|Commander / EDH||Legal|
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As Vanquisher's Banner enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Whenever you cast a creature spell of the chosen type, draw a card.
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Vanquisher's Banner Discussion
2 days ago
Do you have any specific reason for not running Vanquisher's Banner?
2 days ago
I like what you're going for here, but I see some places where you might consider changes. Specifically I like your cantripping combat tricks (buff, commander trigger, and replace themselves, all pretty great), and I like using Prowess creatures to sort of double-dip on the effect your Commander provides.
Your average CMC is nice and low, which is great. Unfortunately you're not running very much ramp, in combination with a somewhat low land count. A deck like this is going to be deceptively mana-hungry - you only get your Commander's buff till end of turn, so ideally you want to cast multiple spells in a single turn to pump the team as much as possible. Preferably mid-combat. Multiple spells means a lot of mana. I'd look at adding rocks, especially rocks that are 2CMC or less. Wayfarer's Bauble, Fellwar Stone, Coldsteel Heart, Star Compass are all great budget rocks for a 2-color mana base. Slightly more expensive are Fire Diamond, Sky Diamond, and Gilded Lotus. Since you're using combat and only running two colors, Sword of the Animist would work well too.
You have a decent number of cost-reducers for instants and sorceries, but I;ve always found that those aren;t really a good substitute for ramp. They're great cards, and if you build the deck with lots of instants/sorceries with generic mana costs they can really help you cast multiple spells in a turn, but they supplement ramp, they can't actually replace it. Similarly, Mana Geyser costs 5 - it's not really "ramp." It's a one-time effect for a big turn, but you need enough ramp to be able to cast a 5CMC ritual in the first place.
You're running several cards that are more optimized for 1v1, 20-life formats. I'm talking about Lightning Bolt, Lightning Strike, and Wizard's Lightning. There are times to play these in Commander, but typically only as part of a combo (Bolt doesnt do much in Commander...unless you can cast infinite bolts, which can be fun). There are much better removal options: Rapid Hybridization, Pongify, Reality Shift, Echoing Truth, Curse of the Swine, Snap, Into the Roil, Commit / Memory, Blink of an Eye. I believe these are all dirt cheap, and most are instants, so you can cast them during combat.
If you can spare the cash (and hopefully it'll get a reprint in the next Ravnica set), Cyclonic Rift is the 2nd most-played card in Commander for good reason. It's some of the best removal available in any color.
Also bear in mind that "copy spell" effects don;t provide additional cast triggers. If you use Bonus Round, then cast Brainstorm, you still only get two cast triggers total, even though three spells will resolve. To get extra cast triggers you need wording like on Isochron Scepter - "you may cast the copy."
Card draw is fantastically important, and so is evasion. Open Into Wonder does both for you. Kindred Discovery would be pretty much perfect for this deck, and I think it came in this precon so you might already have a copy; otherwise I think the price has risen unfortunately. Card is a powerhouse for tribal decks.
Also great for tribal decks are some universal pump effects. Shared Animosity, Coat of Arms, Vanquisher's Banner (also draws cards), Door of Destinies, Adaptive Automaton, Metallic Mimic, Obelisk of Urd all work well. If you can generate tokens consistently, Eldrazi Monument gives evasion, pump, and makes your Wizards indestructible. For some mana-doubling, Caged Sun and Gauntlet of Power can make your lands produce more mana and also pump your creatures.
Also consider some Buyback cards - you can spend extra mana to put them back into your hand isntead of the grave as part of their resolution. Capsize, Haze of Rage (this one is particularly perfect for you - the combination of Buyback and Storm pumping your entire team is nuts), Mystic Speculation, Shattering Pulse, Whispers of the Muse, and Seething Anger all look pretty good for this deck.
Now, combat damage with no infinite combos is pretty tough to pull off in Commander, where you have 3 opponents typically and everybody starts with 40 life. Thats a lot of damage you need to rack up, and your combat buff effects basically all wear off at the end of the turn, leaving you with a bunch of low-power Wizards for the next turn. I'm going to make some combo-based suggestions - this would be perfectly acceptable in my meta, but everybody's playgroup is different. Some of this will be dirt cheap, some of it will cost a little.
You're already running Isochron Scepter. This card is phenomenal. It can help you pull off your main game plan (smash with Wizards), and it can also provide alternative win conditions that you can use if combat becomes unfavorable.
