|Commander / EDH||Legal|
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|Fate Reforged (FRF)||Uncommon|
|Promo Set (000)||Rare|
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Creature — Hound Shaman
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
Abzan Beastmaster Discussion
1 month ago
I'mma be real with ya, chief... make Gargos, Vicious Watcher your commander. If not him, then Rosheen Meanderer . There is no reason for Gyrus, Waker of Corpses to be your general, as he's literally antithetical to casting X-spells! He can get almost none of your stuff back; just cut black and red, add some cards like Drumhunter , Abzan Beastmaster , Tuskguard Captain , Spearbreaker Behemoth , Moss Diamond , and heaping piles pf ramp.
In fact, if you want something a little less typical, it may be better to make a Marath, Will of the Wild deck with Paleoloth s, Spellbreaker Behemoth s, and all the removal, rocks, and ramp your heart could desire.
Still, that's all my opinion. Your deck is yours.
1 month ago
To start, I think I counted about 11 ramp spells, which is a good start. You may want to swap out Golgari Locket and Darksteel Ingot for some land ramp spells like Rampant Growth and Cultivate . Lands tend to be safer than artifacts.
As far as card draw effects, I think this is where your deck could use some work. There are a number of effect that will get extra cards into your hand like Grisly Salvage but most are conditional (you can only get a creature or land) and most only give you one card at a time. I think Shamanic Revelation wpuld be a good addition from your maybeboard because it will probably draw you 3 cards or more most of the time. Strive for card draw effects that either A) draw many cards at once or B) can draw a lot of cards over the course of the game. For category A Cards, I would recommend Read the Bones and Rishkar's Expertise and Disciple of Bolas and Damnable Pact . For category B cards, I would recommend Abzan Beastmaster and Beast Whisperer and Lifecrafter's Bestiary and Primordial Sage and Greed .
Hope this helps!
1 month ago
I'd recommend playing a little faster with Thromak. I just recently built a deck around him too (The Very Hungry Caterpillar (Sub $25)), and I use a lot of quick creatures, as you at minimum need to get five creatures to get him to 25, which does commander damage. cards like Genesis Chamber , Fireshrieker , Forebear's Blade , Bladed Pinions , Goblin War Party , most walls/defenders, as they stay alive and keep damage off you, such as Wall of Earth , as well as Abzan Beastmaster for more card draws, Skyscanner to get a draw and an extra creature, Iron Myr and Copper Myr and such for mana fixing, as Vivid Grove and Vivid Crag for being low price multicolor land alternatives
1 month ago
That being said, solid includes in general include Abbey Matron , Brightling , Ensouled Scimitar (probably too slow but hey, +5/5 is wicked), if you're up against someone going wide, Give No Ground could be good, Honor Guard is really not bad, Might of Oaks is wicked, Ornamental Courage is Giant Growth with a free untap, Shape the Sands is super Giant Growth, Shield Mate is a solid bluff, Steady Aim is super Titanic Growth , Thornling , and Abzan Beastmaster ?
2 months ago
Sylvan Caryatid is important to get mana setup and I believe should be a staple in a bant defender deck. It is a defenders deck's Birds of Paradise . The hexproof makes it hard to remove and it can be targeted by it's controller "unlike creatures with shroud." This means Assault Formation can target it. Other cards that may help your strategy are Shape the Sands , and these four creatures even though they don't have defender Abzan Beastmaster , Benthic Infiltrator , Elusive Krasis and Dragon's Eye Savants .
3 months ago
6 months ago
MontaukMonster - as the person designing the proposed cards, the onus is on you to defend their creation. You are the one opening up your cards for critique, after all. It is not enough to just say "because I can," particularly given the abnormal nature of these proposed cards. You also really need to work on your tone--as has been mentioned already, you're coming off very aggressive, and that's not fair to those who took the time to respond.
In the interest of discussion, however, I will offer what you have yet been reluctant to do--a defense of your core concept. Personally, I agree with what others have said--that planeswalkers need to be limited in scope, but I want to move the conversation past the discussion of the core concept so we can address the actual cards themselves.
- What is the justification for the game design, and the creation of common planeswalkers?
As of right now, Pauper does not have access to any planeswalkers. This proposal would give pauper access to additional cards, as well as make planeswalker-matters cards that are currently at uncommon viable options in pauper, expanding the card pool and increasing diversity.
- What is the lore justification for common planeswalkers?
The issue here is that Planeswalkers are, by definition, legendary. After all, only a minuscule number of people have a spark, and only a fraction of those have their spark ignited.
