Avenging Arrow

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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
Highlander 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

Avenging Arrow

Instant

Destroy target creature that dealt damage this turn.

sonnet666 on [List] The MTG Weapons Arsenal

6 years ago

Don't stop now. I believe in you!

AceGambitDragonfly on selesnya and stuff

7 years ago

I totally overlooked Dramatic Rescue (which will be off the table once you remove the blue). Give Smite, Pillar of Light, or Avenging Arrow a shot there if you have any of those.

landofMordor on W/B/G Commander

7 years ago

Definitely a good starting point. You've certainly gotten the concept of the deck on point -- from here it's just a matter of tweaking. I think my biggest feedback may be that you are using Karador as a means to keep your stuff alive, rather than as an engine to turn the death of your creatures into a resource. In other words, Karador is a massive opportunity to turn your graveyard into a second hand, and I think you may not be using that ability to its max extent. Here are my suggestions, learned from playing my similar deck Karador, Reanimator Chieftain:

Angel of Jubilation looks inferior, considering your deck doesn't mind sacrificing stuff (Karador can just bring it back!). She's also not great 'cuz you've got TONS of white symbols in your creatures' costs, which will ultimately make it really hard to cast all of them. Farbog Revenant, Giant Scorpion, Sedge Scorpion, Turntimber Basilisk, and Typhoid Rats all seem like just deathtouchy blockers so that you don't get killed before you can cast your huge angels -- I'm thinking you can probably utilize ETB triggers and "when this dies" triggers in order to more effectively use the low end of your curve.

You've also got some rares that are helpful, but not as effective as they can be in Karador (considering how often things will die): Herald of Leshrac is cool, but if he dies then you've got to start all over. Same thing with Managorger Hydra and Warden of the First Tree. Indomitable Archangel seems a tad pointless, especially because you can use creature-fueled ramp much more effectively than artifact-based ramp (since you can just resurrect any mana dorks, but it's harder to resurrect artifacts).

If you are really wanting to make the most of Karador, see what kinds of noncreature effects you can get stapled onto a creature (for example, do you really want to run Avenging Arrow when you could have Intrepid Hero and bring him back from the grave when he dies?). That way, Karador can bring them back from the grave over and over and over.

Lastly, I think you could find a way to ramp better. Urza's Incubator does minimal good considering the variety of creatures you've got, and it's no good to reduce the generic costs of your massive angels with Pearl Medallion if you can't pay the WWW costs of many of your big creatures. Also, like I said, see if you can get ramp abilities stapled onto creatures so that you can re-use them if they die. If you're just trying to ramp into casting Karador, I'd say it's more worth your time to do a little bit of self-mill: Deadbridge Chant, if you're lucky, can put 5 creatures in your grave to make Karador cost just BWG.

Okay, those are my suggestions for areas of improvement, but it'll honestly depend a lot on who you play with and how they play. Now, here are some cards I think you could utilize well:

Birthing Pod is the best way (in my opinion) to ramp in Karador.

Check out removal like Banisher Priest, Big Game Hunter, Archon of Justice, Sin Collector, Reclamation Sage, or Butcher of Malakir. You can sacrifice them, cast them from the grave, and use their abilities over and over. I think you'll find that those kinds of effects are better long-run than all your sorcery/instant removal.

Pawn of Ulamog, Sifter of Skulls, and plain ol' mana dorks would be good ramp. Reaper of the Wilds and Soul of the Harvest and Harvester of Souls are also quasi-ramp, because you're more likely to draw into a land.

I'd also recommend looking into things that trigger "when a creature dies". That way, you can make your opponents afraid to kill your stuff, AND you don't have to spend card slots protecting yourself as much. Abzan Ascendancy, Skirsdag High Priest, and Field of Souls are good examples of this.

Hope this helps! Great start on your deck, let me know if I can do anything else!

Emzed on Alesha, who smiles at Commander

7 years ago

Alesha needs a good number of creatures to work best, i think you should definitely play more than 30. Some suggestions (not all of them creatures): Ponyback Brigade, Duplicant, Karmic Guide, Blind Zealot, Buried Alive, Bone Shredder, Shizo, Death's Storehouse, Siege-Gang Commander, Marsh Flitter, Filth, Nahiri's Machinations, Skullclamp, Swords to Plowshares, Hanweir Battlements.
I think you should cut Hold at Bay, Avenging Arrow, Show of Valor, Safe Passage, Messenger's Speed, Lava Axe, Great Teacher's Decree, Flurry of Horns, Spite of Mogis, March of the Returned. None of those are good cards.
As far as protection of Alesha goes, Emerge Unscathed and Center Soul seem like two good options that you are missing, rebound makes them better than Gods Willing.

DarkLaw on April 2016: Shadows over Innistrad

8 years ago

Isn't being vindictive loosely in the color pie of white (Avenging Arrow, for example)?

Even if she isn't being Radiant-esque white or simply trying to help Sorin "fix" his "home", there's no evidence indicating that Nahiri is red. Even if she is intentionally bringing Markov Manor down, depicted doing this on a red card, it could still be a Call the Gatewatch case.

We must investigate this further. Too soon? Sorry, I'm going to go hang my head in shame.

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