Breaker of Armies

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Breaker of Armies

Creature — Eldrazi

All creatures able to block Breaker of Armies do so.

philias on Card creation challenge

3 months ago

Do I just reskin Breaker of Armies, or do I have to build a whole new creature?


Pearl-Skin Beast

Creature: Beast Horror

All creatures able to block ~ must do so

10/8


Make a commander that doesn’t fit a particular niche

Felipix on Beamtown Bullies help

9 months ago

I am building a Beamtown Bullies and I see too much people playng that deck with cards like Bane of Bala Ged, Breaker of Armies and Ulamog's Crusher... I don't understand why. Somebody know?

DreadKhan on Gnoll Patrol

1 year ago

I also think Gnolls are cool and approve of this premise! Here are my thoughts about the deck, hope they're helpful.

If you ever want to raise your budget a bit, Pathbreaker Ibex has huge synergy with your deck.

When I was testing out your deck I found that you seemed to be short of creatures for a deck that runs lots of creature payoffs and generally can't win without them. In a deck that's very creature centric I like to run closer to 40, if not more, Gruul has really, really good creatures to choose from. For example, you can run Wood Elves, Farhaven Elf over artifact ramp, these give you a creature body while also permanently ramping you (land ramp is much more stable than artifact ramp anyways). Creature buffs can be stapled to a creature, there are options like Thunderfoot Baloth, Goreclaw, Terror of Qal Sisma or maybe Blossoming Bogbeast or Kamahl, Heart of Krosa. You can use creatures as a great source of removal with options like Thorn Mammoth, Ulvenwald Tracker, Kogla, the Titan Ape, Gruul Ragebeast, Steelbane Hydra, Viashino Heretic, and Outland Liberator  Flip are all pretty decent at getting things off the table for you while also offering a physical presence. Not sure if they quite fit, but depending on your meta Silklash Spider and Squallmonger are pretty nasty surprises for decks that use Flying a lot, Squallmonger can even kill huge flyers with another player's help, or allow several players to quickly eliminate an archenemy that is lower in life.

There are a few good ways to double your power in Gruul, the new Two-Handed Axe is very interesting, the surprise Double Strike ability works well with your Commander, and the power doubling effect definitely does. Inquisitor's Flail is an incredible equipment if your Commander is either very big or has First Strike, yours can easily get big enough to justify the risk. Berserkers' Onslaught is really strong, even if it's 5 mana, Enchantments tend to stick around for awhile.

I think you should run more sources of Trample in here (there are some listed above as well), but with a budget restriction that does make it more of a challenge. Your Commander is really strong if he has Trample, but can be chumped by a 0/1 goat token without it (funny image, maybe he got hungry?). Garruk's Uprising is a really good card if you have enough creatures with power 4 and up, but the Trample is the real perk here arguably. Kessig Wolf Run might do the trick, and it's on a land. Brawn is pretty budget, but it can be hard to get it killed. War Cadence isn't exactly Trample, but it can easily let you swing with unblockable creatures if someone is tapped out, but remember this can also be used to create chaos on other people's attacks if you've got nothing better to do. It's also not Trample technically, but Siege Behemoth can bypass blockers for your attackers.

With a relatively low budget in Red, I feel like Rite of the Raging Storm is a very underrated card. Those 5/1s are never coming your way, but they will swarm anyone who can't deal with it on their opponent's turns, and yours gets the buff from your Commander fwiw. Breaker of Armies is a good way to clear out potentially a whole board worth of stuff of a vulnerable player, it can deter attacks vs you if their defenders are all going to be stomped by an Eldrazi.

If you can get your creature count high enough, you could sneak stuff like Lurking Predators in, which is pretty impressive card advantage over time in many metas. There is also Heartwood Storyteller, which is very good if you don't run many non-creatures.

DreadKhan on Pariah's Stompy Gruul Deck

1 year ago

I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).

Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.

Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.

Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.

