|Commander / EDH||Legal|
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|Duel Decks: Blessed vs. Cursed (DDQ)||Common|
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Creature — Human Scout
Flash (You may cast this spell at any time you could cast an instant.)
When Village Bell-Ringer enters the battlefield, untap all creatures you control.
Village Bell-Ringer Discussion
3 days ago
Looks pretty solid. I find myself slowly going away from Laboratory Maniac and to Walking Ballista to win because Labman is a dead draw too often. Faeburrow Elder is another bloom tender and goes great with all your untaps. Village Bell-Ringer is also amazing with your dorks and Chulane bouncing bell-ringer to go infinite. Earthcraft is also great to go off and goes infinite with just Shrieking Drake .
2 weeks ago
http://tappedout.net/mtg-decks/marath-dockside/ This is gonna be my permanent list. I've played it on trice, and every game there I've played this deck and won. Usually due to lucky draws or players being dumb and not countering my stuff. The thing with incubation druid I don't like is that it needs a counter to go infinite, and even then it's only G mana. Which is what made me wanna try Elder. The elder can also he double versed in with Yisan, snagging him and Mirror Entity or him and Village Bell-Ringer . Yisan is slower in the 99, but it seems to work in mine so far cause it's a slow deck. It plays nicely in a stax/hate hear deck.
2 weeks ago
@kalka: Past in Flames is here for gy recursion. you know, it's been here since the conception of this deck and back then, it used to have more cards that would synergise with PiF. now that you've mentioned it, I think that's a card I need to reconsider, given the current list, so thanks for pointing it out. The sharpshooter idea is interesting but it does seem to need either a sac outlet or, as RylandL pointed out, Splinter Twin / kiki-jiki. Kiki is in this list but the other combo pieces (village and resto angel) have better synergy with the deck than sharpshooter.
Regarding the untap spells, I run Village Bell-Ringer but I see where you trying to go here: if we play enough mana dorks, we can use untap as a ritual. This is an interesting idea but I don't think we can reliable net mana with it. Of course, they also work with Earthcraft but if you can resolve earthcraft, you don't really need anything else. did you have something else in mind? maybe in missing an interaction... I know about the interaction with Yisan but he's not the commander here, so it seems ill-advised to add cards solely to interact with something that we cannot cast reliably.
@RylandL: I've never thought about that interaction before. So, as long as you can trigger a kill with 2 or more sharpshooters on the battlefield, it can indeed go infinite on its own.
I've been trying to make Hulk work in naya but I'm reaching the same conclusion about the lack and reliability of sac outlets. Yisan is a card that keeps coming to mind. I used to play it when I first put this list together and then removed it afterwards, and then added it again a few times here and there... but I ended up removing it from the list because it was too slow. As you know, it's very different to run Yisan as a commander vs. as part of the 99 and in my experience, unless your deck also happens to do the same thing that an Yisan deck does, the card is just too slow to make the cut. Basically, you need to be able to tap it more than once per turn or you shouldn't play it at all.
In my last review, I mentioned Incubation Druid as a card I considered adding to the list but my opinion is that it's just a worse version of Bloom Tender . I feel the elder you mentioned falls into the same category as incubation druid.
If you have a permanent version of your Marath list on tappedout, please let me know, so I can refer to it in the deck description. I like the way you think about edh.
2 weeks ago
I personally run Village Bell-Ringer in my Marath list currently. But I guess it depends.
2 weeks ago
Hey Lokust, my first few drafts of my Chulane list were lightly based on your list, so I just wanted to come full circle and give my thoughts.
I'm not sure how competitive you're wanting this to be, but I'm going to suggest some things to really kick things up. I think you have a bit too many win-conditions that might be bogging down the deck with dead draws outside the combo. Aetherflux Reservoir , Isochron Scepter / Dramatic Reversal , Altar of the Brood , Akroma's Memorial , and Deadeye Navigator seems excessive. Walking Ballista and labman are plenty for outlets (Jace not needed imo).
I would swap Altar of the Brood for Winds of Rebuke . Winds is decent spot removal while allowing you to go for a mill win with just an Eternal Witness and infinite mana. I'm a little surprised you don't have Shrieking Drake / Aluren / Intruder Alarm because each are MVPs that easily set up infinite combos to win on the spot. Big plus if you add Ranger-Captain of Eos to tutor Shrieking while getting a silence effect. On that note, I'd add Silence , it is quickly becoming a competitive staple that ensures you win uninterrupted. Trophy Mage is a strong addition to grab your curio/elixir. I've also had great games with Village Bell-Ringer because it opens up infinite casts/mana with dorks and Chulane bouncing it back. Faeburrow Elder would be a good addition if you go that route. Big vouch for Wargate . Also, Deafening Silence is really gross with Chulane because we are so creature heavy. I think it would fit really well here especially since you went with less counterspells, so it shouldn't hurt you.