Scepter imprinting Dramatic Reversal with enough non-land mana sources to produce 2 mana will untap all your mana rocks, all your Wizards...and the Scepter itself, which lets you reuse it. And it casts the Imprinted card, so you get an Adelize trigger every time. You can do this infinitely to make your whole team infinitely large. If your mana rocks can produce 3 or more mana, you also can produce infinite mana.
You can also pair the Scepter with Paradox Engine. This starts to get crazy, because the Engine basically provides the same effect as Dramatic Reversal, but you an Imprint something else onto the Scepter. For example, you can Imprint Reality Shift. Activate Scepter to cast a copy of Shift, targeting an opponent's creature. Engine triggers, untapping the Scepter and your mana rocks. Reality Shift resolves, exiling the creature, and turning the top card of their library into a new creature. Activate the Scepter again to exile the Manifest creature and Manifest the next card of their library. Rinse and repeat until their entire library is in exile. Do that again for all of your opponents who have a creature out. Pass the turn, and let them lose from drawing on an empty deck. You can see how flexible this is. Opponents can stop you with well-timed interaction, but it works super well, and you're playing Blue, so you can hold counterspells to protect yourself. Engine is going up in price, I think its about $20 now, but it's well worth the buy. It'll only get more expensive.
2 days ago
Oketra's monument - white creatures cost one generic less, and you get a 1/1 w warrior creature token.
Lotus cobra - you get mana of any color every time a land enters the battlefield. Potentially means every creature to put into play you get an additional mana of any color to work with, with added card draw. (I'm building human tribal karametra, with focus on weenies.)
Vanquisher's banner - draw a card for every creature cast of that creature type.
1 week ago
Have you considered stuff like Legion Lieutenant or Radiant Destiny? You have very few early drops in the deck and a ton of 4/5-drops, Vanquisher's Banner is expensive and doesn't work very well with tokens. If your plan is to go wide, you might want to fully commit to that. Going 4x Queen's Commission, Dusk Legion Zealot(or Martyr of Dusk) and use Skymarcher Aspirant as your 1-drop for the early ascend plus an evasive 2/1 body might be the way to go. I just feel you're going in multiple directions with the list, going Vicious Conquistador -> Queen's Commission -> Ritual of Soot doesn't look like a good idea. Maybe try Golden Demise if you want a sweeper main deck that's a complete blowout with your early ascend. Golden Demise acts like a more versatile Pride of Conquerors if you're playing black. Also, enchantment based removal becomes better than things like Murder with that plan. Baffling End and Conclave Tribunal will help you towards ascend while dealing with your opp stuff, Conclave Tribunal especially to make use of your sorcery speed tokens, going turn 4/5 Call to the Feast into 0/1 mana Conclave Tribunal seems pretty good.
1 week ago
Some card suggestions, that can be used for synergy, reanimation, or card draw in general. All should be pretty budget but should be under $10 USD at least.
2 weeks ago
Looks pretty solid! +1
2 weeks ago
Your mana curve is way too high to just have twenty lands for mana, even with The Immortal Sun. Vicious Conquistador, Famished Paladin, Adanto Vanguard, Dusk Legion Zealot and Martyr of Dusk would bring your mana curve way down. Mavren Fein, Dusk Apostle, Bishop of Binding, Vanquisher's Banner and Radiant Destiny should also be considered here.
- Cut 4 Epicure of Blood for 4 Conquistador.
- Cut 4 Paladin of the Bloodstained for 4 Martyr of Dusk.
- Cut 4 Vampire Sovereign for 4 Zealot.
- Cut 4 Bishop's Soldier for 4 Vanguard.
- Cut 4 Inspiring Cleric for 2 Mavren Fein, and 1 more Elenda and Legion's Landing.
- Cut 4 Call to the Feast for 2 Radiant Destiny, 1 Banner and 1 more Profane Procession.
2 weeks ago
I don;t think elves are that much of a non-bo with clarion, you just have to change your plan. Use elves to ramp up to play a big creature and clarion to remove the board (and not your big thing) rather than clarion turn 3.
Also I do not see many decks that run 2 planeswalkers in main deck,1 in the side and immortal sun. if you want to run planes walkers ditch the immortal sun and swap it out for something like Vanquisher's Banner. If you prefer the immortal sun put it main board and swap out your planeswalkers. I know they are all good cards but they do not work together and swapping vivian reids for immortal suns does not really change your gameplan much.