|Commander / EDH||Legal|
Printings View all
|Duel Decks: Elspeth vs. Tezzeret (DDF)||Uncommon|
|Planar Chaos (PLC)||Uncommon|
Combos Browse all
Creature — Human Soldier
When Stormfront Riders enters the battlefield, return two creatures you control to their owner's hand.
Whenever Stormfront Riders or another creature is returned to your hand from play, put a 1/1 white Soldier creature token into play.
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Stormfront Riders Discussion
4 weeks ago
thank you for your message, really appreciate the offer
this is my current deck, as see the maybe list and the descripton, i have had some help and have been working hard on trying to make this a better deck
i have only been playing 8 or so months, still very new
discord sounds nice but i an a little people shy haha
if you could take a peek at my deck and see what's what and what you think might make this better
My LGS is sorta Competitive-Casual with Competitive decks. It's weird but basically we play commander to chill out and have fun, I have recently joined in at my LGS in the last few months but they run really tough decks as they have been playing for years, one guy I met has been playing since Ice Age, though it's pretty chill environment. Not sure percentage.
I have seen people running Jora of the Ghitu (suspend, eldrazi, mishna's workshop in this deck it's roughly worht $3,000), The Ur-Dragon, Progenitus, Jarad, Golgari Lich Lord etc.
People generally play chaos, tokens, mill, one guys runs an equipment deck with a 3 cost (two white, 1 colourless) cat not sure the name
I do get flattened constantly in multiplayer and on the rare occasion win 1v1
on the advice on someone i threw in, in place of what I removed (crown, scepter, throne of empires , coat of arms, rogue's passageway), Launch the Fleet, Decree of Justice, Boros Signet, Sunhome, Fortress of the Legion, Swords to Plowshares
according to my page my competitive vs casual is now 50/50 instead of 34compet/66cas
from my research a truly competitive aurelia solider deck is a pipe dream but i ma sure that i can make this deck a serious threat and much stronger at going toe to toe
My main issues are I find it hard to recover from board wipes, I run out of gas, great mana ramp and then I just sit there, cause I am not drawing fast enough, even with my mana draw card, my other major issue is dealing with flying, and hitting them before they hit me and win
anyway this getting really long, have a peek at my deck and description and see what you think, I have been trying really hard to make a solid deck and willing to alter whatever I need too, 2 of the cards in maybe Stormfront Riders and Cryptic Gateway allow infinite soldier spawn but not sure if that's a good idea or not, not sure on equipment tutors as this ins't a Voltron deck (I know some terms, not many but some haha)
anyway rambling again let me know
1 month ago
Alright, this will probably be my last batch until new (non-Un)cards get spoiled. Since the deck seems to be in a state of what I recently learned is called Pareto optimality (https://www.smbc-comics.com/comic/pareto-romantic), in the sense that most cards fill an important role that makes it difficult to exchange them for something too different without breaking the deck, and the alternatives within the same niches tend to either miss some important feature or are too (meta-)conditional... which brings me to the cards:
Spinerock Knoll/Windbrisk Heights/Mosswort Bridge: compromises your ramp a bit for some conditional card advantage. The conditions for casting the card should pop up fairly frequently in this deck. Also has some minor synergy with Oracle of Mul Daya by letting you pseudo-scry away an inappropriate topdeck card
Nature's Will: Like giving each of your creatures a Sword of Feast and Famine, kind of. Also hates on the local counterspell/Leyline of Anticipation user. I like it because it ties together the deck's land subtheme & beatdown
Misc/weird token generators
Stormfront Riders: Potentially repeatably recast ETB dorks, letting you get a bit more mileage out them, while getting some extra tokens. As a bonus, if you let the creature itself stay on the battlefield it'll complement Teferi's Protection by providing another source of resiliency vs Cyclonic Rift
Ezuri's Predation: Another mass removal option that also happens to synergize with token gifting, but a bit unreliable because it can't kill fatties without the Beasts being boosted by other cards
(Genesis Chamber): Low cmc and ties into the group slug theme, but the deck can't abuse it too hard in its current state
(Beacon of Creation): Green Sun's distant and less successful relative
(Snake Pit): Obviously heavily meta-dependent but could be very nice in the right group
Potential Queen Ant replacements
(Night Soil): Low cmc, low activation cost and graveyard hate to boot, but meta-dependent.
Twilight Drover: More (flying) tokens per mana than the Queen. Synergizes with the token gifting and also Skullclamp. It should get counters pretty reliably throughout people's turns, but otherwise Curse of Predation and, to a greater extent, Orzhov Advokist makes it a bit more reliable. (Also tutorable with the Recruiters.)