Hopefully atleast some of these suggestions help you out. I have a cEDH list if you want to check it out, [cEDH] Chulane's Bounce House
1 month ago
Holy moly I don't even know why I post on these forums sometimes.
Alright, lets take a peek at the arbitrarily linked and now tangential Scute Mob . I'll even give us the benefit of the doubt that we untap on turn 3 with 5 lands to trigger the ability. Its unlikely you will get a turn 3 trigger for scute mob, as scute mob takes your turn 1, and there are no ramp cards that give 3 lands into play for 2 mana (with one small exception Summer Bloom but that means you're holding 1 scute mob, 1 bloom, and 5 forests in starting hand, or that you draw them by start of turn 2, so 7 specific cards of a 9 card hand).
- You play scute mob
- You swing with a 1/1, you've dealt 1 damage
- You swing with a 5/5, you've dealt 6 damage.
- You swing with a 9/9, you've dealt 15 damage.
- You swing with a 13/13, you've dealt 28 damage
- You swing with a 17/17, you've dealt 45 damage.
- You swing with a 21/21, you've dealt 66 damage.
- You swing with a 25/25, you've dealt 91 damage.
- You swing with a 29/29, you've dealt 120 damage.
So assuming no blockers, no combat tricks, and no pumps from you, as well as getting the trigger starting turn 3, its taking 9 turns to kill the table. This also assumes your damage spreads all nice and evenly with no damage being wasted as overkill on a player.
Now compare to
- Pass turn
- Pass turn
- Play Laboratory Maniac
- During your upkeep, play Demonic Consultation and win on draw step.
And a bonus one
- Pass turn
- Pass turn
- Deceiver Exarch or Pestermite or Village Bell-Ringer
- Pass turn
- Kiki-Jiki, Mirror Breaker , combo and win.
Yeah dude, Scute Mob is a noobtrap card, just like Sunbird :/ Its a threat, but its such an inefficient and bad threat that other people will win faster and easier than you with either of these cards. That's why its removal bait.
1 month ago
You might like these: Glimpse of Nature , Beck , Tangleroot , Stone-Seeder Hierophant , Cloudstone Curio , Cloud of Faeries , Peregrine Drake , Somberwald Sage , Chakram Retriever , Retreat to Coralhelm , Village Bell-Ringer , Thousand-Year Elixir , Lightning Greaves , Wirewood Channeler , Alhammarret's Archive
2 months ago
Alright, lets look at Loyal Retainers in another way.
You're running 7 legendary creatures outside of your commanders (which we will assume you WONT send to GY), so there are only 7 creatures that Loyal Retainers can return. Assuming a 99 card deck, 7 in starting hand, and 2 specific cards to see (retainers + legend), you've got a 7% chance to get Retainers, and a 41% chance to have one of your legends in your opener. After 5 draws, you're only at a 60% chance to hit a legend.
Now lets compare to Life . Same chance to see the card, 7%, but it works with 29 creatures instead of 7. Geometric calculator is telling me 91% chance to see a creature in your opener that works with Life . After 5 draws, 98.8% that you'll have a critter.
Obviously Retainers does have some benefit. It can be used to make an infinite etb/ltb loop for winning. How valuable is that to your deck though? Loyal Retainers can only be used BEFORE combat on your turn, and Tymna gives you cards AFTER combat. Your main source of card advantage is going to cause you to have to wait a rotation after finding all the pieces to your combo. This is a massive downside. You can already assemble infinite loops with Saffi + Titan, or Saffi + Karmic.
Lets imagine another scenario. You have the Saffi on the board with Retainers, but you have Sun Titan/Karmic Guide in the graveyard. Loyal Retainers can't grab that half of your combo back for you.
- Sacrifice Saffi Eriksdotter targeting Karmic Guide
- Sacrifice Karmic Guide . It returns to battlefield, we put ETB trigger on stack targeting Reveillark
- After Reveillark returns to battlefield, we sacrifice Karmic guide. We now have both Saffi + Guide in GY
- Reveillark is sacrificed, we will return both Saffi AND Karmic.
- We now pull creature 1 we want from GY with Karmic
- Sacrifice Saffi, targeting Karmic. Sacrifice Karmic, it returns from Saffi effect, giving us Reveillark again. Sac Karmic so its in GY, then sac Reveillark to give us Karmic + Saffi. Karmic entering gives us creature 2 from our GY. Rinse and repeat until you pull entire GY and combo finish.
You're running Kiki and splinter twin but you don't have any creature payloads to win. If you want to value reuse/copy creatures with an ETB, there are more cost efficient ways of doing it. I recommend you either cut these or put in Village Bell-Ringer or Combat Celebrant to have a Kiki payload. Overall though, I would just cut this combo.
