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Creature — Jackal Warrior
You may exert Bitterblade Warrior as it attacks. When you do, it gets +1/+0 and gains deathtouch until end of turn. (An exerted creature won't untap during your next untap step.)
Bitterblade Warrior Discussion
1 year ago
Wow, I haven't been on untap lately, but the arguments about this deck turned pretty interesting. I would like to state my opinion.
First off, HeavyR, Shapers' Sanctuary does work with Blossoming Defense. Your opponent casts say Lightning Strike on your creature, then the sanctuary trigger goes on the stack. You can respond to the trigger by casting Blossoming Defense on your creature. Now let's resolve the stack: first the Blossoming Defense grants the creature +2/+2 and hexproof, then you draw a card from Shapers' Sanctuary, then the Lightning Strike looks to see if it's targets are all still valid. They aren't since the creature has hexproof and thus it fizzles.
While we are at it, let's make another correction: FlabbyAbs said there are no Overruns in standard. We actually have exactly a powered down overrun in Overcome. Is this something you want in your deck? I don't know how your deck tends to play out when facing other standard decks, but if you often sit on 3-6 creatures but no window to attack, then sure. If you have trouble sticking more than 2 creatures on the board don't even consider it. I would also like to think Overcome is simply better than Engineered Might.
Personally I'm a huge fan of Heroic Intervention, but only as a 1 or 2-off. I was lucky enough to draft two of them in an Aether Revolt draft last year and I went undefeated. The strength of the card lies in it's ability to take care of a lot of problems your creatures might encounter: Blockers, Attackers, Removal and Wraths. I would include a copy mainboard, and maybe one in the sideboard as well. Blossoming Defense just keeps perfoming in the games i've seen it. In my opinion it's the only card worth splashing green for, and I would prolly run the full playset if you don't run Heroic Intervention. If you run heroic, I would run a 3-1 split between the two. Cut Sheltering Light, it's just a way shittier card than the two great green options.
Lifecrafter's Bestiary is a really good card, and in a slow control game it's totally insane. It's a sideboard card for sure, but a VERY good one. The scry is already great and the card advantage is completely stupid after drawing 4-10 cards. It also synergizes with Oketra's Monument. How? Well, both cards big weakness is Abrade. The way to counter a specific removal type is to run no targets for it or way too many targets to handle anyway. While we are on the topic of Oketra's Monument, i see no reason not to run 4. The only downside is the legendary tag, but I can't think of a case where you wouldn't want it. With bestiary it becomes "Whenever you play a creature, put a 1/1 warrior token onto the battlefield, then draw a card", since the discount and extra price counteract eachother. Good stuff.
I guess I have to state my opinion on Shapers' Sanctuary and Authority of the Consuls. I don't agree with the point that bringing down the curve makes the deck more aggresive. When neither of the cards impact the board, it's a no-tempo play. Authority is great against mono-red but the purpose HeavyR presents is to delay every blocker your opponent plays by one turn. While I agree with HeavyR that you should have a way to deal with blockers, there are honestly tons of ways to do this. Angel of Sanctions removes a blocker twice, while also developing your own board. Surprisingly many decks don't play a lot of creatures early anyway. And you deal with counterattacks very well by having vigilance from Radiant Destiny and tokens form Oketra's Monument. I would say that blockers is not really your big concern with your current list. Shapers' Sanctuary is a little more tricky. Remember that it's only good if it draws 3+ card. Drawing one you might as well just play a card with cycling, and two cards for is fine but not really impressive. And this is if you draw it on turn one, wich you are unlikely to only do. Ask yourself: If I play this on turn six, can I still expect to draw at least 2 cards? If that's the case it's awesome. If not it's a lot worse than just running Dissenter's Deliverance or something like that.
I will move on to the maybeboard and some mainboard creatures now, since you asked for it. But first remember this is my opinion on your deck. Whether to run one creature or another comes down to three things: How much you should play it, how well it actually performs and how much you want to play it. If you are really competitive the last one doesn't apply but either way I can only supply you with the first one. Here are my thoughts either way ;)
Tocatli Honor Guard is amazing... If you were your opponent. But you are unlikely going to damage your opponent more than yourself. In fact, this is the kinda deck I would love to play Torpor Orb against, seems stupid to develop it yourself.
Maulfist Revolutionary is usually a surpricingly good card, and the 3/3 trample is pretty nice in itself. If you stack the triggers right you can even play it as a followup to a turn 2 Metallic Mimic to get a 5/5 trample. However, it seems very inconsistent especially with the . I would not play this.
