|Commander / EDH||Legal|
Printings View all
|Commander Anthology 2018 (CM2)||Common|
|Commander 2017 (C17)||Common|
|Eternal Masters (EMA)||Common|
|Commander 2015 (C15)||Common|
|Fate Reforged (FRF)||Basic land|
|Khans of Tarkir (KTK)||Common|
Combos Browse all
Wind-Scarred Crag enters the battlefield tapped.
When Wind-Scarred Crag enters the battlefield, you gain 1 life.
: Gain or .
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Wind-Scarred Crag Discussion
1 week ago
This deck could use some more ramp, card draw, and lands. Also you have two cards too many in the list so that's a slight problem too.
Some cards to cut would be Sun Titan, Burning of Xinye, Elspeth, Sun's Champion, Great Furnace (It's strictly worse than a basic Mountain in this build as it dies to artifact removal and you have no synergy with it) and kinda Chance for Glory and Hostility. Sun Titan only returns permanents and most of your deck is instants and sorceries. I really don't think you want to destroy and of your own lands so the Burning is pretty bad. You have enough board wipe effects that also synergize with your commander and you don't have much of a token strategy going on so Elspeth seems pretty out of place. I suppose she's a potential alternate win-con, but most your deck has the ability to win off of any number of top-decks late in the game. I see how Chance for Glory is tempting, but it seems like a really niche card and I think I would rather have card draw in its place. Hostility is the card I'd like to see in action before really making a decision on. I feel like it could often just be a dead card because you'll want to be dishing out lots of damage and gaining lots of life with Firesong and Sunspeaker on the field, but I suppose it's another alternate win-con that synergizes with the deck.
I would think about adding Fateful Showdown and Khorvath's Fury since they draw cards and deal damage. Also, Magus of the Wheel if you can get your hands on one. Really and effect that either deals damage or draws more cards than you discard when you discard. Plus wheel effects are good for disrupting opponent's strategy. Rocks that draw cards like Hedron Archive, Dreamstone Hedron and Commander's Sphere are also good ideas.
In sum, get down to 100 cards, add more lands, ramp, and draw spells.
1 week ago
Since you're in 5-colors, it might be wise to run Exotic Orchard (often you get 4 or 5 colors on this land), Cascading Cataracts (for General Tazri's ability) and Battlefield Forge. // Also, Arcane Sanctum, Crumbling Necropolis, Savage Lands, Seaside Citadel and Murmuring Bosk (fetchable Forest) should replace the non-gate taplands: Bloodfell Caves, Dismal Backwater, Swiftwater Cliffs, Tranquil Cove and Wind-Scarred Crag. // You don't need to dedicate 10 guildgates to Circuitous Route, you just need 5 or 6 to have wide variety of options to fetch. Since this deck is heavy on green and white, you can take out the guildgates that don't generate green or white (Dimir Guildgate, Rakdos Guildgate, Izzet Guildgate) for Vivid Meadow, Vivid Grove and Vivid Crag, because these can give you all 5 colors. // It is better not to run spells that cost double mana of a splash color, like Diabolic Tutor (it might be hard to cast it when you want it).
1 month ago
I actually forgot Force of Will was originally uncommon, honestly. I'd probably not include that in my cube though. It's either ridiculous or horrible depending on the hand. The newly legal Foil seems more balanced.
I can provide some examples are cards excluded due to legality. Off the top of my head, the talismans, Crypt Rats, Accorder Paladin, Miscalculation, Joraga Treespeaker, Enclave Cryptologist, and a smattering of stuff from original Ravnica and Shards block are excluded. Certainly, not all these cards are so powerful they would be excluded on that reason alone, but they are staples.
Ultimately, the rule IS convoluted, but it's also key to the identity of my cube as not having access to a handful of staples means having to adapt a bit. Additionally, while masters sets have legalized many cards, having the rule in place makes masters set release season very fun for me which I enjoy. Same goes for other supplementary produ ts. That's something I want to hold on to.
As for the mana base discussion, I assure you 1 person complaining is not what resulted in the issue. The issue was that cards like Boros Garrison and Wind-Scarred Crag were dead picks in draft. And I wasn't going to only provide dual lands for 7 or 8 guilds. As mentioned before, I could see an argument to banning rare lands that do more than fix mana, I.e. Celestial Colonnade and Strip Mine, as these act much more like spells than lands. But the argument of replacing Blood Crypt with Bloodfell Caves to keep the identity of my cube rings a bit hollow to me. Better mana allows for easier deck building, which also allows for a bit easier drafting. I WANT players to be able to draft red 1 drops and double white 2 drops. I think being able to do so helps balance the aggro decks against the green/white midrange decks that can easily support a deck with more color pips. Now I can understand if you'd disagree with that sentiment, but I'd have to agree to disagree there.
2 months ago
I've done a lot of experimenting with 3, 4 and 5-color mana-bases in pauper before, so I'm interested in hearing how this one plays out for you.
2 months ago
Yeah, I mean, that was just the most budget land I could come up with, that’s would allow you to work on curve. There’s also Stone Quarry, Needle Spires, Boros Garrison, and Wind-Scarred Crag as far as budget lands go, and you could consider Clifftop Retreat if budget becomes less of an issue.
2 months ago
Thank you for the Complements on my Emerkul, didn't know MUCH about Pherxia until i looked it up, but yeah...
You We're Correct
3 months ago
Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.
Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.
A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.
Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.
Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.
Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.
Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.
Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.
Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.
Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.
Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.
You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.
I hope you find these card suggestions useful to you.
3 months ago
Other upgrades that I can recommend outside of what was shared above would be to the Mana base. If you have troubles with Mana fixing Evolving Wilds is a super cheap replacement for some of the many basic lands included, however if you play with more dual lands like Wind-Scarred Crag that give a life but come in tapped, it can still work well with the tempo of the deck. Also the lifegain on Silverstrike is nice but Celestial Purge can be a better card of you are going against an opponent who are playing a strong creature who might have hexproof. Not to mention it costs two Mana less overall.