|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Duel Decks: Venser vs. Koth (DDI)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Alara Reborn (ARB)||Uncommon|
Combos Browse all
Wall of Denial
Creature — Wall
Shroud (This creature can't be the target of spells or abilities.)
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Wall of Denial Discussion
2 hours ago
2 weeks ago
Wall of Denial dude. it would be perfect.
1 month ago
2 months ago
I love Wall of Denial in this deck, an 8/8 Flying Shroud Cantrip for , +1 from me!
2 months ago
Second Drift of Phantasms - having a 0/5 Flyer makes it a very useful blocker and an efficient killer when Arcades or a Formation hits.
Second Axebane Guardian - while the 0/3 body is less than ideal, the mana fixing ramp he provides is very useful.
With creatures like Overgrown Battlement and Axebane Guardian, getting a 1 drop creature down on turn one makes a huge difference early game. Perimeter Captain is, in my opinion, the way to go, being too big to Bolt and giving you an ability. Steel Wall is pretty good, too - being an artifact, any color land will put it down T1, and like the Captain, is too big too to Bolt. Wall of Vines, as KongMing said, would rank 3rd best 1-drop creature to include - having Reach is definitely a plus.
In my experience Tower Defense is not worth including. It doesn't stop removal spells and usually by the time you could use it for a swing, you can hit for lethal anyway. Heroic Intervention or maybe something like Faith's Shield would probably be more useful.
Other high synergy cards to consider Tetsuko Umezawa, Fugitive, Beast Within (especially good with strictly 0/4 and bigger Defenders), Time of Need, Orator of Ojutai (his flying ability alone makes him good) and Slaughter the Strong.
While it's difficult to ahem "deny" the allure of Wall of Denial, because you can't target it with Assault Formation for a swing, it's 0/8 body is little more than a fantastic blocker 50% of the time. With Time of Need, you could be more likely to get an Arcades down, but I think anyone running removal will try to kill him as soon as he hits the battlefield. For those reasons, I favor Drift of Phantasms as the best choice.
I'd suggest cutting your creatures back to 26 in favor of a few of the high synergy cards I mentioned above.
2 months ago
Balzeron: First of all I would like to say that I am honored that my deck has helped inspire your deck building. Secondly, I have some responses to you comments below:
Amaranthine Wall and Hornet Nest are ones that I am still considering. The indestructibility is definitely a nice ability and being able to make a bunch of 1/1 flying death touchers when someone blocks the nest is pretty awesome.
Fog Bank, Guard Gomazoa, and Mindbender Spores are all great cards if you are going a more defensive route. I chose to exclude them because I am a more aggressive list and I wanted big (4 toughness or greater), cheap walls.
My deck personally doesn't want cards like Manor Gargoyle, Ezuri, Claw of Progress, Woolly Razorback, Plumeveil, Soulbound Guardians, or Fortified Area as all of these cards either have power greater than 2 or pump my creatures power. I rely heavily on staying at 2 power or less so I can abuse Tetsuko Umezawa, Fugitive or Sidar Kondo of Jamuraa.
The same goes for Doorkeeper. Mill is already hard enough to pull off with a dedicated mill deck in EDH because decks are large and there are 3 opponents. I'd rather play either larger walls or defenders with more relevant abilities.
The banding suggestions are interesting. I had to re-read the rules on banding and I did not realize it also affects attacking creatures. Those could be interesting, I'll have to think about that.
Spidersilk Armor and Tower Defense are awesome with Arcades and may very well end up in my final list. Right now I want to try out Hold the Gates over Spidersilk Armor as it has a higher upside and I already have a number of answers for fliers (Wonder, Angelic Wall, Wall of Tanglecord, Wall of Denial and Arcades himself). Since this list is aggressive, I think vigilance is actually a more impactful keyword in my deck. I already have a pseudo Tower Defense in Defender of the Order. I don't think Defender is particularly better than the Defense, but I have an old foil of it from Legions which I just really want to play.
Thanks for the comments and if you ever want another pair of eyes on your deck, let me know.