You're running Yisan and Birthing Pod but you aren't running the cards to make them go. You need effects that untap them based off creature ETBs or actives, which are slot intensive. Yisan is dope, but if you aren't running the cards to support it you're running a slow tutor. Once again, I'd cut these if you aren't going to build around.
You are trying to fit too many combos in. Pick 1 or two that overlap in card usage and cut the others. Its better to do two things extremely well than it is to do 5 things mediocre. You should run reanimation loops + protean hulk + sac outlets, OR you should run kiki combo + pod/yisan lines. The hulk/animation loops both require sac outlets to be present on your field, while kiki/pod lines require untap effects. This will let you reuse your combo cards in multiple spots which will help reduce dead draws. Nothing feels worse than when you're holding 3 different pieces to three different combos that have very little utility outside combo lines. This is also why you're struggling to find space for more stax and ramp pieces.
You are also running a pretty high amount of beater cards. You should pare them down and run only the most efficient beater cards with high utility. Cathars' Crusade is a nice card but it does nothing on its own and buckles from Wrath effects. Compare to Elesh Norn, Grand Cenobite which gives a buff but can also beat even if its your only creature. It also hurts your enemies board presence greatly. Bitterblossom is a fantastic card but you aren't getting as much value out of it because you aren't running enough pieces to slow down the game. Keep it but consider that a 1/1 flyer doesn't do much if your opponent is able to drop their giant dragon commander, you have to slow the game! Champion of Lambholt will provide you with free swings, but if you just lock the game out instead you don't need the evasion and this card doesn't beat that well. Custodi Soulcaller is a meme card, it requires either haste or an untap step (so its slow), you have to swing to use it, and its limited in what it can grab, and it gets worse the fewer players there are.
Price of Glory is a wonderful hate card, but unfortunately far less effective than you think. Compare to Grand Abolisher . Abolisher can beat down, which is your game plan. Abolisher 100% protects your combo window. Price of Glory doesn't stop the counterspell that stops your combo, it just exacts a massive price for your opponent casting it. However, when faced with the option of losing the game or losing two lands, every single opponent is going to choose the two lands. Strong card but you don't need to run it.
Zombie Infestation is a nice discard outlet, and great when you're ahead and have locked the board. Just like Bitterblossom though, you have to slow the game or this card will be outclassed by the casual stompy 6 drops that are allowed to hit the table. Stax up or cut out.
Cryptolith Rite is strong when you have a mana sink or tons of critters. Tymna will keep you stocked up on cards to dump with, while Tana gives you the critters. If you can afford it, Carpet of Flowers will outperform this card though. Keep it around if you don't have access to the Carpet.
What Goes In
So after cutting down all the shenanigans, heres what you want to add
DORKS: You get cards for hitting with creatures. Dorks are creatures that give mana and come out very fast. The maximum density of turn 1 dorks means Tymna turn 2, means free cards turn 3. This will improve the consistency of your deck more than anything else you can put in. You're currently missing Llanowar Elves Fyndhorn Elves Boreal Druid Deathrite Shaman Arbor Elf Elvish Mystic . These have the bonuses of working well with Priest of Titania and Elvish Archdruid , which will help you if you decide to run mana denial cards like Winter Orb or Armageddon (which I recommend both). Deathrite hates on GY and will ramp consistently with fetchlands which are prevalent in the format, extremely value. Arbor Elf can ramp more than 1 in tandem with Utopia Sprawl and Wild Growth . These dorks will help guarantee strong starts and consistent power to your deck I can't stress this enough.
ROCKS: Adding in the signets/talismans is going to ramp you, color fix you, and work in tandem with shutting off your opponents mana. Really really recommend these especially if your playtesting leaves you unhappy with mana availability.
STAX: This deck only works when you slow the game, I also want to stress this. Yeah you have some neat combos for winning discretely, but you are primarily a beater stax deck. Your commander gives you cards PER TURN, your other commander gives you CREATURES PER SWING. You want to games to go longer so you get more turns for more cards and more free creatures. It really isn't that hard dude. Cards that slow down the game will help you far more than they help your opponent, even symmetrical ones. This is why the deck runs Blood Moon despite being a four color deck. If you let your opponents start tutoring and dropping their big creatures, they will do better in combat than you and you will have a real bad day. If you hit their mana, stop their tutors and draw, and destroy their engines, you will pull ahead from the massive value you generate in the command zone. Please look at Root Maze Winter Orb Armageddon Rule of Law Deafening Silence Eidolon of Rhetoric Stranglehold Collector Ouphe Kataki, War's Wage
If you want to run a stax deck, you have to run the slow down pieces. If you want to build a cool reanimation combo deck, I recommend switching commanders or lists, take a peek at Karador Boonweaver
This list is certainly looking a lot better with the first round of revisions! With some more cuts and shaving off some combos, you will improve its efficiency a lot!
P.S. I couldn't open the choice guidelines tab you made sorry bud.
Village Bell-Ringer occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%