Stonehoof Chieftain

Legality

Format Legality
Commander / EDH Legal
Duel Commander Legal
Vintage Legal
Legacy Legal

Printings View all

Set Rarity
Commander 2016 Rare

Combos Browse all

Stonehoof Chieftain

Creature — Centaur Warrior

Trample, indestructible

Whenever another creature you control attacks, it gains trample and indestructible until the end of turn.

Browse Alters

Price & Acquistion Set Price Alerts

Card Kingdom

$5.99

Ebay

Have (2) maR2307 , Lindough
Want (1) Turtlelover73

Recent Decks

Load more

Stonehoof Chieftain Discussion

JaysomeDecks on Samut, Voice of the Wild

5 days ago

DISCLAIMER

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.

Bastion Protector gives your commander +2/+2, which synergizes with her Double Strike, and also provides Indestructibility. Paired with your Odric, Lunarch Marshal this is a powerful synergy indeed.

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.

shadowkass on Mayael, the "no dick moves" friendly deck

1 week ago

@PhotogenicParasympathetic Stonehoof Chieftain, Angel of Serenity, and Terastodon will now be added.

Spearbreaker Behemoth is a maybe at this time as im not sure what to take out for it.

I feel as if Dragonlord Dromoka is better than Spellbreaker Behemoth.

Land wise, i do need to look at my lands and fix them so i thank you for the suggestions.

Omnath, Locus of Rage, Mayael's Aria and Martyr's Bond have now been removed.

Blightsteel Colossus is a strong card, in our play group we use the following rule for infect: Infect damage is 20 for a kill on a player.

Vorinclex, Voice of Hunger is a card i offerd to take out but it was classed as ok.

I've now added Hateflayer and Decimate and i'm looking at some other cards now listed on the Maybeboard.

Thank you for you help on this.

PhotogenicParasympathetic on Mayael, the "no dick moves" friendly deck

1 week ago

I agree with the above comment, Stonehoof Chieftain, Angel of Serenity, and Terastodon are all fantastic cards. I'd also advise adding Spearbreaker Behemoth and Spellbreaker Behemoth, as well as Summoner's Pact.

I'd also add some lands like Sunhome, Fortress of the Legion, Gavony Township, Slayers' Stronghold, Kessig Wolf Run, and Rogue's Passage. Without them, Tempt with Discovery just isn't very good.

I'd cut Protean Hulk - you can't get more than one creature off him, and while there are some choice cards to get... do you really need a seven mana tutor? Omnath, Locus of Rage is great, but you can't really abuse his landfall, so I'd cut him. If you're looking to make the deck "no dick moves," then Blightsteel Colossus and Vorinclex, Voice of Hunger are both out of place. I'm not sure how effective Mayael's Aria and Martyr's Bond have been for you, but they seem slow and generally less effective than you'd like.

Kizder on The Horde

2 weeks ago

+1 I like tokens and Naya.

But I don't really like Thelonite HermitI like Angel of Invention in this kind of deck.

I think Stonehoof Chieftain is a bit too much, I don't really think that the trample will be usefull. I think, a simple Overrun can be more effective. Or Akroma's Memorial or Mirror Entity if you want a kill.

Mirrorworks can be fun with ETB.

Maybe I will have more ideas later

Ranman on pile o cards

3 weeks ago

Can't edit Tappedout comments...

If you want different/ bigger/ more draw, perhaps consider Rishkar's Expertise, Life's Legacy, Momentous Fall, Soul's Majesty, Overbeing of Myth, and/ or Urban Evolution.

For some added protection, consider Asceticism, Archetype of Endurance, Heroic Intervention, Lightning Greaves, and/ or Whispersilk Cloak.

And for that final push to victory, consider Stonehoof Chieftain, Decimator of the Provinces, Pathbreaker Ibex, Craterhoof Behemoth, Archetype of Imagination, and/ or Invert the Skies.

You will get hit by boardwipes and removal, so to combat this, consider Wildest Dreams, Eternal Witness, Evolution Charm, Greenwarden of Murasa, and/ or Seasons Past.

MegaMatt13 on Clint Beastwood's Magic Forest

3 weeks ago

Nice deck :)

I'd suggest Stonehoof Chieftain from commander 2016 as an excellent beater.

Regal Behemoth as a mana doubler and some card draw. It would be easy to hold on to monarch in this deck.

Song of the Dryads is great flexible removal. Green has a hard time removing creatures.

City of Solitude to protect from instant speed removal and counterspells.

Load more