy with your commander.
There are a lot of cards in this deck that just don't need to be here. Maybe they are around from an earlier deck direction that didn't pan out, maybe some other reason, but as it is, they are generally of less value than many other cards could be.
Soul Warden and Essence Warden. This is not a particularly creature heavy deck. You currently have 30, and little to no token production. These cards do not have tap abilities, and so have no synergy with your commander, and your deck as a whole doesn't require a lot of life to function. It's two card slots for minimal life gain, which is a function separate from the deck as a whole.
Ranger of Eos. This card is strictly dedicated to fetching the two above-mentioned cards. It does not have a verity of targets, it does not benefit from untapping. It does not have significant combat value, and ultimately little value to the deck as a whole.
Banisher Priest and Fiend Hunter. These are just weak removal spells. They only target creatures, and they only temporarily remove them. They don't interact with Samut, and they can't be used for combat purposes since they return the exiled cards upon death. They also grant your opponents a stronger board state post-wipe.
Reiterate, Reverberate, and Increasing Vengeance. This is not an instant/sorcery deck. This is not a control deck. Sure, these are good for controlling blue decks, but again, not a control deck. If you want to go that direction, you have to dedicate more resources to it, otherwise, you're spreading yourself too thin and overall weakening your deck. Remember, you need to be building towards your win condition, your endgame, otherwise you end up with a deck that can delay someone else's, but without a goal of its own. (Which is essentially what this deck seems to do)
The Primordals. Not bad cards, but not that great. Not particularly on theme with the deck. Their abilities have situational uses, so they are cards that you hold in hand until needed, not cards that you cheat in early. They don't benefit from your commander's ability, nor do they contribute to her combat capabilities. They have ok bodies, but as far as big creatures are concerned, there are far better for the cost. Molten Primordial especially, since your current build isn't a rush deck, and you don't have many sac effects, his one-time swing won't be particularly game changing.
Viridian Shaman. Why? It's half a Naturalize on a weak body for more mana. I could see this in an Animar deck, where casting creatures gains you additional benefits, but this deck gains nothing from weak bodies. He neither contributes to Samut, nor does he benefit from her ability. This card is actually a prime example of why this deck doesn't work. "Too much for too little." Card slots dedicated to minor contro/removal aspects, with no advancement towards your own victory.
I'm gonna stop there. A lot of cards don't work in this deck, and as you said, this deck doesn't work. I'm not trying to be mean, I know I'm coming down hard, but hopefully these examples emphasize the core of what's wrong with this deck. I'd suggest a redesign towards a more focused approach with your end game in mind.
Better tap abilities should be included if you want to make the most of your commander's utility ability. Cards like Mother of Runes, Mangara of Corondor, and Intrepid Hero have abilities that are easy to reuse and will actually gain you value to use multiple times in a turn.
If you want to continue the cheating in mentality, big creatures that actually pose a threat, and/or empower your commander should be included. Stonehoof Chieftain is a perfect example of the cards you should be looking for for this style. By itself it's an 8/8 Indestructible with Trample. That's a threat, hard to remove. Instant boardstate. Additionally, however, it gives Indestructible and Trample to your commander, (as well as any other attacking creatures), advancing you towards a commander damage win.
Elesh Norn, Grand Cenobite buffs your commander, the rest of your field, and is a soft wipe to your opponents. And the buff synergizes well with your commander's Double Strike.
Avacyn, Angel of Hope is a fantastic cheat in. That said, you're in green. I prefer ramp to cheating in creatures as it is. But I will not deny the potential of tapping Elvish Piper twice, so long as you have useful cards to put in with her.
My point is that you need to find things that serve an ongoing purpose to your boardstate. If you're going big creatures, find some that work together, as well as stand alone. Think of them in conjunction to your commander, and ask what value they will have together, continuing, and towards the end of the game. During a match, you are always pushing towards the win. During deckbuilding, that same mentality should be applied.
5 days ago
Hi! see that you have a lot of 1x and 2x. I have to suggest you to use mostly 3x and 4x.Also, which is your plan to close the game? May i suggest you to consider making a budget version of Soul Sisters? Both Soul's Attendant and Soul Warden are quite cheap and your Ajani's Pridemate can really benefit of their presence. Another good budget card if you want to try that way is Suture Priest, which can steal life from your opponent, just remember that it doesn't get triggered by your opponent's creatures so you need a good number of creatures
1 week ago
I think you should go to this deck when you decide to start changing it up.