Narnam Renegade fits into the same caterogy: pretty good when it works, but it doesn't so it's not good enough. You don't trigger revolt often enough to make it worth it, and your deck does not need a deathtoucher (no Pounce/Prey Upon/Nature's Way to abuse it).
I like the idea of Trueheart Duelist. It's a good blocker, but mostly it's a recurring creature and a token. If you include a playset you might wanna consider running a single Anointed Procession as well. By now you have enough good tokens to justify it.
Rhonas's Stalwart is a pretty cool idea, but the card is mediocre. If you want to play warriors, Bitterblade Warrior used to be a powerhouse in limited. You know what else used to be a limited powerhouse though? Gust Walker. It's sadly not a warrior but on every other level it's almost strictly better than Stalwart. This would be my choice for two-drops 9 and 10, after Metallic Mimic and Glory-Bound Initiate.
The reason to play Sunscourge Champion would be to gain life while playing creatures. Ask yourself: Why do I need 2-6 life? The answer would most likely be: I don't. There is another reason to play it, but that would require a different deck. However, if we for a moment pretend you already play 4x Oketra's Monument instead of two and also choose to play 4x Trueheart Duelist and 1-2x Anointed Procession it is very good. It helps avoid getting flooded with legendary Monuments, and it also has the potential to be doubled, wich is insane. This would be a big detour from your deck, so I'm not sure this is something you want. It's a great sideboard card though, because you might suddenly be in a spot where lifepoints are very dear to you.
Last note: some sideboard cards seem odd. Ahn-Crop Champion seems weak, even though it does help combat enchantment-removal by being a creature version of Radiant Destiny. Ashes of the Abhorrent is only good against Torrential Gearhulk since it also hurts your own angels. Engineered Might I already mention, and lastly Restoration Specialist seems bad. I get the idea, but you might as well just run some more of the enchantments you want back from the graveyard, and it's not a human nor a warrior.
The deck has improved greatly already, so great job! I hope my suggestions are less of an annoyance than a help, I know my comments tend to be on the long side ;)
2 years ago
I think this needs a fair amount of work. I'm not an expert by any stretch of the imagination, so take what I say with a grain of salt, knowing many others could give you far better advice.
I think you have a few different things you are trying to do:
- Get Tribal Warrior Bonuses with Lovisa Coldeyes
- Cast creatures with Haste or give them Haste.
- Deal damage with Tapped and Exerted Creatures using Throne of the God-Pharaoh
- Combo Cartouche of Zeal and Trial of Zeal
- Having strong creature removal if needed
However, there's so much going on, I don't think most of these things will happen consistently. You only have 1 of each of the cards mentioned above, ensuring that you'll rarely see them played (especially the Zeal combo, which isn't that good to begin with).
I think you should just focus on a few things, mainly Warriors, Exhaust, and the Haste ability, as I think that's what you want your deck to mainly be. The suggestions I make are mainly using exactly what you have, only pulling a few cards from elsewhere.
I'd say get rid of the following:
- Trial of Zeal - It's not an instant, and it only deals 3 damage. Getting the combo off with Cartouche of Zeal is unpredictable. I'd much rather see 4 Hungry Flames in your deck, where you can clear their minions out, and deal a bit of extra damage to the player.
- Open Fire - Again, Hungry Flames is better here, as your focus is creatures dealing damage, so just having the option to deal 1 extra damage to the player seems like a huge loss, verses the ability to clear out their creatures and deal damage to the player. Additionally, Shock seems like a much better card at only 1 red mana, if you want more Instant damage.
- Grapeshot - You have a lot of mid to high costing cards, so at most you may get 1 extra damage with this consistently. Again, for 1 red mana, Shock trumps this (in your deck).
These I'd sideboard, maybe:
- Bitterbow Sharpshooters - They are situational, probably best if you know you are going against blue/white or someone with flying. Otherwise, the high cost and lack of synergy is hard to justify.
- Deem Worthy and Shivan Meteor - Both cost a lot to have as part of your core, and not very useful if you are going up a blue control deck, or aggro deck (again Shock and Hungry Flames would be useful in most all situations.) However, if you know they are packing some large creatures, then I'd stick with Meteor since it has a ton more damage, even though it lacks cycling and demands 2 red. If they have large creatures, you definitely rather overkill in case they can pump them.
- Hijack - Simply put, it's situational. Sideboard when you know you are going up against heavy artifact/vehicle decks. Otherwise, something that straight up destroys artifacts might be better (there's a red card that destorys X artifacts, I think, and that would probably work better in your side board. It could really cripple an artifact deck).
