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Format | Legality |
1v1 Commander | Legal |
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Canadian Highlander | Legal |
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Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
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Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Cliffside Lookout
Creature — Kor Scout Ally
: Creature you control get +1/+1 until end of turn.
nuperokaso on
Esper Allies
11 months ago
- Don't play Counterspell. You tap out most of your turns, and the double blue is not going to work with your mana base.
- Don't play blue at all. Halimar Excavator in this build is weak, as you have only 2 March from the Tomb as a payoff. And that is also not the best. Void Rend can be replaced by a lot of other removals.
- You should avoid 5 mana cards. With only 20 lands in your deck, you won't be able to play them.
- Play 4 Hada Freeblade. It's the best turn 1 play you have.
- An aggro deck needs some other 1 mana plays as well. I would suggest maybe some 2 Expedition Envoy, 2 Changeling Outcast and 1 Cliffside Lookout. That would bring the number of 1 mana creatures in your deck to 9, which is about right if you want to have one in your opening hand.
- Retreat to Emeria and Kor Entanglers are garbage. Don't play any of them.
- Don't play more than 1 Lantern Scout. Second copy does pretty much nothing. Talus Paladin is better and you should play 2-3.
- In the end, you have to decide whether you want to go all-in on life-gain/drain, or all-in on attacking and +1/+1 counters. Now you are split and then you do neither efficiently.
- The path with attacking is probably better. In that case, you want to play 4 Kazandu Blademaster, 4 Bojuka Brigand, 4 Kabira Evangel, a few Rally the Ranks and remove Cliffhaven Vampire, Ondu Cleric.
- If you go with life-gain, add 4 Serene Steward
king-saproling on
Rigo is so fancy
3 years ago
Looks fun. You might like these: Bident of Thassa, Coastal Piracy, Return of the Wildspeaker, Mirror Entity, Vitalizing Wind, Charge, Ritual of Hope, Pride of Conquerors, Stampede Driver, War Screecher, Sea Gate Banneret, Cliffside Lookout, Wild Beastmaster, Pathbreaker Ibex, Encampment Keeper, Oakhame Ranger
lagotripha on
Kor Equipment: Modern Competitive? (SFM Update)
7 years ago
I've found Mirror Entity to be surprisingly good in this deck, as it buffs basically everything, providing a nice three drop with a repeatable effect. Simlarly Flayer Husk provides a body and triggeres equipment effects neatly.
On the sideboard front Kor Firewalker and Lone Missionary are fun options.
You considered a more ally heavy list looking at Stoneforge Acolyte/Stone Haven Outfitter/Ondu Cleric/Cliffside Lookout, looking to power through with pure card advantage? It feels like it might be ok, but I'd love to hear the thoughts of someone who has piloted it.
Alternatively, have you considered running Prototype Portal as a 1-of top end for the deck? Repeatable shields seems nice.
Matador on
Budget Boros Ally
7 years ago
I get that you want a budget/casual kind of deck, but most casual players make the mistake of trying to do a bit of everything in their deck which will end up doing nothing for the deck. My best advice for this deck is to include Anointed Procession. Yes its a bit expensive but with Captain's Claws its insane. With Akoum Battlesinger on the battlefield, the claw trigger will make 2 tokens and your creatures get +2/+0 including the already attacking tokens!
My additional suggestions would be to take out the 5 mana allies and focus on being aggressive. Cliffside Lookout isn't very good you rather have Akoum Battlesinger triggers instead so add more of those. Path to Exile would be more ideal for removal but that depends if you want to pay for it. Anyways I hope this helps.
