Steadfast Armasaur

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Steadfast Armasaur

Creature — Dinosaur

, : Steadfast Armasaur deals damage equal to its toughness to target creature blocking or blocked by it.

TheOfficialCreator on Why is WotC Emphasizing Attacking …

1 year ago

What Niko9 says tracks, but I'd also like to bring in another angle.

I've long suspected that WOTC's design principles actually favor blocking over attacking, at least in mana value overall. That is to say, since blocking can't win you the game, as TypicalTimmy said, creatures can be given much higher toughness without boosting the rarity. Hence why Force of Savagery dies upon entering and is still a rare card for 3 mana while Aegis Turtle is largely forgotten by the community, is a common from an underpowered set, and is 1 mana.

Of course, with special abilities on blockers, it's harder to grant leverage to what a blocking creature can do, simply because that shifts the gameplay to the defending player, and those kinds of interactions are, for the most part, something Wizards would like to avoid outside of flash creatures. That isn't to say there aren't those kinds of blocking abilities, say, Steadfast Armasaur or Spike-Tailed Ceratops, but they are rarer for a reason.

Simply put, attacking should always be more highly rewarded than blocking, because it progresses the game, whereas blocking does not. Have you ever noticed that a LOT of indestructible creatures entice you to attack with them? Ulamog, the Infinite Gyre gulps down your opponent's board. Blightsteel Colossus deals massive amounts of poison damage. Avacyn, Angel of Hope has flying and can kick your opponents in the face.

There's reach, and that's about it for blocking abilities that are evergreen. (I'm not even sure if reach is evergreen anymore.)

There used to be regenerate, which is a more defensive mechanic.

But, like I said, blocking only slows down a game. It's a crucial part of the gameplay experience, but it shouldn't be able to dominate.

triproberts12 on

5 years ago

Yeah, there's not nearly enough lands. Think of it this way: Lands are 21% of your deck, as it is now. That's the equivalent of running 13 lands in a 60-card deck or 9 lands in a 40-card deck. You're built around an 8-mana commander, so 39 is the minimum you should be running, along with, at the very least, 8 sources of ramp.

I think these 3 videos will be very helpful for you. The first two are videos by The Professor, one on Commander deck construction, and the other on building a 3-color manabase for the format. The last one is SaffronOlive on common pitfalls in deck construction.

Next off, what you'll want to do is look at the EDHREC page for Gishath to see what other people are putting in their decks. If you're on a budget, you can also click at the top right to go to what people are playing in decks labeled as budget. Remember to include card advantage, ramp, removal that is either flexible or hits the whole table, and haymakers that will close out the game.

As for cuts, I would start with 4 to 7-mana non-dinos, since that spot on the curve will get clogged up pretty quickly, and you want to be putting expensive dinos out for free with Gishath. I would also cut Atzocan Archer , Emperor's Vanguard , Frenzied Raptor , Looming Altisaur , Nest Robber , Pterodon Knight , Raptor Companion , Raptor Hatchling , Ravenous Daggertooth , Sky Terror , Steadfast Armasaur , Voltaic Brawler , Cobbled Wings , Primal Amulet  Flip, Abrade , Blossoming Defense , Demystify , Lightning Helix , Righteousness , Shock , and Slash of Talons . They're all either too narrow, too weak, don't scale up well with the creature size or life totals of Commander, or don't make sense in your deck.

Good luck!

Force_of_Willb on Yet another Zacama commander

6 years ago

I know your starting out so here are some cheap recommendations to improve. You might be able to get these cards for free by going to a store that gives away free commons/uncommons.

Drover of the Mighty, Kinjalli's Caller, Otepec Huntmaster, Savage Stomp, Ranging Raptors, Steadfast Armasaur, Ravenous Daggertooth, Raging Regisaur, Raging Swordtooth, Territorial Hammerskull, and Thrashing Brontodon.

These are some rares that won't break the bank: Priest of the Wakening Sun, Temple Altisaur. If you can affoard it trade for Ripjaw Raptor and Trapjaw Tyrant

then work on the instant, sorceries, and enchantments. Maybe add more "fight" type effects to take advantage of enrage triggers like Setessan Tactics, ]Savage Punch, Ambuscade etc etc.
I would remove Consulate Skygate, Fanatical Firebrand, Gleaming Barrier, Goblin Trailblazer, Lobber Crew, Orazca Raptor, and Sun Sentinel to start

Izu_Korasu on First-strike + Deathtouch = Win

6 years ago

um Concerted Effort feels mandatory here,Cairn Wanderer feels especially powerful, Bone Picker isnt bad, and Vampire Cutthroat is worth a look especially with all your creatures having low power to compensate for keywords at low cmcs.

Quilled Sliver,Crossbow Infantry ,Brigid, Hero of Kinsbaile and Steadfast Armasaur seem like decent (but more fragile) replacements for longbow, but Heart-Piercer Bow might be better.

Blo on Does giving a creature -1/-1 …

6 years ago

this

You will reduce a creature's power and toughness (be it permanent in the form of a -1/-1 counter or temporary with a -x/-x effect until end of turn).
Cards that deal damage will always say so (such as Steadfast Armasaur orCunning Sparkmage) whereas other cards don't deal damage (Rags or Liliana's Influence).

Bolderox on G/W Big Butts

6 years ago

Thank you for the input, the only thing that is stopping me from going full hog on the Ripjaw raptor is the idea behind having Dusk / Dawn, while I create a wall of toughness, they will probably have a wall of decent creatures that can can be ~ 3 power, and the fact that Dawn can return a large portion of creatures from my grave if need be, getting back a Priest of the Wakening Sun to dig another value dinosaur, or a Looming Altisaur for a 7 power wall with Belligerent Brontodon on the field.

I debated between Hexproof and Indestructible combat tricks, and the reasoning is my goal is to keep Belligerent Brontodon alive at all costs and is my primary win con, and if he and my board get wiped by the plethora of board wipes in standard atm, indestructible is favored, and I can get a large portion of my creatures back with Dawn to reinstate the board. But I will probably have Blossoming Defense side boarded regardless and swap out on a match by match basis, it is just too good of a card.

I also never thought of Ranging Raptors, I have been questioning whether to keep the Steadfast Armasaur because it is a decent cost for little payoff, but can output 5 damage to a creature it is attacking or blocking, or 6 with Belligerent Brontodon, and will come down to what is more important, ramp or creatures, and for this deck, i feel ramp is more vital. Thank you

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