Hope some of this is helpful, Gruul stompy decks are a lot of fun!

ioniboi on Eldrampzi

2 years ago

Snorlaxx Thank you for that! :) Theres a bunch of cards i wish i could play and that would be really good and Breaker of Armies is definitely one of them. But i can't decide what to cut, it's a real pain.

Snorlaxx on Eldrampzi

2 years ago

I love the deck! Ever since I got into magic I've always loved swinging with giant creatures, and aside from goblins, eldrazi has to be my favorite tribe. I think it's pretty tuned, so I can't offer much outside of maybe Breaker of Armies to get your giant creatures through.

multimedia on Atla’s Eggs

3 years ago

Hey, nice version, but the manabase hasn't been as upgraded as much as the rest of the deck, you forgot Command Tower.

Because you have Avacyn, Angel of Hope and Ulamog, the Ceaseless Hunger do you really need lots of other big creatures? Most creature board wipes are good with Eggs because even if Atla will die to the wipe she will trigger for each Egg that also dies. All your opponents creatures die and you're left with a battlefield of creatures from Eggs. Avacyn and Ulamog have indestructible making them survive board wipes that destroy or do damage.

Vanquish the Horde and Blasphemous Act are powerful creature board wipes in multiplayer Commander because they care about the number of all creatures from all players on the battlefield. Wrath of God and Day of Judgment are the traditional four mana ones and Austere Command is very versatile. Fanatical Devotion is a nice budget sac outlet for Eggs since it can protect Atla from most board wipes.


Consider more ramps sources especially two drop or less ramp that's not creatures can help with Atla?

The manabase here has a few good lands (Mesa, Orchard, Glade, Shrine, Panorama), but most are subpar for much lower budget decks. Temple of the False God is a not a good land; my advice is cut it from all your decks even decks with green which have land ramp. Needing five lands just for Temple to be able to make mana isn't worth it. The Life lands such as Blossoming Sands, etc. are lackluster since 1 life gain is not worth the land always ETB tapped. If you're on a budget for lands then consider these for upgrades?


Some cards to consider cutting:

Good luck with your deck.

linksdeity on Help with Voltron protection and …

3 years ago

Hello,

Let's begin with evasion - because answers run out and might not even be there.

My favorite way to make Volrath unblockable is discarding Filth with Urborg, Tomb of Yawgmoth in play. I also love Rime Transfusion and having Snow Covered Swamps. Manifold Key does double duty by also untapping big mana rocks or other toys like Quicksilver Amulet. Dragon Shadow is a decent option, and helps most of the other big creatures. Whispersilk Cloak is obvious, as is Rogue's Passage.

Some less obvious plays are using instant speed board wipes via Vedalken Orrery to clear the field right before your turn so nothing is left to block - or similar instant speed board wipe effects like cycling a Decree of Pain. Things like Pestilence/Pestilence Demon can clear the field with little threat to a pumped up Volrath. You could include a Breaker of Armies, which would absorb all of your opponents blocking creatures or also be discarded to Volrath for 8.

Ok, then you have protection. Normal stuff like Swiftfoot Boots and Lightning Greaves. Volrath gains a lot of protection and evasion from the swords of X and Y. Light and Shadow is a must play. Feast and Famine is a very high recommend followed by Fire and Ice. Imp's Mischief is invaluable in redirecting removal or countering a counterspell. You can run Not of This World for a good counter. Veilstone Amulet is a good option for protection as well.

Really you want some protection but if you focus more on ramping, haste, evasion, and other ways to continue putting pressure and threats out then the odds are that you will find a way through. Command Beacon and Netherborn Altar can help Volrath be cheaper, or even cheated into play. Have some reanimation effects, preferably those you can use repeatedly like Strands of Night and Sheoldred, Whispering One. Artisan of Kozilek is amazing when you can hit 9 and bring another major threat out. If they "deal" with Volrath it just means they have less answers for Phage the Untouchable or Blightsteel Colossus, or the next time Volrath lands and swings.

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