TheDuggernaught on
7 years ago
With your limited card pool, I would suggest sticking to mono white weenies. This means cutting your big creatures (I would say anything over 4 cmc), and just sticking with the small creatures that are low to the ground. This strategy utilizes a "go wide" approach where you simply spit out too many creatures for your opponent to block. Things with flying are also very good with this strategy as once your opponent has creatures, they still might have difficulty blocking the ones with flying. The artifacts can also go. Artifacts generally cost a lot of tempo to both play and then equip. It is usually better to just play another creature. I would also consider adding the following cards from your collection: Bygone Bishop, Fiend Hunter, Bonds of Faith (acts as a pump if you need it, or pseudo-removal if you need it), Doomed Traveler, Steadfast Guard, Inspiring Captain, Steadfast Cathar, Kor Scythemaster, Kor Castigator, Mardu Hordechief, Fiend Binder, Elder Cathar, Dauntless Cathar, Cliffside Lookout, Nearheath Chaplain, Courageous Outrider, Sanctifier of Souls, Retreat to Emeria, Chapel Geist, Kor Bladewhirl. Serra Angel can be a good top end finisher. Most things with flying, produce tokens, and/or pump all creatures are good additions to a weenie deck.
I would up your lands count to 22, and I would try to have about seven 1-drops, about fifteen 2-drops, about twelve 3 drops, about five 4/5-drops. 22 lands will mean that you will hit your third land drop on turn 3 90% of the time when you are on the draw, and 85% of the time on the play. I would aim to have about 28-30 creatures creatures, and about 8-10 instants/sorceries/enchantments. This gets you to exactly 60 cards -- which is important. I could get into a lengthy mathematical explanation into why 60 cards is always the best -- but it essentially boils down to increasing the chances of drawing your best cards when you need them. It increases the consistency of the deck.
lilgiantrobot on
First deck build G/W
7 years ago
Not bad for a first deck! You've got a good amount of lands, which is so important. Since you're just building out of what you have, if you have any more removal I'd consider running that over Angel's Mercy. You already have several ways to protect you and a few creatures that gain you life, and more often then not I think it will be helpful to have another way to remove whatevers damaging you instead of buying yourself another turn but leaving it on the board.
If you have more cards that put lands directly into play or ramp for you, I'd look at adding them as well. Cliffside Lookout, Oran-Rief Invoker, & Territorial Baloth are you wincons right now, and they all are mana hungry. The more lands you're able to get out fast the better you'll do.
Redace878 on How do activated abilities interact …
8 years ago
Say I have a Zedruu the Greathearted and a Cliffside Lookout. I activate Cliffside Lookout's ability, and while the ability is still on the stack, I activate Zedruu's ability (targeting Cliffside Lookout.) Would my creatures get +1/+1, or would my opponents creatures get +1/+1? I would also like to know if the scenario is the same for things like Oracle of Nectars.
Firebones675 on
Your Either an Ally or Dead
8 years ago
Oh I forgot to mention it befor, but you might be interested in either Sanguine Bond or Vizkopa Guildmage.
Here are what i think are the weaker cards in your deck. I'm not saying that everything I don't mention is ideal or that the ones i'm suggesting cutting are awful but this is where i'd personally start if I was trimming my own deck as possible cards to consider cutting:
Cliffside Lookout: This card seems a bit out of place. If you want a 1-drop ally Hada Freeblade is better. If you want to focus more on life gain, Soul's Attendant, Soul Warden, or Serra Ascendant would be a better fit.
Angel of Renewal/Conclave Phalanx: While they can gain you some life, they cost a bit more mana than i'd like. I feel that for 6 mana Sorin, Grim Nemesis is a better threat as it can still gain you life while taking down a creature the turn it comes into play or draw you some cards. Either way 6 mana is still a lot so be careful you don't but too many high cmc spells in the deck. Conclave is a bit better since it has convoke but i still don't think it does enough.
Court Street Denizen: In a two color deck you will still get some value out of this but I prefer cards like Gideon's Lawkeeper/Goldmeadow Harrier as you can tap them on your opponents "Declare Attackers" step to prevent them from attacking you, and they remain tapped until their next turn meaning they can't block either.
Pulse Tracker: This is a pretty aggressive card for your deck. Also even if they play a 1/2, you can't attack safely into them anymore.
Landbind Ritual: A 5 mana spell that doesnt affect the board and only gains you life is not where you want to be. Rest for the Weary is usually more efficient.
Eliminate the Competition: I'd rather just run Crux of Fate, Wrath of God. (Damnation is also a card but it's not exactly wallet friendly)
Curse of the Forsaken: Good in multiplayer games but in 1v1 it's not ideal.
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