|Commander / EDH||Legal|
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Steel Leaf Champion
Creature — Elf Knight
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
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Steel Leaf Champion Discussion
6 days ago
I'm not the biggest standard player, but a couple things I can see is that Golgari tend to want to use the graveyard to the fullest extent. Cards you may be missing here are Stitcher's Supplier to help get things into the graveyard, Glowspore Shaman (which can help you get a land back), and more I'm sure. Cards that aren't in here that you should consider is Carnage Tyrant, Molderhulk, Lotleth Giant, and potentially Underrealm Lich. These are powerful creatures that can help you accomplish many things you deck wants to do. Carnage Tyrant is also EXTREMELY hard to deal with in standard.
First off, take out the Gateway lands with some Swamps and Forests to add in 4 Overgrown Tombs and 4 Woodland Cemeterys as this will help your color fixing. That is if you want to stay . You could just go Mono- and go beatdown seeing as you're already playing Nullhide Ferox and Steel Leaf Champion.
Second, if you have the time and a computer (my laptop hasn't had any problems) you could download Magic: Arena (its free at the moment as it is in open beta) to try and start your deck and playtest it there for free before taking it to a tournament. Since the next set is about to be released in January, this will be a good way for you to learn some of the rules and find cards for your decks before buying them.
6 days ago
The reason I say you need more ramp is because 1 playset of a mana dork will not support an average CMC of 2.89 in modern. You really need at least two playsets of ramp to support a large cmc like that in modern is my point, Im not saying you need to summon two creatures in one turn but rather play your bigger creatures on curve quicker. If you really want to have a theme of your opponent struggling to block your creatures you probably want to include creatures that are hard to block. I would suggest things like Steel Leaf Champion if thats the route you want to go. The strategy of 'you dont block my creatures and I punish you with pump' is most commonly done with infect, that uses quick one drops and small creatures, but with your deck the problem is by the time you most likely can drop all these 4 and 5 drop cards, youve given your opponent enough time to get resources to deal with your stuff more easily. If you are that worried about token decks, you should 100% run Pyroclasm over Lure.
Technically having cards that combo well with each other does not make a combo deck, just like having pump spells doesnt make your deck a burn deck. :)
1 week ago
3 weeks ago
Well "good" is a subjective term more so than an objective one, despite what most people would assume. For example, Gifted Aetherborn, I think we can all agree is a fantastic card and it saw tons and tons of play. Meanwhile, for additional cost, Vampire Nighthawk adds on Flying, and she sees next to no play outside of Commander. Evident by the fact she is literally 1/4th of the price - meaning she has 1/4th of the demand.
I would argue that for , that Flying is well worth it and this makes her a GREAT card, despite what the general community suggests. Even if people AGREE she's a good card, that doesn't change the fact she is seldom run in anything.
The same could be said about something like Steel Leaf Champion who for the same exact CMC and colors is strictly better than Leatherback Baloth, both of whom are not nearly as powerful as the same CMC and colors of Predator Ooze.
Likewise, Lava Spike is strictly worse than Lightning Bolt as you can not target as wide of a scale of threats. Midrange decks won't touch Lava Spike because it is not flexible enough for the boardstate. Burn decks who aim to win by T4 will thrive with 4x Lava Spike on top of 4x Lightning Bolt because it doubles your resources to win the game as fast as possible.
So, really "good" becomes just as subjective of a term as it is objective. It depends on not only the deck / meta / format you wish to play in, but also what it brings to the table (Literally) when compared to other cards of the same power level or casting cost.
Having said all of this, a card I truly admire and hold close to my heart is Savage Beating. As an aggro-midrange Timmy, I LOVE the idea of getting extra combat phases and dealing tons and tons of damage. Breaking through with an indomitable force always makes me giggle with glee. But the casting cost + entwine is a hard bargain. So I'll give it a push to help it out.
Play Savage Beating only during combat and only before attackers are declared.
- Creatures you control gain double strike until end of turn.
- After this phase, untap all creatures you control. They gain haste. There is an additional combat phase.
Entwine: Sacrifice three mountains.
