Aegis Turtle

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Aegis Turtle

Creature — Turtle

Lord_Olga on Mill deck

4 months ago

I'm personally okay with the presence of Jace's Phantasm, its cheap, big, and lets you defend yourself on the board. Your focus is milling, but you will have to keep yourself alive from attacks while you are doing the milling. It also gives you the option to attack if the mill doesn't work out and limits your opponents options as well. If you would like something less conditional and more focused on defense, Aegis Turtle can do it too.

I would probably remove Consuming Aberration and Cryptic Serpent as they're both expensive. You're going to want the game to be nearly over by the time you'll even be able to consider summoming either of them, and if their library is nearly empty, you wont need to blow 5 mana on a big creature, wait another turn, and start casting spells to finish the job.

In terms of adding cards, I'd recommend throwing in a couple Fraying Sanity. It's a little bit of a mana investment, but will double all your mill effects for the next few turns accelerating the pace of your victory. I'd definitely do some of the swaps wallisface mentioned in the last two points, except for maybe Tasha's Hideous Laughter since it doesn't put cards in the graveyard which will not trigger some of your effects, not worth the trade off to me for something that will mill maybe 8 cards, which is very doable already in this deck.

Additional note, in general when building for modern you want to keep your mana costs low unless you have mana ramp in the deck. Try not to go higher than 3 or 4 cost cards if you can help it. Keeps the deck efficient. Also for efficiency, try to get down to 60 cards. Even that extra 2 makes a draw rate difference that you dont want.

legendofa on Coulfner's Urn

10 months ago

Welcome to the club, shellsh0ckn0w!

As wallisface and Caerwyn have mentioned, knowing how much money you're willing to spend and if you're aiming for a certain format are important. I'm also going to ask if there are any colors you want to use or avoid.

Looking at creatures with Evoke, there are seven with a toughness 4 or greater, and just two have an Evoke cost under 4 mana. If you include Evoke cards with a toughness of 3, there are many more useful options, but you're going to need an additional Glorious Anthem, +1/+1 counters, or similar effects to bring their toughness up to 4.

Cheap, high toughness creatures like Wall of Omens and Aegis Turtle can provide a strong defense as you build to a different win condition, or you can turn their toughness into offense with cards like Assault Formation and High Alert.

Another potential angle is to build around Righteous Valkyrie, Bishop of Wings, and Kor Celebrant, using high-toughness Angels and Clerics to build an army.

The card is definitely slow, probably too slow for any tournament-level Constructed format, but a solid control shell will mitigate that, and it can be sped up a little with sacrifice effects. Ayli, Eternal Pilgrim, Severed Strands, Korozda Guildmage (which is a pet card of mine), and other effects that give resources based on a creature toughness can help, as well as more general sacrifice effects like Village Rites.

Above all, have fun!

TheOfficialCreator on Why is WotC Emphasizing Attacking …

1 year ago

What Niko9 says tracks, but I'd also like to bring in another angle.

I've long suspected that WOTC's design principles actually favor blocking over attacking, at least in mana value overall. That is to say, since blocking can't win you the game, as TypicalTimmy said, creatures can be given much higher toughness without boosting the rarity. Hence why Force of Savagery dies upon entering and is still a rare card for 3 mana while Aegis Turtle is largely forgotten by the community, is a common from an underpowered set, and is 1 mana.

Of course, with special abilities on blockers, it's harder to grant leverage to what a blocking creature can do, simply because that shifts the gameplay to the defending player, and those kinds of interactions are, for the most part, something Wizards would like to avoid outside of flash creatures. That isn't to say there aren't those kinds of blocking abilities, say, Steadfast Armasaur or Spike-Tailed Ceratops, but they are rarer for a reason.

Simply put, attacking should always be more highly rewarded than blocking, because it progresses the game, whereas blocking does not. Have you ever noticed that a LOT of indestructible creatures entice you to attack with them? Ulamog, the Infinite Gyre gulps down your opponent's board. Blightsteel Colossus deals massive amounts of poison damage. Avacyn, Angel of Hope has flying and can kick your opponents in the face.

There's reach, and that's about it for blocking abilities that are evergreen. (I'm not even sure if reach is evergreen anymore.)

There used to be regenerate, which is a more defensive mechanic.

But, like I said, blocking only slows down a game. It's a crucial part of the gameplay experience, but it shouldn't be able to dominate.

wolfhead on Modern Doran Company

1 year ago

Oh man well I gotta bring up Aegis Turtle again, I love that card and blue also gets you Sidisi's Faithful, Contraband Kingpin, and Deputy of Detention,

But Concealing Curtains  Flip is sweet, and what feels way back in the day I even ran Disowned Ancestor who was okay in board stalls,

God-Pharaoh's Faithful,

Lagonna-Band Trailblazer is cool with stuff like Shape the Sands,

And hear me out, a card that works great with both tower defense and ensnaring bridge is Ornithopter.

Tetsuko Umezawa, Fugitive does as well.

Gilded Goose gets sweet as your mana curve gets lower,

Permeating Mass cracks me up if you focus more on assault formation and High Alert, But ive never gotten around to trying it.

And I guess Brokers Initiate is just a strict upgrade to Yoked Ox with her mana sink?

Arboreal grazer is sweet I'd definitely keep him and some harbingers

And I know it's a non-bo with collected company but I gotta make the obligatory statement about how sweet Lingering Souls is with tower defense,

Though is it too slow nowadays even with bridge? Shit I feel old. At least it can chump a giant murktide for a while

wolfhead on Modern Doran Company

1 year ago

theres an evil voice in your head whispering "mess with your manabase...play Aegis Turtle"

but on a serious note playing 4 doran always felt poopy with coco, i think with all your harbingers and assault formations you can cut one or two for some more fun coco hits.

Weaponcraft Enthusiast?

Fairgrounds Warden?

i dunno, youll figure it out but 26 creature hits is pretty low

Necrosis24 on Your Favorite Plays

2 years ago

My favorites usually involve graveyard recursion.

Thrilling Encore after a boardwipe or using Living Death after sacrificing all my creatures to Greater Good/Altar of Dementia.

Recently Geralf, Visionary Stitcher + Future Sight with tons of low cost creatures (i.e Aegis Turtle) turned out better than I could have hoped.

seshiro_of_the_orochi on Turtle enough for the Turtle Club

2 years ago

Hello, fellow turtle player. I like your list, but Aegis Turtle and Beast Within/Rapid Hybridization would be good additions. Aegis is an amazing one-drop, and the removal spells replace opposing threats with creatures too small to kill your turtles.

Here's my own list, feel free to take a look: COWABUNGA!!! Turtle power is a great toughness!

9-lives on

2 years ago

Yes, TriusMalarky! 1 mana drop 5 toughness Aegis Turtle is difficult to face in the first two turns, at least combat wise. What I'd like to look out for is hexes and destroys, and I have Lazotep Plating for that. Unfortunately, it's an instant, but extremely effective, making all of my permanents hexproof (hence all of the enchantments!) even making a 1/1 zombie army token, for 2 mana! I think Oppressive Rays will be more useful than Portable Hole because it will basically stop a 2 or 1 mana in its tracks, and who wants to pay for a 1 or 2 mana cost card unless its extremely valuable?

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