Burning-Tree Emissary

Burning-Tree Emissary

Creature — Human Shaman

When Burning-Tree Emissary enters the battlefield, gain .

Latest Decks as Commander

Burning-Tree Emissary Discussion

Desmous on Thrasta turbo

1 week ago

Fun build!

Something to think about is maybe replace Burning-Tree Emissary with Hidden Herbalists the double green makes turn 2 Thrasta, Tempest's Roar so much easier, and with Mishra's Bauble , Fetches, and Lava Dart really backing the Revolt up, it might just be a better card?

Also, the Harmonic Prodigy might just be a little slow, I would replace it with Soul-Scar Mage for a turn 1 drop to get prowess triggers to do 10-15 damage turn 2 instead

TriusMalarky on Budget Mono Green Agro for FNM

3 weeks ago

If you're playing fetches, Landfall Zoo is strictly better than general green stompy. The price difference is in the lands.

Wild Nacatl starts you off as a 1 mana 3/3, then add Steppe Lynx and Akoum Hellhound for some insane beaters. Narnam Renegade gives you a fourth great one drop, and Brushfire Elemental and Plated Geopede put in plenty of work. Add Burning-Tree Emissary and Hidden Herbalists for some better 2 drops. Myr Superion takes advantage of the mana off Emissary and Herbalists.

Top it off with Scale Up and Become Immense for some big boi energy.

It's a bit cheaper than this solution as Arid Mesa and Windswept Heath are a lot cheaper than other fetches. Also, you get Path to Exile and Prismatic Ending for removal, as well as other fun tools like Lightning Helix , Lightning Bolt , Light Up the Stage , Ancient Grudge , Smash to Smithereens , etc.

Of course, it's an entirely different deck, so it's completely up to you -- I might have some other stuff in my back pocket.

wallisface on Swiftspear Insanity

1 month ago

Interesting build. Though it feels kindof like you’ve mashed three decks together - prowess, storm, and Runaway Steam-Kin. I think you should try and focus more on what you want from this deck and build it more tunnel-visioned down that design

  • Prowess decks want lots of small spells to get large prowess numbers, but they don’t really want ramp outside of Manamorphose , and they certainly don’t want non-prowess creatures (they also want a creature-count around 16ish).

  • Storm wants lots of ramp and card draw into a finishing storm spell, but the only creatures they’d ever want are Baral, Chief of Compliance and Goblin Electromancer - and they’re generally just looking to combo off.

  • Steam-Kin decks (at least the one’s i’ve seen), are looking to flood the board with creatures (think Burning-Tree Emissary ) and then win through a go-wide beat down. I believe there’s a variation of Steam-Kin deck that just plays that creature and combos off, but i’m not personally familiar with that.

I guess what i’m saying, is currently it looks like your deck can do a lot of things decently-averagely, but nothing massively well. I’d suggest focusing on what you want this deck to do, and cut away whatever chaff that entails.

TriusMalarky on Temur Energy Midrange

4 months ago

I still recommend keeping Frost Bite. According to these sites:

https://aetherhub.com/Metagame/Pioneer/

https://www.mtggoldfish.com/metagame/pioneer#paper

https://www.mtgtop8.com/format?f=PI

About 50% or more of the meta has super important creatures that die to Shock , and the chance to be able to hit a few of the slightly larger creatures is invaluable. If you do cut it, I recommend using Magma Spray instead.

And on removal, you have 8 + Giant. Giant is a beater that is also incidentally removal/card advantage. You can't think of giant as a 2-mana removal spell, because if you do then it's bad. And if you cut bites, you'd have '8' 2-mana removal, and that's not good in an aggro meta. You really need the 1-mana removal, and Frost Bite is the closest thing to Bolt you've got.

Also, removal always feels bad when playtesting without an opponent. That's a fact of the game.

Also I like to run a ton of interaction, and my decks regularly have 8-12 removal spells plus 4-8 cantrip effects. That's my playstyle, and it works for me, so consider running it like that for a few MTGO games or against whoever plays Pioneer in your area before cutting the Frost Bites.

Also, red removal is always bad v control. It's just rarely good. That's why you have the Mystical Disputes in the sideboard -- they make a blue deck's life miserable. Plus, t3f got banned so control decks are on the down low for a while.

If you're cutting cub, Burning-Tree Emissary is amazing. You can go Tree+Stomp, Tree+Lightning, Tree+Brawler, Tree+Refiner, etc. It's just a free 2/2.

abby315 on Domain, is it good enough?

8 months ago

It's kind of like, "Why do this over mono-G stompy?" There just aren't a lot of Domain payoffs, and of those only Tribal Flames is impressive. That being said, I'm sure you could build a pretty successful shell with Burning-Tree Emissary, Rancor and other zoo cards, if you just like to play with Domain. Other cards to consider would be Savage Swipe and Elephant Guide, classic powerful stompy cards, and of course Lightning Bolt.

The clear format bullies are Tron and R/W/x Monarch decks, so I'm not sure you'll necessarily have a great matchup against them. It sucks that most of your big threats besides the Domain dude can't get through Palace Sentinels. Maybe the extra burn will help. The good thing about aggro is that you always have a chance of winning if your opponent stumbles.

TheVectornaut on ornithology

8 months ago

At the moment, it looks like you basically have two different decks mashed into one. If you cut your 120 cards into two decks of 60, you'll essentially have double the options to play while improving the power level of both. The two main strategies I'm seeing here are Naya ramp/midrange and some sort of bird/flying tribal. I'll give some of my budget suggestions for both archetypes.

For Naya ramp, you definitely want to focus on the mana dorks like Birds of Paradise, Ilysian Caryatid, and Knotvine Mystic before using the extra mana to play your threats like Godsire, Titanic Ultimatum, and Atarka, World Render. Midrange will forego some of the lower and upper ends of the curve to play efficient midgame creatures like Retaliator Griffin, Managorger Hydra, and Llanowar Visionary. Some other ramp options include Voyaging Satyr, Sakura-Tribe Elder, Rampant Growth, Arbor Elf, and Utopia Sprawl. Some other bombs include Hornet Queen, Vigor, Archetype of Endurance, Terastodon, Armada Wurm, Gruul Ragebeast, Rakeclaw Gargantuan, Spearbreaker Behemoth, Woodfall Primus, and Warstorm Surge. Some midrange threats are Wild Nacatl, Woolly Thoctar, Spellbreaker Behemoth, Burning-Tree Emissary, and Bloodbraid Elf.

For birds, I'd definitely recommend swapping red out for blue. This lets you play flying buffs like Empyrean Eagle, Watcher of the Spheres, Skycat Sovereign, Jubilant Skybonder, Favorable Winds, Flurry of Wings, and Stolen by the Fae. Some options that stay in white are Sephara, Sky's Blade, Emeria Angel, Midnight Haunting, and Battle Screech. Some additional bird stuff could be Aven Mimeomancer, Pride of the Clouds, Wingmate Roc, Kangee, Aerie Keeper, Call, and Murmuring Mystic. These types of decks generally go as wide as possible, buff the team with anthem effects, and swing in the air for the win.

Cards I see in this deck that don't fit in either archetype are Ajani's Pridemate, Pyroceratops, End Hostilities, Planar Outburst, Star of Extinction, Giant Growth, Moonhold, Double Vision, Furor of the Bitten, and Darksteel Pendant. At least, those are the first that spring to mind as targets to replace first. Anyway, let me know if you have any questions about my suggestions and I wish you good luck with your build!

Load more