|Commander / EDH||Legal|
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|Oath of the Gatewatch (OGW)||Common|
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Creature — Merfolk Rogue Ally
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Umara Entangler Discussion
4 months ago
I think there's two fairly large problems with this list as is, the first is mana. With only 34 lands and 3 cards which can be considered ramp, you're going to struggle to hit your land drops and have enough mana in the late game to cast your spells.
I would run at least 38-39 lands and make room for cards like Harabaz Druid , Cultivate , Kodama's Reach and Chromatic Lantern . Around 10 of these cards which both give you extra mana and fix what colours of mana you have.
The other area you will struggle in is card advantage. Tribal decks with lots of creatures are particularly weak to board wipes, which are prevalent in Commander, so it's important they can rebuild from scratch. Doing so is going to be very hard if you have no cards in hand.
Kindred Discovery , Vanquisher's Banner , Lifecrafter's Bestiary can make sure you're firing on all cylinders while Arguel's Blood Fast Flip, Vivien Reid will keep providing you cards on their own and Fact or Fiction , Dig Through Time , Rishkar's Expertise give you a burst of cards that can help dig for lands or specific answers. Again, I would try to fit around 10 of these cards into your deck.
As for what you can cut, you can make room by removing the lower impact creatures like Shatterskull Recruit , Umara Entangler , Goblin Freerunner which although they are Allies, they're also just collections of stats without relevant abilities that will be swept away the first time someone casts Wrath of God .
Hopefully this helps.
9 months ago
Going back a few sets: Ayli, Eternal Pilgrim, Exert Influence, Drana's Chosen, Umara Entangler, Spawnbinder Mage, Angel of Renewal, Elemental Bond, Conclave Naturalists, Anointer of Champions, Willbreaker, Coralhelm Guide, Bloodhall Priest, Flameblade Angel, Weirded Vampire, Furyblade Vampire
1 year ago
For a deck based around noncreature spells, this sure has a lot of creatures in it. Now, I haven't played a prowess deck before, but I feel like you don't need to run every single prowess creature in here, especially cards like Bloodfire Expert, Dragon Bell Monk, Ingenious Skaab, Jeskai Sage, Jeskai Student, Mage-Ring Bully, Sanguinary Mage, Spellweaver Eternal, Umara Entangler, none of which have any significant abilities. To replace these, I'd run some mana ramp, which you have a criminally low amount of (one, in Chandra, Torch of Defiance). You could run Sol Ring, an EDH staple that every deck needs, also Azorius Signet, Izzet Signet, and Boros Signet, and if you want to get rid of your ramp later in the game, Mind Stone, Commander's Sphere, Hedron Archive, and Dreamstone Hedron will suit your needs. Some other ramp cards that can work really well in your deck are Chromatic Lantern, Coalition Relic, Coldsteel Heart, Corrupted Grafstone, Darksteel Ingot, Dowsing Dagger Flip, Fellwar Stone, Gilded Lotus, Khalni Gem, Primal Amulet Flip, and Pyromancer's Goggles. Obviously, you souldn't run all of these, but you should definitely consider them. The average commander deck should have around 10 ramp cards, though yours may want a few less, considering it's an aggro-ish deck. Also, Ponder's really good.
2 years ago
If you're looking for High efficiency, try standard's version of Kiln Fiend, Mercurial Geists x3. Has hyper prowess, and evasion. It fills your empty 4-slot and you can take out Umara Entangler. You have 15 2-drop creatures. I'd hardly recommend more than 8. Sanguinary Mage is inefficient as well and I would recommend the cheaper Bomat Courier as a replacement. Haste 1-drops are powerful starter plays and this one promises a future hand of MINIMUM 2 cards when you find yourself with a hand of useless lands, or no hand at all. Built to Smash is efficient but lacks the consistent Trample enabler of your other combat tricks and I would recommend a replacement to Invigorated Rampage. You don't waste value on defense (effectively useless stat when you're on the aggressive and looking to close out the game turn-4 or 5) and get a guaranteed Trample effect. Can even grant TWO creatures Trample with no downside. Baral, Chief of Compliance is a good choice, but would only recommend 2. Having 2 in starting hand is effectively the same as taking a mulligan to 6. Replace Rush of Adrenaline with Slip Through Space for more aggressive evasion + Neutral card advantage. Part the Waterveil is a win-more card where you might just need to get around 1 more blocker. I'd suggest replacing it for the final Renegade Tactics for consistency.
This leaves you with:
1-drop creatures x4
2-drop creatures x6
3-drop creatures x4
4-drop creatures x3
And a new deployment of more potent combat tricks to guarantee damage every turn and more effective damage buffs.
2 years ago
2 years ago
I have pretty much the same deck, Except a few cards.
Plus, your a little more creature heavy then me. Here's my suggestion if you want to stay creature heavy
Just a suggestion!
2 years ago
As MRDOOM3 suggests, the wizard subtheme is strong in this one.
Augur of Bolas, Umara Entangler (cause prowess can get bananas with decks like this), Melek, Izzet Paragon, and my favorite wizard tribal suggestion (other than Azami, Lady of Scrolls), Docent of Perfection Flip.
Isochron Scepter would be fun...
Just some thoughts... What do you think?
3 years ago
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