2 months ago
Assault Formation is an attractive win-con to turn your walls into beaters, and its in the right colors. Wall of Denial is a pretty tough to remove defender. Theres some green defenders that are very solid like Sylvan Caryatid that can ramp and color fix for you. Heroic Intervention can stop board wipes for you. Jaddi Offshoot can help vs burn decks.
2 months ago
Hey dude, thought I'd comment it on here.
So let's round out my observations before we move to my opinions.
Win Conditions you have included are: Rolling Stones , Assault Formation , Wakestone Gargoyle , Vent Sentinel and Dragonshift. Of those, Wakestone doesn't really have a way to go off unless another win con is already out. So Wakestone + 1 or Vent Sentinel and Dragonshift are the only current ways to win a game.
Tokens- Coral Barrier , Hornet Nest , Golden Guardian Flip , Sprouting Phytohydra , Dragon Fodder , Parallel Lives , Kiora, the Crashing Wave. Coral Barrier does provide an evasion creature, and 1/1's with evasion are often under-rated. Hornet nest is great if you can keep it alive, and okay if it dies. Golden Guardian is an okay card if you can get some tokens out of it, but it doesn't die to anything in your deck right now. Sprouting Hydra is probably the best token card in this deck as it lines up with all of your themes, it has serious potential for combos. Dragon fodder doesn't belong here. Swap it out for a late game threat like Vigor for wall wins, or Luminarch Ascension if you plan to keep the token theme. Parallel lives is at best okay in this deck, if you had more than 10 things that made tokens, I would say its definitely important. Kiora is an okay planeswalker but I'll talk about her in a second.
Ramp- Ok so there's not enough of it. Overgrown Battlement , Ulvenwald Captive Flip , Sol Ring, Cryptolith Rite. Commander games are won by casting several cards in a turn. Firm believer that if you have green, you run green ramp. Period. Bonus, Ulvenwald Captive is terrible ramp.
Card Draw- You're covered here. I think you have enough card draw.
Planeswalkers- Special Note, I think Kiora is a fun planeswalker, but she's not amazing in this deck. It'd be better to see something like Ajani Goldmane , or Elspeth, Sun's Champion for added tokens, boardwipes, and counters, as well as their emblems enable your win conditions.
Ok so now I'll start by suggesting things you could add to this deck.
Wall of Denial - My favorite Wall.
Tree of Redemption - Can get ugly dude. 0/40 is kinda great in a lifegain deck.
Kodama's Reach - good solid ramp.
Cultivate - Same as above.
Comet Storm - You have ramp, play a ramp board clear.
Kindred Summons - Pick wall.
Fireball - Very versatile in rampy decks.
Vandalblast - You have red, you need good artifact hate.
Supreme Verdict - Favorite Board Wipe
Wrath of God - AKA the Reset Button
Azorius Signet - Ramp
Izzet Signet - Ramp
Aetherflux Reservoir - Can become a win condition (that can be fetched with fabricate) if you have a strong life gain game.
Ajani Goldmane - Can combo with some win cons, has good passive benefits from behind the army of walls.
Elspeth, Sun's Champion - Same reasons as Ajani, but can also board clear creatures with 3 or greater power, so not your walls.
Now we move on to cards I suggest removing.
Murmuring Phantasm - It's not bad, it just doesn't provide an additional benefit. You could find a better card for sure.
Abrade - Swap for better removal. I suggest Comet Storm, or Vandalblast.
Lightning Helix - Okay so IDK what this is in here for. Its a good card in a tempo deck. You can do bigger and better with 2 mana. Play the long game.
Ghostway - Looks okay with EtB triggers. Is good against boardwipe, but honestly, you have walls. They probably won't die that often, and if they do, you won't be bouncing more than 2-3 back to your hand. Is that honestly worth holding up 3 mana?
Parallel Lives - Get to the 10+ token generators, and this card is waaaaaaay better. As it stands now you may get 2-4 extra tokens in a game, if you draw it.