These I like but not sure about:
- Majestic Myriarch - I like this card a lot, but am playing it in a deck where I only have four five-cost creatures, a few three-cost, and the rest 1 and 2 cost. I don't think it fits well here, but with some changes it might. And you might play with it and find I'm very wrong. Try it and see how it plays out. If he can copy Haste and Double Strike, he could do well consistently.
- Throne of the God-Pharaoh - I get the idea behind this, but I'm simply not sure if it works in practice. Play with 2 or 3 in your deck (to make sure you see if regularly) and see how it works out. Get rid of it if the damage in negligible.
- Hazoret's Monument - I do like this in your deck, and probably would play with 2 or 3, but ditch it if it doesn't seem that helpful. But since you have so many red and red/green cards, it seems like it'd do well.
- Garruk's Horde - It's expensive and only kinda useful if you can get it out. Maybe Cultivator of Blades would be a better option. Again, this one you'd have to test.
These I think you could choose one or the other:
- Hooded Brawler or Khenra Scrapper or Ahn-Crop Crasher- These cards are nice in their own respect. I think the weakest is Hooded Brawler, mainly because he doesn't have haste and can be blocked. If you find you consistently get him out with Bloodlust Inciter to haste him, then maybe keep him. Otherwise, I'd choose Khenra and Ahn, and you should play 2, 3, or 4 of each. Ahn I think is especially strong.
- Rubblebelt Raiders or Frontline Devastator both I like for different reasons. I think Rubblebelt is the better choice. Play 3 or 4 of them.
Things I like:
- Samut, the Tested - This I think could pull off some beautiful combos with haste creatures, especially Ahn-Crop Crasher. Probably would add 1 more, maybe 2.
- Lovisa Coldeyes - He fits the theme well, I'd just add more of him.
- Bloodlust Inciter - Fits your theme well, gives haste, works as a chump blocker, works on curve. I'd probably want to have 3 or 4.
- Prowling Serpopard - Didn't know about this, seems incredibly helpful. Might be situational though, and maybe should be side boarded. If you are going against blue, you want this. Otherwise, something like, Sheltering Word or Blossoming Defense would probably be good in all situations as it protects against direct damage spells, -1/-1 counter spells, etc where as Serpopard does not.
- Khenra Scrapper - Seems like he could be pretty strong when you want to by pass creatures, especially in combo with Ahn-Crop Crasher and Bitterblade Warrior
That's probably way more than you wanted (if you wanted any criticism) but I hope it's helpful. I think the main thing is to focus on Haste and Warriors and/or Exhaust. I think you just need to increase the card count you have on some cards. Here's a quick mock up I did, though I didn't spend a ton of time on it. The main thing you'll notice is I increased card counts on cards I liked, and sideboarded anything I felt was more situational. I also slightly adjusted the Mountain/Forest ratio.
2 years ago
For Natural State your only real option is Appetite for the Unnatural, for Lambholt Pacifist maybe something like Rishkar, Peema Renegade or Bitterblade Warrior, and then Nissa, Voice of Zendikar for Arborback Stomper, of course not knowing the Ixalan cards the options are limited.
2 years ago
The listed subtypes for almost the entire Jackal tribe seems to be incorrect. I tried to fix it but, unless I'm being an idiot and misunderstanding the interface, it isn't possible because the only Jackal related option in the drop-down menu is "Zombie Jackal".
Battlefield Scavenger, Bitterblade Warrior, Bitterbow Sharpshooters, Champion of Rhonas, Dauthi Jackal, Defiant Khenra, Earthshaker Khenra, Flameblade Adept, Hurr Jackal, Jackal Familiar, Jackal Pup, Khenra Charioteer, Khenra Eternal, Khenra Scrapper, Nimble-Blade Khenra, Resilient Khenra, Trueheart Twins, Wildfire Eternal.
2 years ago
Nice deck you've brewed! I've got a few suggestions, but I don't think they are must-haves for your build.
You've got a little bit of energy going on with the Attune with Aether, Greenbelt Rampager, and Servant of the Conduit. I'm not personally a fan of Bitterblade Warrior, and I would recommend Longtusk Cub as a suitable two-drop replacement. The Cub can generate a little energy on its own, but it easily becomes a 3/3 or 4/4 after an Attune or Servant hit the battlefield. And the instant-speed pump for the Cub is a great threat.
