|Commander / EDH||Legal|
Printings View all
Combos Browse all
Tocatli Honor Guard
Creature — Human Soldier
Creatures entering the battlefield don't cause abilities to trigger.
Price & Acquistion Set Price Alerts
|Have (16)||Espi14 , JAT0 , dekayd747 , Vasbear1 , PhotogenicParasympathetic , Skulldrey , damo_rox , Spinalripper , Dsmonsta , tlhunter07 , Epidilius , LegendDeer , Cunningcrow , Clarque , Wolfninja , firemind12|
|Want (3)||Nerukad , Talonisnthavingit , RoninH3RO|
Tocatli Honor Guard Discussion
1 week ago
Welcome to Tapped Out!
It looks pretty solid, though I'd go with 2 Huatli, Warrior Poet instead of one of each. A sideboard would be a good idea depending on what you'll end up facing at your local shop. Naturalize / Broken Bond / Thrashing Brontodon for artifact and enchantment hate, Tocatli Honor Guard is good for "enters the battlefield" however in your case you have some cards that rely on that ability, so it depends on what you want to do with this one. Settle the Wreckage would be good if you're in a bad spot somehow against an aggro deck. Sorcerous Spyglass is good at getting rid of specific cards that you might have problems with.
2 weeks ago
@multimedia theoretically I could easily drop white(Cleansing Nova and Profane Procession
Flip in the mainboard and Invoke the Divine and Tocatli Honor Guard in the sideboard) and go B/U/G(Sultai) with Broken Bond or Slice in Twain as sideboards and Sylvan Awakening, could give me another temporary creature option, or Vona's Hunger and Vraska's Contempt as mainboards.
But at this point I might be overthinking the whole thing, so I should probably take a minute to step away from it for a little while and then come back to it to see if I really want to change it THAT much.
2 weeks ago
I've always wanted to build a Torpor Orb combo deck and my original list was this Orhzov pile with Tocatli Honor Guard and Hunted Horror. However, it was really fragile and the payoff wasn't automatically game ending, so I've decided to combine the best combo, Eater of Days + Torpor Orb and my favourite modern artifact matters deck, Tezzerator, and this is the results:
3 weeks ago
My bad, I misread Naban's ability. I thought it was any wizard trigger. That being said, I wonder how often you're going to see any Tocatli Honor Guard to hose those triggers?
1 month ago
Elywood, I would suggest that you look at things that target ETB abilities. This list would be completely unaffected by a little Stax aimed at ETB abilities. Try Tocatli Honor Guard and Torpor Orb. There are many decks out there that focus on ETB abilities, with both Roon and Brago being about the most obvious, but some Meren and Riku also fill that role, and many combo decks depend on ETB abilities. Those two cards both efficiently shut down those generals, as well as ETB dependent combo decks. It is also pure flavor win to play cards in Queen Marchesa that hose Brago.
1 month ago
Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.
This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.
Here we go:
Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.
Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.
Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.
Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.
2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.
Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!
Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.
Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.
1 month ago
Hey, 24 of the 34 creatures here have one toughness... Marshal alone is not enough to prevent all these creatures from dying to a single Chainwhirler. Chainwhirler is also just as much as a problem after he's in play. 3 power first strike roadblocks the entire weenie attacking strategy even with a Marshal in play. Chainwhirler's presence in Standard means you want to warp the main deck strategy, especially if you're playing a bunch of 1 toughness creatures, around not dying to him. This means playing some subpar cards main deck that are only good against him.
Tocatli Honor Guard is just the card you want because he's a two drop which means you can potentially get him into play before your opponent's Chainwhirler if you're on the play or on the draw. Marshal is only going to prevent your creatures from getting wrecked by Chainwhirler if your on the play. When you're on the draw your opponent gets their turn three before you.
Consider Knight of Grace main deck? 2/2 first strike is good even without a pump from a black permanent. This pump bonus however counts for what your opponent controls too, not just what you control. He's better than all the current main deck creatures because of first strike and Marshal.
Consider Pride of Conquerors? This pump spell is powerful for a weenie strategy because getting the city's blessing in any nonred matchup is not difficult. +2/+2 pump to each creature you control for only two mana at instant speed is good. Instant speed is why you play Conquerors, it's another way, even +1/+1, to prevent getting wrecked by Chainwhirler's ETB as well as a way to pump your creatures to attack through him.
Consider Leonin Warleader? He's a budget big four drop who gives you a more powerful finisher for when the weenie strategy fails. When Warleader attacks he makes Cats with lifelink he can contribute to the weenie strategy while also being a 4/4+ attacker. He's good with Pridemate, Marshal and Mentor.
1 month ago
I really don't know about Tocatli Honor Guard. We're actually already good against aggro because of all our incidental lifegain and a 1/3 for 2 is just really behind the curve for what we want. It's nice that it shuts down Goblin Chainwhirler but we're already maindecking Benalish Marshal to deal with Whirler and my gut feeling is that going over 4 cards to hate out one specific card (especially when answers 5+ are really bad attackers) is oversideboarding in advance.
I agree on Mentor of the Meek being great against Control, which is why it's here in the sideboard.