Creature — Centaur Warrior
Whenever another creature you control attacks, it gains trample and indestructible until the end of turn.
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Stonehoof Chieftain Discussion
4 days ago
4 weeks ago
Grafted Exoskeleton turns all of your cats into Lost Leonin, and can be tutored easily in your deck.
1 month ago
Hi there. I've a similar deck Ruric Thar Smash Face with only a few noncreature spells. Maybe you can find some ideas there. On a quick view I'd suggest:
- Quirion Ranger is great to untap Priest of Titania and get you an additional mana if you don't have a land drop.
- Channeler Initiate fixes color mana, triggers Garruk's Packleader and can simply kill a mana dork to enter as a 3/4 beatstick lategame.
- My meta is plagued by control and counter, so Prowling Serpopard is a must, as well as a bunch of indestructibles like Rhonas the Indomitable, Stonehoof Chieftain and Spearbreaker Behemoth.
- It's also very helpful to have ways to cheat the fatties into play, like Elvish Piper and Champion of Rhonas
- Great Oak Guardian is a blast. Flash, untaps your folks and pumps them. Can be used on offense and defense alike and reach is a great plus.
1 month ago
11 Creatures! That's scary as hell. I like the ramp and I get that the creatures are somewhat not as needed given you have so many token generators in the deck, but I still run a bit more. Look for cards that will trigger effects when other creatures come into play (or die, as you sacrifice them a lot. I am now considering Goblin Bombardment). Your play style is all about pump and sac, but I noticed you wanted other win scenarios. I got your original playstyle adds, the traditional Swarming adds, and just some quality of life to look for. Sorry it's a lot.
Sac Win Adds:
- Thromok the Insatiable : The ultimate way to Sac your own creatures and become the scariest guy around.
- Stalking Vengeance : You won't have problems ramping in this deck, this allows you to sac kill one player, proc kill another.
- Descent of the Dragons : Sac AND buff. Can't get much better in your original play style.
Swarm Win Adds:
- True Conviction
- Juniper Order Ranger
- Tana, the Bloodsower
- Signal the Clans
- Coat of Arms
- Assemble the Legion
- Iroas, God of Victory
- Mirror Entity
- Stonehoof Chieftain
- Domri Rade
- Champion of Lambholt
Quality of Life Adds (for both styles):
- Warstorm Surge + Triumph of the Hordes combo (have you ever spawned 10 saps in one play? Win the game next time. This also works with creatures dying and proc'ing Stalking Vengeance)
- Hull Breach (much loved and forgotten card)
- Eldrazi Monument
- Spidersilk Armor (A much forgotten card that I've loved forever)
- Growing Ranks
- Sundering Growth
- Druidic Satchel (card advantage)
- Second Harvest
- Saproling Symbiosis
- Xenagos, the Reveler (your best ramp ever)
Obviously none of this is required. And it would be hard knowing what to put in and/or take out because of the many directions Rith, the Awakener can go. Bringing up Earthcraft though, it's not completely needed unless you want to run Squirrel Nest for the infinite token generator win scenario.
1 month ago
Hi! Sweet deck with a cool commander.
First off, your mana base could use some work. Check out EDHREC.com for a list of lands you could use.
Here's some suggestions(I don't play green and don't know your budget so take em with a grain of salt):
Stonehoof Chieftain - good if you like attacking
Gisela, Blade of Goldnight - She's just... too powerful....
Spellbreaker Behemoth - if counter magic is big in your meta
Traverse the Outlands - this takes you from turn 5 to turn 10 just like that
Lightning Greaves - much needed protection and haste
Selvala, Heart of the Wilds - good ramp and card draw 50% of the time
Vizier of the Menagerie - card advantage and pseudo-color fixing
Worldly Tutor - will put the creature you need on top of the library before you use her ability
Farseek - can grab a plains or mountain. Becomes better with duel lands.
See the Unwritten - just another cheat effect
Chromatic Lantern - fixer/ramp
Rings of Brighthearth - 'spencive but good copy effect
Commander's Sphere - ramp/card draw in late game
Mirari's Wake - mana doubler + anthem
Momentous Fall - draw cards
Greater Good - lots
Life's Legacy - and lots
Reliquary Tower - of cards
Then in general terms, more haste enchantments and improvements to the mana base and you'll be looking good. Don't take all of these suggestions obviously, just trying to get more cards in your mind. Good luck!
2 months ago
Stonehoof Chieftain is what comes to my mind, but the protection isnt permanently.
Still a solid creature for animar as he has 7 generic mana in his cost
2 months ago
Step 1: Add Nykthos, Shrine to Nyx and swap some creatures around to improve devotion. Ex: Swap Centaur Courser for Swordwise Centaur, Pharika's Disciple for Seton, Krosan Protector, Pheres-Band Tromper for Jolrael's Centaur. This also makes Nylea's Disciple more effective.
Step 2: Add enchantments that help you tap forests for additional mana like Fertile Ground, Overgrowth, Utopia Sprawl, and Vernal Bloom. These gain the benefits from Herald of the Pantheon and Dowsing Shaman and provide incredible acceleration.
Step 3: Find something to do with the mana. The easy answer would be to draw with Harmonize and play more centaurs. But I think the more interesting answer is to go for broke with Genesis Wave or Primal Surge (after removing Fruition). Play all (or most) of your deck, gain a ton of life, throw in Concordant Crossroads for haste, and swing with an indestructible, trampling centaur army.
That's how I'd do it at least, though I must admit I am a sucker for flashy plays.
3 months ago
Alright I took a look.
I'll give you a list of cards I would remove and a list of cards to be considered.
Admonition angel - hell no they get their stuff back immediately
skybind - I might have missed why it is in there?
elvish mystic/avacyn's pilgrim - unless you are hoping to combo off in 5 turns or less I have found these little 1 mana makers to be useless, especially since your commander ramps
oran reef hydra
selvala - unless it's your general or group hug I would try to refrain giving decks card draw
I feel like your deck doesn't need more than karametra and the 3-5 other ramp spells. Your commander is always there and is indestructible so I feel like the cards I mentioned for removal could be swapped for stronger cards for mid-late game play.
Avacyn .... It's avacyn
Angel of Serenity - if it dies the opponents stuff goes back into hand instead of battlefield or you can get cards back from your graveyard if you exile creatures from your graveyard.
Emeria Angel is a not bad option for land fall
Those were already in your maybe board and good options
Here's a bunch of ideas haha. Your deck looks like a mix of enchants and creatures mainly with some token stuff. It's mostly green, sorry
Seasons Past - better than wildest dreams
Hooded Hydra - mana sync with secondary value
Gelatinous Genesis - Late game mana sync
Emeria, The Sky Ruin - getting 7 plains should be easy
Garruk's Packleader - I didn't see how many guys with 3 or over you have
Oracle of Mul Daya - expensive but she is good
Aura Shards - better in token decks but you don't have much removal
Glare of Subdual - better in token decks
Genesis Wave - late game win con?
Bear Umbra - a form of ramp
Vigor - expensive but strong
Into the Wilds - since you like your ramp so much haha
Darien, King of Kjeldor - don't touch me!
Lifeblood Hydra - beater plus lifegain and card draw on death
Temur Sabertooth - send cheapies back to hand and recast for more lands or to abuse other ETB
Greater Good - might be ok, works better with power 5+
Greenwarden of Murasa - more recursion
Primordial Hydra - always scary
Aid from the Cowl - It might work with all your perms?
Scute Mob - Scute Mob. And Scute Mob.
Odric, Lunarch Marshal - if your commander is out attacking creatures get indestructible