Ulasht, the Hate Seed: More immediate alternative to Twilight Drover. A decent chunk of the deck will give it initial counters via color (although only Dragon Broodmother generates multiple gruul tokens for double counters) and it can use the same two cards as the Drover to refill its ammo. The damage ability provides some backup point removal which is hard to have too much of, and as a very cute bonus it synergizes with Hornet Nest by letting you ping it at the end of each turn for an extra value token, assuming the Nest isn't already damaged. (Even cuter is the fact that toughness-boosting cards like Mirari's Wake & Mirror Entity will increase the maximum amount of value tokens you can get per turn.) (Also tutorable with the Recruiters.)
(Sigarda, Heron's Grace): Again, meta-dependent. Aside from yourself and its own tokens, it gives hexproof to eight cards in the current deck. Even with Knight of the Reliquary sacrificing lands, I dunno if you put enough cards in your graveyard that you don't want to recur later to make this worthwhile. (Although it should be noted that the graveyard cards don't have to be creatures.) Body-wise I'd say 1 less power for flying is a good deal
8 months ago
why Bushi Tenderfoot/Dryad Militant? tenderfoot seems too hard to flip under most situations, and militant seems to just lessen the impact of the human tribal cards in the deck (for an ability that doesnt really do much unless your playing against Past in Flames)
also while its pure shenanigans, Stormfront Riders may be worth a look.
10 months ago
The fact which makes me unable to think about Eldrazi Conscription as an equipment is that, IF Eldrazi Conscription won't be countered, it still will be the primary target for your opponent. It's almost impossible to keep something that terrifying safe on board. Believe me. I play Kaalia of the Vast. Of course it is also different situation since my opponent knows that I will finally try to cast her, so he keeps all his counter spells and damn removals especially for this occasion, while your opponent doesn't even know you have something like THAT in your deck. YET it is also extremely easy to get rid of an aura card.
If You won't leave that extra mana for protection while casting Eldrazi Conscription, either way someone will destroy this aura itself with enchantment removal, or worse, will just simply get rid of the creature, before or after Eldrazi Conscription hits the board. Either way your aura gets buried too. That is why, for me this is spell for 10-11 CMC, which is just too much, even for what it does. But if You can afford it and You love it that much, this is still OP card.
When it comes for Oblation. Recently I've been playing with my quite good friend. During our games, he used oblation 3 times I guess. One time I got my winning card with this additional draw Oblation gave me, and the other time I re-draw the removed card (plus an extra one thanks to Oblation). So I will say it again. This card is useless to me. There are better option for removal Path to Exile, Council's Judgment, and for draw Survival Cache, Truce or Acrobatic Maneuver. Especially the last one if you want to blink your creatures.
Creatures with flying like Dust Elemental, Eiganjo Free-Riders, Stormfront Riders, Galepowder Mage are also good cards if you want to re use some ETB effects from Stoneforge Mystic, Armory Automaton, Knight of the White Orchid, Relic Seeker or Sun Titan. Although if You want to go this way, I would add some more creatures with ETB.
Does mana from Thran Turbine disappear after the upkeep ? If yes, than this card is not as good as I thought, but still might be useful.
I like scry lands. If I would play mono coloured deck, I would miss them. I really underestimated them before, therefore I recommend them now.
Scrying Sheets is a nice land for Your snow covered collection.
11 months ago
11 months ago
You can move Prison Term onto Stormfront Riders in response to it's entry ability, assuming it enters on their turn. Because Stormfront Riders ability does not target, the will know exactly what Prison Term is enchanting when they decide what two creatures to return, and will likely return the riders themselves if you choose to move the enchantment. If they play Stormfront Riders on your term (perhaps because of Scout's Warning) they will return the creatures and Prison Term will be put into a graveyard by a state based action before it resolves, and it's ability will do nothing.
11 months ago
You can move the Prison Term, assuming this is happening on the opponent's turn. What happens when multiple abilities trigger at the same time is the active player gets to put all the abilities they control on the stack in any order they choose, then the inactive player does the same for abilities they control. Then, because the stack resolves the last ability placed on it first, the inactive player's abilities resolve first and you'll be able to move the Prison Term before Stormfront Riders bounces the creature.
However, the opposite is true if the opponent is somehow putting the Riders into play on your turn.
11 months ago
So what happens is this: Stormfront Riders enters the battlefield, triggering itself and Prison Term. Assuming it wasn't played at instant speed somehow, it will be your opponent's turn and the abilities will go on the stack in APNAP (active player, non-active player) order. Your opponent chooses targets for the Riders's ability and puts it on the stack, and then your Prison's ability goes on the stack above that. You can then choose to move the Prison over to the Riders since your ability will resolve first, and after that the creatures are then bounced. Knowing this, your opponent should probably choose itself and whichever creature is currently imprisoned to get rid of your aura permanently, though. Hope this helped!