|Commander / EDH||Legal|
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Trial of Strength
When Trial of Strength enters the battlefield, create a 4/2 green Beast creature token.
When a cartouche enters the battlefield under your control, return Trial of Strength to its owner's hand.
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Trial of Strength Discussion
3 weeks ago
Trial of Strength is missing it's token in the playtest
3 months ago
I think that I would change your Cartouches and Trials. The idea is to use your Cartouches to recycle trials, which can have a big impact. 4 Trial of Strength, 4 Trial of Ambition and 4 Cartouche of Strength would most likely be better. Each time you play a cartouche you get all your trials back into your hand to replay them. I built a whole deck around this mechanic - see Trial Trial
6 months ago
Nest of Scarabs is the main reason for playing this deck in my opinion. It's just too good to not include. The creatures by themselves are fairly easily outclassed, unless you get some payoff from your -1/-1 counters. Vizier of Remedies makes sure that more or less none of your creatures trigger Hapatra, Vizier of Poisons, which seems counterproductive. I'd add the Cartouche of Ambition over Cartouche of Strength simply because of the synergy. Removing all white cards would make room for both Cartouches, maybe even a Trial of Strength or two. Since you're playing block constructed (wish my LGS tried that) the Decimator Beetle looks really good to top off your curve. Exemplar of Strength could be good too.
7 months ago
See my other comment first!
This deck I was less pleased with when comparing directly with The Poachers. Here's why:
Your description for the deck refers to Africa, like the whole continent. Yet only 16 creatures showed up to the party to band together. I'd really like to see this as a mono-green beast token deck with Garruk Wildspeaker or Soul of Zendikar as the feature card.
Suggestions if you go that route to get you started: Beast Within, Pulse of the Tangle, Thragtusk, Vitality Charm, Ant Queen, Broodhatch Nantuko, Hornet Nest, Keeper of the Beasts, Trial of Strength, Words of Wilding.
I only playtested the decks once but this one feels much stronger than the other one. The Poachers should be answers from hunters and land from the guides. But there is few answers to three copies of Scaled Behemoth unless the opponent has resolved a one-of Glaring Spotlight.
This all said, a few large creatures against a group of hunters would be cool to but then The Poacherswill have to be strengthened.
7 months ago
Firstly a note on the difference between activated and triggered abilities:
Activated abilities are always worded as "Cost: Effect" while triggered abilities will begin with words like "When" and "Whenever".
Here's what will happen:
Trial of Strength enters the battlefield, and its ability triggers. Panharmonicon sees the Trial enter, but since the Trial isn't a creature or artifact, will do nothing to the ability. You get one instance of the token-making ability. Anointed Procession sees the ability trying to make one 4/2 token and replaces it with making twice that, so 2 4/2 tokens.
The Trial entering will ultimately get you two 4/2 green Beast tokens, since Panharmonicon doesn't interact here and Anointed Procession has a replacement effect that doubles the number of tokens you get.
7 months ago
So here's my dilemma, my opponent has Anointed Procession with Panharmonicon as permanents on the field, then casts Trial of Strength. When Anointed procession)'s ability activates, does it count as an "entering the battlefield triggered ability"? which would then cause panharmonicon to trigger anointed procession a second time?
7 months ago
Angel of Invention? Maybe you could play around with Trial of Strength and Cartouche of Solidarity? GW tokens could be hard to be competitive with no Gideon, Ally of Zendikar or Nissa, Voice of Zendikar. Oath of Ajani could be a nice pseudo-anthem and you could use some of the spirit-token making sorceries from eldritch moon. (sorry I forgot their names)
7 months ago
It's a good start. Removal in green is very hard to find so I like the small touches.
However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.
Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.
Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.
Now, what to cut.
Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".
In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:
Shoe Tree ... This is illegal in commander.
A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.
Other cards to cut with recommendations:
Call of the Herd ... Not really worth it unless you're running a token deck which you are not.
TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.
If you have any questions, feel free to ask! Welcome to the format.