Looking at the deck's mana curve, I may also recommend a decent one-drop like Narnam Renegade or even Oviya Pashiri, Sage Lifecrafter (possibly a combination of 2 renegades, and one Oviya) in place of the Bitterblades..For removal, I love me some Nature's Way. Prey Upon has the lower CMC, and both are sorcery-speed, but Nature's Way is a one-sided fight with the added benefit of trample and vigilance for your creature. Also, just to make sure you noticed - deathtouch on Rhonas will trigger if he deals damage with either one of those spells (not that there is much that doesn't die to the 5 damage anyway).
And lastly, just a comment on Attune for land searching - if you are playing green, and have any use for energy, then Attune is the way to go. If you are playing green with any other colors, Evolving Wilds can be swapped in if you do not care about energy. Both cards function as good land search and deck thinning. If I'm playing green, my decision usually hinges on whether I'm playing Tireless Tracker, who prefers the Wilds.
2 years ago
So if you're looking for removals, I'll copy paste the same format as my former post here, reasons and all.
- Ahn-Crop Champion
- Ahn-Crop Crasher
- Beetleback Chief
- Bitterblade Warrior
- Bloodmark Mentor
- Champion of Rhonas
- Honored Crop-Captain
- Khenra Charioteer
- Knight of New Alara
- Prowling Serpopard
- Elixir of Immortality
- Day of Judgment
- Somberwald Sage
- Gaea's Blessing
- Explosive Vegetation
- Ash Zealot
I'll skip over any of the cards that TearsInRain23 already covered (with two exceptions) as he already did a great job explaining why they shouldn't be run.
Exert Creatures: These guys seem great for standard, but their smaller-scale effects don't translate well to a drawn-out commander game. The fact that they Crippling Chill themselves is just icing on the sad cake. Champion of Rhonas is the exception here, but there's only really the Stonehoof Chieftain worth pulling out, which means you exert champion maybe twice all game?
Beetleback Chief: I've actually got a replacement in mind for this guy, and his name is Mardu Strike Leader. The tokens Strike Leader generates are warriors, unlike the goblin chief, and he does it by doing something you were goin to do with him anyway.
Prowling Serpopard: I except with a Superfriends and Atraxa deck at the table, that counterspells will be common, so why limit it to just creatures? My ideal card to slot in here would be Vexing Shusher. Sure it costs mana, but it uses up enemy resources, and makes all of your spells uncounterable in essence.
Elixir of Immortality: Stalls out a game you're likely about to lose anyway. Elixir is the worst possible panic button you could put in. If you really must have a card that gives you back your hand Creeping Renaissance, and Praetor's Counsel do a fine job.
Somberwald Sage: Just like with the Serpopard, I'll simply give a replacement, rather than cover what Tears has already explained quite well. My replacement of choice this time is Shaman of Forgotten Ways. The reason should become obvious when looking at his Formidable ability. This will nine-times out of ten win you the game, unless you have no creatures.
Now to completely ruin all that hard work I did suggesting removals, I'll throw some more suggestions. Assume all my old suggestions stand, and that I automatically agree with all of Tears's Suggestions. My goal here is extra reach, so that's what these cards aim to supply.
For reasons why, just follow me from the top of the list to the bottom.
Gisela is what every creature deck wants to end up playing. Unless she dies immediately, she will get some damage done for you.
Really just Mardu Strike Leader's big brother. Also, his name is really awkward to say, and I think it's funny.
If you've made it through the sea of cards, and what I think of them, then I thank you. Hope this helps, even if only a bit, and I wish you the best of luck.
2 years ago
If you are only playing green for Heroic Intervention you may as well cut green altogether as splashing is generally something you do in limited not standard, that said there are some other pretty good green cards you could consider: Rhonas's Stalwart (in a world of Monument decks he can be pretty good), Appeal / Authority (a cheap buff that also frees up some ataacks), Blossoming Defense (Heroic Intervention's cousin), and Bitterblade Warrior (deathtouch is always good). Of course these are only a few examples but if you only play green for one card you may as well cut it seeing how Selfless Spirit serves the same purpose, adding the third colour right now is only spreading thin the manabase.
2 years ago
I recommend the following changes:
Add 3 Rhonas's Stalwart, 1 Resilient Khenra, 1 Gideon's Defeat, 1 Dauntless Aven, 1 Tah-Crop Elite, 1 Vizier of the True, 1 Rhet-Crop Spearmaster, 1 Trial of Solidarity, 1 Sunscourge Champion, 2 Bitterblade Warrior, 1 Unwavering Initiate, 1 Initiate's Companion , 1 Naga Vitalist, 1 Act of Heroism.
The biggest problem of your current version is the mana curve, you have way too many mana intensive cards and very little ramp, so i would cut the 5+ CMC cards for the aggressive 2 and 3 drops from your card pool and play a more aggro version of the deck.
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