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
1 week ago
If landfall-ramp is what you're looking for, and money is no object, then you definitely need an Oracle of Mul Daya, and an Azusa, Lost but Seeking. A Courser of Kruphix would also be pretty helpful, and is much cheaper than the other two. Rampaging Baloths will also probably be useful in a landfall heavy deck.
1 week ago
All I'm saying is that there are plenty of scenario's one could think of (within this deck as well), in which Vizier's ability could be quite useful. But if you think there are better, more consistent 4-drops, fair enough.
I have tested Vizier and found him to be fantastic. My green-red decks contain lots of ramp creatures and this combination proved powerful again last thursday evening. I was up against some friends, two of whom used fast, Voltron decks. Things were looking pretty grim until Vizier came out. Because of him (and Hammer of Purphoros, which I also had out at the time), I managed to play three ramp creatures in succession, followed by Stonehoof Chieftain. The next turn, these were followed by Craterhoof Behemoth. This managed to end the game, which I wouldn't have won if I hadn't had Vizier out.
1 week ago
So, I was going to comment telling you you were off to a good start but had too high of a curve and needed to cut some cards that were expensive and win-more (Stonehoof Chieftain, biggest offender), but then I realized that I was basically rebuilding your deck from the ground up, and that's not really helpful to anybody.
Your main problem was a lack of ramp. Xenagos decks really need to get their tempo tuned right in order to get Xen down early and hit hard, especially since 5 is an odd CMC to ramp to. The general progression is usually: 1-drop mana turn 1, 3 drop mana turn 2, Xenagos turn 3, and fatty to attack with turn 4. Notice how I devoted 28 (!) slots to mana accelerants to make that happen.
To give you an idea of its speed, here's what happened on my first playtest:
- Turn 1: Cinder Glade into Joraga Treespeaker.
- Turn 2: Cavern of Souls naming god, Level up Joraga, tap Joraga for Crop Rotation and floating, sac Glade to search Ancient Tomb, tap Tomb and cast Shaman of Forgotten Ways.
- Turn 3: 8 mana avialable, cast Xenagos and Eldritch Evolution sacing Shaman for a hasty Malignus, Phyrexian Hydra or Putrefax, kill a player. Could have also grabbed Heartless Hidetsugu if no one was open.
4 weeks ago
Bramblewood Paragon, Butcher of Malakir, Champion of Lambholt, Chief of the Edge, Chief of the Scale, Cliffhaven Vampire, Dragonscale General, Imperious Perfect, Jazal Goldmane, Jedit Ojanen of Efrava, Nath of the Gilt-Leaf, Rhys the Redeemed, Stonehewer Giant, Stonehoof Chieftain, and Tuskguard Captain for Warrior creatures. Then Secure the Wastes and Sylvan Offering for tokens.
That leaves a lot of space for ramp, removal, tutors and win cons or combos.
1 month ago
Rootborn Defenses can save you from a wrath and make another of your best token. Someone already suggested but Anointed Procession really deserves a spot. Gideon, Ally of Zendikar is great since he makes an anthem to pump all your tokens permanently, makes tokens himself, and keeps pressure on with attacks. Enlightened Tutor should def be in here, being able to tutor a Doubling Season is clutch. Speaking of which, Season also makes planeswalkers enter with double loyalty and many can Ultimate the turn they're cast. Ajani, Caller of the Pride and Nissa, Voice of Zendikar help with tokens. If you're calling it a stampede things like Pathbreaker Ibex and Stonehoof Chieftain or Decimator of the Provinces can help. Archangel of Thune powers the team quickly, Heroic Intervention saves the team, Asceticism protects the team and stave off non-targeted removal or combat damage with the regeneration. Lastly, you're land count is very low for the curve and amount of ramp you have, I'd definitely try and find room for like another 5 lands...
Nice build, like where your head's at! +1
1 month ago
2 months ago
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.
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.