What this does is it allows the full potential of the card to blow up two turns earlier by sacrificing three lands you tapped for it's cost. If you can manage to blow out on T5, it's well worth the cost. It turns it from a late-game Timmy card to a mid-game Johnny card and I feel like this is sufficient enough to meet the challenge's requirements.
Same challenge. Take a good card and push it to become better.
4 weeks ago
Lots of power, I think it still needs a bit more ramp, you want to get those huge creatures out fast, so the more land you get in play the better. Dowsing Dagger Flip would actually combo very well with Steel Leaf Champion and trample, once damage is done then it instantly transforms giving you a land that taps for three mana of any color, look into Gilded Lotus as well. Grunn, the Lonely King with trample can be very powerful too, he can do 20 damage alone.
TJFC on Jeskai Storm
1 month ago
The usual combo is to storm withPirate's Pillage to dig deep and generate a ton of mana, so Banefire + Shock + Shock isn't that optimal, the shocks can still get countered and with so little copies that becomes an issue.
I've been trying Lava Coil instead of Justice Strike. It answers Arclight Phoenix better than Justice Strike And still takes care of dangerous targets, such as: Crackling Drake, Steel Leaf Champion and Tempest Djinn.
HItzel on First Deck
1 month ago
Hey thanks Tom!
The deck right now is based on cards I got from a draft, got as gifts from friends, and from a quick online order I made of super cheap cards to get here in time for the next time we have a game night. The Harpooners are just the most power 2-costs I happen to have so far and the original plan was to just use Fierce Empaths to guarantee Tangle Golems every game because I don't want to spend 12 bucks on each set of meta cards without playing the deck first ─ after that I plan on buying more cards.
That all being said, it is my understanding that the pub stomp version of mono green generally revolves around Steel Leaf Champion, Nullhide Ferox, Pelt Collector, and a few others. While I have a foil nullhide from the draft, I don't want to avoid non-creature spells while learning the game. I'm most itching to get some steel leaves once I've tested the deck out since I can just run 4 of those instead of Empaths. Pelt Collector sounds awesome but I really have a good gut feeling about Viridian Emissary and if he works out I'm probably better off with bigger creatures so we'll see... probably will end up getting Pelt Collector anyway because girlfriend and christmas lol.
The gameplan is to just have a simple ramp of green creatures while I basically use a big ol' sideboard of white spells depending on which friend I am fighting. I also am interested in squeezing out some white stuff in favor of things like Ambush Viper, Ranger's Guile, and Assure / Assemble to buy my creatures some extra turns against common counter-strategies. Hopefully the Side and Maybe boards give you an idea of what I'm thinking and where I'll end up if I try to include less 1 and 2-ofs like you recommended. Do you think at that point I'll have a decent number of creatures to put in front while I experiment with different instants, enchantments, and sorceries? Are there any budget cards you have in mind?
As for Commander, I'm kinda intimidated by it and plan on just using other peoples' commander decks until I have a better grip on the game. It's already overwhelming enough to just pick 4x a few cards that I have to look up with no prior knowledge... 100 separate 1x cards or whatever is definitely a no-no for me unless someone wants to hand me a deck lol. Commander seems like it's good for long-time Magic players playing casually as opposed to beginners to Magic but maybe that's just me? The few times I played it at school I had no clue what was going on because I never saw the same card twice and had no idea what I was supposed to prepare for. Normal play is way easier to grasp. Anyway... My friend is letting me use his Ral, Izzet Viceroy for now but I don't have shit to make a spellslinger despite trying to make it work. Since I've started with Green I figured I can grab a Garruk Wildspeaker for Commander once I eventually get enough green stuff and experience to make the leap.
Anyway thanks for the help and I hope my response wasn't too long-winded. Cheers!
1 month ago
Nice deck! I would consider cutting the 2 Mountains and maybe 2 Forests for 4 Timber Gorge as you cannot afford to play a single non green mana source as you have full playsets of both Gigantosaurus and Steel Leaf Champion, but you do still want to draw red for the Sarkhan's Unsealings. This obviously isn't optimal, but it will get much better with the reprinting of Stomping Ground in standard. +1!