Cliffside Rescuer

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Cliffside Rescuer

Creature — Kor Soldier

Vigilance

, Sacrifice Cliffside Rescuer: Target permanent you control gains protection form each of your opponents until end of turn. (It can't dealt damage, enchanted, equipped, blocked or targetted by anything controlled by those players, and anything controlled by those players attached to that permanent immediately falls off.)

Helnas on My groep hug deck

5 months ago

Wat mogelijke nieuwe kaarten: Er zijn een hoop draw 1 discard 1 kaarten, maar die heb ik hier niet ingezet.

Omen Hawker tapped voor 2 mana alleen voor abilities Mikaeus, the Lunarch kan je voor combat win mee gaan Skrelv, Defector Mite Cliffside RescuerProtectie/ unblockable The Peregrine Dynamo Hiermee kan je activated/triggered abilities van legendaries mee copien. Sly Instigator Goad+ maakt een creature unblockable, alleen opponents creatures tho. Scaled Herbalist , Llanowar Scout , Budoka Gardener  Flip om landjes op het veld te leggen, heb je meer aan in een landfall deck. Biomancer's Familiar activated abilities 2 goedkoper Chulane, Teller of Tales dure kaart maar doet veel met al de 1 drops. Parcelbeast Dit is 1 van de betere volgens mij, drawed een kaart tenzij het een land is, dan leg je die op het veld, en zou je kunnen laten mutaten met untap creatures. Kazandu Tuskcaller = go wide Exorcist Oude kaart die ik al heb Vodalian Mage Mogelijk wel oke Reveka, Wizard Savant Pinger die 2 dmg op any target schiet

colinboyden on Primal Genesis

2 years ago

Replacing Commander's Insignia with Mirari's Wake Replacing Tectonic Hellion with Armada Wurm Replacing Scaretiller with Rampant Growth Replacing Voice of Many with Garruk's Uprising Replacing Cliffside Rescuer with Swiftfoot Boots Replace Roc egg with one of these ghoofprints of the stag, luminarch ascension, moonsilver spear,seraphic greatsword, serra the benevolent, starnheim unleashed,

Control_Train on Feather Redeems Boros in EDH [Primer]

2 years ago

carlmoores - Thanks for the comment firstly, and I'm glad you like the deck/idea! I can definitely tell you have a more stax-y theme going on in yours, but the list looks good and your changes seem good too. It's harder for me to give advice on individual lists because I don't know your meta and playstyle as well, but it looks like you've got sufficient protection, ramp, and draw, which I think are the important things I would immediately look for. I'm looking at cutting Krark for one of the Strixhaven cards, but he's definitely still a strong card, I just don't think my build is quite where he belongs.

To address your questions, I find myself mulliganing a lot with Feather, because you're right in that your opening hand is ideally built a certain way, similar to what you said with protection and draw. I normally won't play Feather until I have 4 mana to prevent her from being targeted early, but sometimes you just have to hope she sticks for a while. I find that if I'm not doing anything crazy, Feather herself will stick, though I think my playgroup has almost entirely given up on trying to remove Feather because if I untap with her, I leave enough mana open for protection on each opponent's turn too, so it is -usually- moot to try and get rid of her. If you're having serious problems with Feather getting removed, my suggestion would be something like Swiftfoot Boots, Veilstone Amulet, or just adding more protection spells. Sevinne's definitely seems like a good add though, especially since it can hit more than just Feather.

I can only count on one hand the number of times I have untapped with Aria and lost, because that card alone is such a powerful closer. If you're having trouble with your win condition permanents getting removed, I have a couple of possible solutions. One would be to run more ways to protect them, even if they aren't necessarily thematic to the deck, like Cliffside Rescuer . Another option is to lean more into a token theme, as once enough tokens get into play, something like Anax and Cymede, Leonin Lightscribe , or Show of Confidence can push them through to a win where something like Aria might get shot down by one removal spell. The third option would be to save the win condition pieces like Aria until you're sure you can at least eliminate the player with the most removal, like any green or white player who's likely to have a disenchant effect. It also could just be that your meta is even more removal heavy than mine, or your playgroup is vicious about your win conditions. Let me know if/what you try and if any of it helps!

I'm personally not a fan of cards like Flame Sweep in general, especially because I'm leaning into the token theme, but those cards are definitely effective and can be a good meta pick if you're struggling against swarm decks. You could also try something like Weaver of Lightning which is a thematic way to remove creatures, and while it isn't strictly good at dealing with swarms, you can easily kill 2-3 small creatures per turn cycle, which might be just enough to save you from dying or kill off creatures that are buffing or producing the tokens to begin with. Really hope all of this helps and good luck in your games!

