|Commander / EDH||Legal|
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|Rise of the Eldrazi||Common|
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Creature — Human Soldier
Other creatures you control with defender get +0/+2.
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Stalwart Shield-Bearers Discussion
1 month ago
Switching out Stalwart Shield-Bearers May not be a bad idea. Also, since both Assault Formation and Tooth and Nail are wincons, I'd suggest doing 4 of each. The odds of finding the first reaches 60% by turn 6 instead of 10 and you have a 52% chance of seeing the second by turn 4 as opposed to 42%, which is a big swing (up to 60 - 63% when using Wall of Omens.
Also, you shouldn't do 2 emrakul, you're better off with just 1. This deck has very restrictive requirements and the gain of a second emrakul just isn't worth it. Although it works when Emmy is thoughtseized, since it's legendary you can't tutor 2 if xenagos gets discarded, setting a 2 turn clock with lone emrakul as opposed to 1 turn with the wurm helping.
Also, be careful with 4x on sideboard since it limits your options, though you'll side in Autumn's Veil in most of matchup and Heroic Intervention in many cases (as it protects xenagos from Dismember during combo).
I'm sure you know how this plays better than I do, but I'd suggest Creeping Corrosion since it kills affinity, Condemn or Dawnglow Infusion to gain life against burn and scapeshift, and Mwonvuli Acid-Moss to disrupt eldrazi tron while ramping yourself. When sideboarding, cut either Perimeter Captain or Wall of Tanglecord depending on the matchup since they don't ramp or cantrip.
1 month ago
Most decks don't have board wipes one there main, so I could always side Sylvan Caryatid out for Wall of Roots if they are black or red since those two have the most board wipes. I might swap Stalwart Shield-Bearers out for either Jaddi Offshoot to increase the one drops, or I could put in some Path to Exile so this deck has some removal. I think it needs some playtesting to figure it out.
1 month ago
Mister-Magic I see your point with Sylvan Caryatid, keep in mind that -X/-X board wipes exist too like Yahenni's Expertise as well as general board wipes like Damnation. Stalwart Shield-Bearers seems greats in theory, but idk if its 100% necessary to give more toughness to other defenders that already have decent toughness. Its a tough call bro
2 months ago
- Archer: Greatbow Doyen
- Artifact: Chief of the Foundry, Etherium Sculptor, Foundry Inspector, Master of Etherium, Tempered Steel
- Chicken (Unset): Chicken a la King
- Defender: Stalwart Shield-Bearers, Wakestone Gargoyle, Assault Formation
- Donkey (Unset): Assquatch
- Flanking: Cavalry Master, Telim'Tor
- Flying: Favorable Winds, Sprite Noble, Thunderclap Wyvern
- Fungus: Pallid Mycoderm, Thelon of Havenwood
- Infect: Hand of the Praetors
- Kavu: Kavu Monarch
- Minion: Balthor the Defiled
- Modular: Arcbound Overseer
- Scarecrow: Reaper King
- Trample: Stonebrow, Krosan Hero
2 months ago
Abrupt Decay in commander is meuh...., Necropotence is better than Underworld Connections in every way, considering you play no "beginning of the draw step" except Sylvan Library, I know Skinshifter is cool, but state base wise he's only a 1/1, if someone bolt it and you transform it in response, at the end of the turn it will still die, Maze of Ith is a most in commander against Voltron of deathtouch strategies, Brave the Sands is a good "vigilance all", in a commander with wall it's great, and Stalwart Shield-Bearers is another "Lord" for defender heavy strategy, Rolling Stones is also good if you run more defender, which you don't, good thing for normal commander.
Otherwise, great deck, I have a tiny leader similar, super fun!
3 months ago
4 months ago
4 months ago
Glad I could help, interested to see where the deck will go once you start playing around with it.
That being said, you're kinda running low on lands, if you want to drop a 5 drop on t5 consistently. I think you could be greedy and get away with playing 23 total, but even then you're still off the "correct" number of 25 (with the average cmc of 2.75, explained here). Should you ajust the manabase, think we could get away with a few more non-basics, if you're interested. Rogue's Passage can help get the big flyer through to seal the win, Ghost Quarter or the slightly worse Tectonic Edge can help shut down enemy lands or take decks off of colours completely, Moorland Haunt lets you recycle the dead walls into a potent, ghost-based airforce. Minamo, School at Water's Edge while worth a large sum of money, is a potent combination with Ojutai, should you choose to run a few more, the similarly pricey Celestial Colonnade can also help wreck face late in the game, but neither of the two are necessary by any means.
Wall of Omens really shines in this regard, the more cards you see in a game, the more likely you are to win. I think the overall quality of Wall/Defender creatures you are looking to play is bit low. Cathedral Membrane is one mana(dont be afraid to spend life, life is a resource to be used) and usually EXPLODES the creature unfortunate enough to be blocked by it. Dragon's Eye Sentry is pretty damn good for just 1 mana, and really highlights how bad cards like Nearheath Pilgrim (2/1s always die in combat, 2 mana is far too expensive for a card that trades with most 1/1s) are. If it's a card you love, keep it, but you could be playing MUCH better cards. Jeskai Barricade can swoop in and save one of the beaters if they should lose hexproof, let you perfectly block a massive creature(without trample) by bouncing the creature blocking it before damage or just bounce Wall of Omens for that tasty, tasty value.
If you were to run a few more Ojutai, Orator of Ojutai is a better Wall of Omens, but 4 dragons probably isnt enough, might want to research that. Stalwart Shield-Bearers makes all the walls defenders bigger, Wall of Essence has reverse lifelink, while Vertigo Spawn and its big brother Wall of Frost pin down any creature foolish enough to attack into them. And as big and seemingly unkillable as Wall of Frost is, no wall stands close to the mighty, infuriating Wall of Denial.
Here's a list of all the UW walls available in modern.
Also, I'm a little confused by the Authority of the Consuls and the Swiftfoot Boots. Authority gaining you life is neat, but your deck lays down tricky/large walls, you don't need an enchantment to slow the opponent down. What creature are the boots for, exactly? Overseer and Ojutai have hexproof, as does Shieldmate(most likely). These guys dont need haste because they come in protected and swing in later. So all we're really protecting is our disposable walls/defenders, Elspeth tokens and Nearheath Pilgrim, who isn't an incredible magic card. Boots also costing 2 mana kinda gums up the works; you want to be doing something every turn, ideally. Spending two mana on a card that needs a addition one mana to actually do anything on any turn between 2-5 doesnt seem like an awesome time.
Speaking of Elspeth, Elspeth, Sun's Champion sees great as an option if you find yourself facing a lot of big creatres; she can get rid of them while leaving your defenders in pristine condition to... defend.
Witchbane Orb feels like a sideboard card for when you're really getting beaten down by burn or Thoughtseize-style effects, and even then, those types of cards are usually cheap, so waiting til turn 4 to:
A. defend yourself from 1-2 mana spells and B. Do nothing on turn 4
doesnt seem like the greatest plan, IMO. Keep it in the Sideboard if its a card you like, by all means.
That's enough wall talk for now, 3am, must sleep.