InstantPrevent all damage that would be dealt this turn by creatures other than target creature.
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Terrifying Presence Discussion
1 week ago
2 months ago
Thank you for the suggestions. What do you think I should take out for Terrifying Presence? Or do you think it should be in the sideboard?
2 months ago
Looked in Gatherer, and found a few: Terrifying Presence (the card art at least fits), and Hunter's Ambush. I have a friend who runs a Gruul Deck and might know some better than me. I'll ask him and take another look at some cards tomorrow. I also know of Predator's Rapport.
2 months ago
You also have no mainboard protection from targeted removal whatsoever. Plaxcaster Frogling can help there. You can also consider Stubborn Denial if you find yourself getting to 4 power consistently enough.
You could use some removal of your own in this deck too. Any combo deck that can combo faster than you can do damage will beat you. Splinter Twin can beat you turn 4, for example. I like Cyclonic Rift since you can produce lots of mana with Gyre Sage. It gets around hexproof creatures when overloaded too.
Honestly, you'll find it hard to support 7 hydras with only 22 lands. With that many you are likely to see 1-2 in your opening hand, which you don't want since those are basically dead cards until turn 5 or later. Given all the hydras and mana abilities in this deck, you are essentially dependent on Gyre Sage, so if your opponent kills it you will probably lose (which relates to the protection point above).
You should work on making this deck leaner and more interactive. Most opponents won't just sit there and wait for you to play a big hydra, so you'll have to interfere with them until you get to that point.
Sage of Hours is completely worthless in this deck since you only have two spells to target him with (Bioshift and Terrifying Presence) and those spells apply effects to him which you don't want. Bioshift moves counters off of him and Terrifying Presence is best on your big hydra.
As it is, you are mostly dependent on your hydras to put counters on things, which means that you really won't get going until you play a hydra on turn 5 or later. That's too slow. Sure, you'll get a counter or two from evolve effects, but you only have 4 non-hydra creatures that will trigger the evolve, so it won't be that reliable. If you want to use evolve, you have to work on your mana and creature curve a lot, and right now yours is heavily skewed towards both ends (tiny guys and huge guys).
Graft is a mechanic you may want to look at, since graft creatures give you a counter when they enter the battlefield. I use it extensively in my Simic counter deck: Simic Counter Shenanigans
3 months ago
Ah, awesome suggestions! Taking these into consideration, I changed the deck up and went for a more aggro approach, losing the Terrifying Presence and the Arachnus Spinner with his control style approach in favor of a big ass Silklash Spider and a bigger focus on getting the good stuff out sooner.
Thanks a lot for the advice guys!
3 months ago
Steel of the Godhead, Sunbond, and Shield of the Oversoul. Exalted strategies are essentially voltron in nature, so it's important to have some nice utility buffs going. Generally single-target ones are preferable, as they'll be more mana-efficient than general anthems. For the same reason, I really don't like Curse of Predation or True Conviction for you. If Rafiq is your commander, only 1 creature should be attacking at a time, or else he is just a 3/3 for 4 mana. If you want a deck with lots of creatures attacking at once, maybe you'd be happier with Derevi, Empyrial Tactician as your commander.
Also: unless you are in a hyper-competitive EDH meta where 1 colorless mana will often make-or-break a strategy, don't run Fog. Constant Mists, Moment's Peace, Tangle,Terrifying Presence, or Dawn Charm are MUCH better options. Having additional utility or being reusable is quite important.
Also, Well of Lost Dreams is excellent for a life-gain strategy.
4 months ago
Hmmm.... You're 2 cards shy of 60, so you'll definitely need to add a few. You might want to add a few more creatures and ways to make sure the damage gets through, whether that's by trample or by running something like Lure or Noble Quarry to force blockers to turn away from your big infect kill. Other infect creatures might be Plague Myr & Ichorclaw Myr. To add trample, you might throw in Predator's Strike or Unnatural Predation. If you need to protect yourself, you might throw some Fog or Terrifying Presence in your sideboard. I like Terrifying Presence in this build, since that would allow your infect creature to damage an opponent's creature without taking any damage itself. I think all of those should be fairly budget options, too.