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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
1 month 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.
1 month 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.
1 month 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.
1 month 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?
1 month 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)
2 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.
2 months ago
If you swap Deathcap Cultivator for Servant of the Conduit, you can get some white mana to cast Victory or Samut's ability. But I can understand if you're going for the deathtouch with your Trial of Strength.
2 months ago
I'm gonna start by mentioning only cards from amonket, there are a few others like Glimmer of Genius i think that would be nice but i'll put that aside for now
The biggest problem i see at the moment is the mana curve. If you want a deck to be aggressive, you want to applying pressure as soon as possible. Having no 1 drops makes that a bit awkward. Even if there was a good 1 mana card with embalm (wouldnt surprise me if a 1mana embalm creature shows up in the next set) i still am slightly worreid how well the intersection of an aggro deck and an embalm deck would be.
Looking at the embalm ability I see it working better in a more defensive deck. The idea of embalm is that after creatures die, later on in the game when you get more mana you can get an advantage. Control decks not aggro ones are where this would occur. In an aggro deck the game will likely be decided by the time you get the 7 mana needed for Glyph Keeper.
This all being said, despite your description the deck seems to be already leaning more towards control than aggro. I would personally continue down that path. Here are a few general ideas though to go down a more controlling path. If you want to transition to aggro instead, let me know and i can try to help with that too.
1) Monuments: While the monuments are nice, they don't trigger when you activate embalm. They're not bad since about a third of your deck is creatures, it's just something to be mindful of
2) Zombie tribal?: When you embalm a creature it comes back as a zombie. Makes me wonder if it's worth playtesting around with a few zombie tribal cards like Binding Mummy which would trigger when you embalm. Not sure how good it would actually be, I havent played with the card myself but might be good enough. Embalmer's Tools probably deserves a mention under this category too.
3) Interaction: You don't have too many ways to interact with threats out of the opponent. You could use counterspells like Censor or Essence Scatter but i think the deck would benefit most from the inclusion of Cast Out
3) Wraths: If you do have a controlling deck it would be nice to have some ways to clear the board. Dusk is probably your best bet for that within the block. I could see dawn being situationally useful since a lot of the creatures have low power but it's primarily the front half i'm focusing on since embalming removes them from the yard
4) Draw power: Hieroglyphic Illumination is a little worse than glimmer in my opinion but it is playable in amonkhet block constructed. The one thing it does have over glimmer is that it is something to do turn 1.
I think an embalm/token deck is also viable. If you did i would focus less on embalm in particular and more on tokens in general. You could use Temmet, Vizier of Naktamun combined with cards that make tokens beside embalm. I could see a blue/white/green midrange token deck being decent in the format Trial of Strength or Mouth could work. Vizier of Many Faces is one of the better embalm cards here. Anointed Procession can also provide support. You would need a lot of ramp to pull it off but Sandwurm Convergence is a card.