The justification here is that someone has figured out how to artificially create the ability to planeswalk (akin to the Planar Bridge or Weatherlight, but embedded in a creature). However, this is a temporary situation, and burns out the person's body (hence why they only have minus abilities).
- Creature types on Planeswalkers
These are just generic individuals who have an artificial spark; they are not great heroes. We've already seen tribal cards, such as instants and enchantments, which show there can be some mix-ups between creature subtypes and others.
I think a better option would be to come up with a single planeswalker type that could apply to all of these, and then flavour them through the art. Something like "Planeswalker - Ensparked" that captures the essence of what you're trying to do, without getting into the messy situation of adding creature types.
- Non-humans as planeswalkers.
Boza's point is invalid. In addition to Bolas, Ugin, and Karn, there's Ashiok, Tibalt, Kiora, Sorin, Angrath, Dovin Baan, Ajani Goldmane, Ob Nixilis, Mowu (sort of), Nahiri, Vraska, Kaya, Nissa, and so many more. So, that's not really an issue.
- Multiple creature types
I think that covers a lot of the basics, and at least gets us to the point where we can address the individual cards.
Pyrenisian Druid - this card is costed too aggressively. It's the same cost as Rampant Growth, for effectively the same effect, but repeatable twice.
I think a fair price would be . This is the same CMC as Cultivate , accounting for the fact you can get multiple lands, with the additional green added to offset any potential planeswalker synergies, such as proliferate or The Chain Veil .
Disciple of Raojan - this is a very powerful effect, as it's basically Shock with rebound. That card already exists in the form of Staggershock , and is costed three. Basing this on Staggershock , I think sounds reasonable.
I might also consider reducing this to "target player or planeswalker" to further limit its utility and make it more reasonable as a common.
I might reduce the starting loyalty to two, and change the mana cost to (so far, I think they're all pretty consistent at the 1XX level, provided the loyalties are adjusted accordingly). I would consider bumping this up to , due to the card being at common, depending on the removal situation in the hypothetical set.
One, with the potential for three, +1/+1 counters should probably cost more than . Again, I think you can probably get away with , and even keep the loyalty at 3.
Norina's Apprentice - five loyalty is way, way too high for this effect. That's a whole lot of cards it could potentially draw. To keep with the theme I have been using, I think 2 or 3 loyalty would be appropriate for that cost. Leaning toward 2 to make this more palatable as a common.
Moving on to the creatures:
Elvish Mulchkeeper - while Green can draw cards, it's usually in conjuction with lands ( Abundant Growth ), creature power ( Abzan Beastmaster ), or a combat trick ( Aggressive Urge ). It's a pretty big bend of the colour pie to have this type of card draw on a Green creature.
The repeatable shuffling your library is also not ideal--shuffling takes time and is not fun for anyone, and there are enough ways to untap creatures that you could have multiple shuffles in a single turn. That's a nightmare to play with or against.
You could probably do something a bit more green. : Reveal the top card of your library. If it is a land you may put it in your hand."
Counters are players are a bit annoying to keep track of, but there is precedent for it. White also has the ability to search for basic Plains, so, while it's a bit of a bend, it's on the acceptable side.
It's hard to evaluate this card in a vacuum, as I don't know how easy it would be to get service counters. I kind of like the concept, in that it's a decent card at any point in the game.
Scaletian Dreadbeast - the proper language is "Spend only mana produces by basic lands to cast Scaletian Dreadbeast." (Source: Imperiosaur I think this might be too aggressively costed and could be either a 4/2 or one mana more, just to avoid a Tarmogoyf situation, but I think you could probably get away with this in a non-standard set.
Drow Ascendant - As others mentioned, Regenerate has fallen out of use because it was not an intuitive mechanic (removing the creature from combat does not follow from the word itself; replacement effects trip up players; etc.).
This is an extremely problematic card though. Turn 4, Drow Ascendant into a turn 5 Fatal Push for a blood counter, then Damnation with regenerate/indestructible means you can keep this from being wrathed and then swing for a huge amount of damage.
I would probably leave it with the firebreathing and ping ability.
Gleeful Pyre - Nope. There is no reason for this card to exist. Functionally, it's the same as "You may have four copies of Gleeful Pyre and four copies of Lightning Strike in your deck." There might be some use for it in Standard, but standard usually has enough two mana burn spells floating about that I don't see the first ability as ever being all that relevant.
Book of knowledge - the language should read:
[mana cost], tap: Search target player's library for a card and exile it face down. Then that player shuffles their library. (source Praetor's Grasp
Then, as a separate static ability:
You may look at and play cards exiled with Book of Knowledge.
8 months ago
Lands: Mosswort Bridge
Abzan Beastmaster occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%