Richtspruch - that's definitely a swap I'm making, I just haven't had time to sit down with the list yet and make the changes. Both lands are okay, Furycalm definitely works better the more basics you have (which I have very few of), and Hall of Oracles seems effective, if slow, but it isn't bad by any means. I thought about Sudden Breakthrough, but at best it's mana neutral, and while you can save the treasures up, I never find myself banking that much mana, though this card is definitely better in more Voltron based builds for sure. Beaming Defiance is also fine at the two mana slot, though I also think this one is better in a more Voltron based build because for my build, the +2/+2 that comes with the extra 1 mana cost doesn't bring much value. Thanks for your comment!

jakeyuki12 on Dumb BOROS fun

3 years ago

Hiya!

From the looks of the deck, this deck is all or nothing at getting Winota into play. That's fine, if you get Winota off with a few triggers, you've pretty much won the game.

With that in mind, I've got a few recommends.

First off, the deck needs to get to 4 mana, but it can't spend the turns before that doing only ramp as you need some non-humans already on board before you get the 4-mana for Winota. I fear that 32 lands is not gonna be enough to consistently make it to 4-mana so you can pull off your combo. To remedy this, I recommend either upping the land count to 36 or so and/or playing some 0-1 cost fast mana. The second option is a tad expensive as it would be cards like Chrome Mox, Mox Diamond, Mana Crypt, etc. I think you have the right idea with cards like Simian Spirit Guide and Lotus Petal as they let you get to Winota without interfering with your ability to play early creatures.

The other thing for playing Winota glass cannon is I highly, highly, highly recommend playing the cards Deflecting Swat and Flawless Maneuver. These are well worth a slot in the deck as they let you tap out to get Winota into play and still have a way to protect her. Well worth the price.

Other cards worth trying out to make sure Winota gets in and gets swinging- Selfless Savior and Cliffside Rescuer.

I like the all-in style of this deck though! Hope these suggestions were helpful.

4to16characters on Oriss, Defense Expert - Budget

3 years ago

For lots of blacking: Hundred-Handed One

Have you considered adding Cliffside Rescuer? Might be worth it, even with the requirement to sack it.

Also Stuffy Doll would be fun to redirect damage too, 'cause you can throw it back (or at someone else). If you add some spells that let you recast Stuffy Doll you can even choose to redirect that damage.

multimedia on

4 years ago

Hey, you're welcome :)

What's the max budget you have to make card upgrades? When you finish making upgrades what price range can you have for total deck cost? The precon for example at $60 is low and I would hope you could afford at least $50 for upgrades. If you can afford more expensive price cards then my card suggestions will be different then if you can't. Smothering Tithe and Birds of Paradise for example are very good cards for ramp, but they might be too expensive for the budget.

What advice about upgrades would you like?

Some cards from the precon that can be cut since they're not as good as others or don't have good enough synergy with Ghired:

SynergyBuild on cEDH in C19

4 years ago

Atla seems very weak. The ability to combo with the Stalactite and Altar is like any 3-card combo with one piece being a commander. Unless the combo pieces tutor for each other, are able to all be tutored by a separate card, or the commander can tutor for at least one of the pieces, or the combo is 1-3 mana entirely, the combo isn't reasonably viable on a general basis.

Elsha seems... kind of bad? It is a combo enabler with Top, and Flash, no reveal, only noncreature Future Sight seems okay, but a 5 mana creature variant that any Swords to Plowshares or counterspell can deal with seems weak. Maybe with enough protection, such as Silence type effects, the deck can just be a combo deck with Elsha as a piece, but as a Storm Engine, I doubt it will be able to reliably go off without too little protection. Maybe a midrange combo deck in the realms of tier 2-3.

Other commanders:

K'rrik, Son of Yawgmoth is some high-tier mono-black Doomsday / Aetherflux Reservoir storm, you can look it up, it is really good, too good to explain here.

Anje Falkenrath can cycle through all madness cards for free really fast. I am sure there are some ways to abuse this. I don't know any off of the top of my head, but a Razaketh, the Foulblooded reanimator plan seems reasonable. Just run normal b/r tutors, a few reanimation spells, rakazeth, the combo you plan to use him with, and then lands and fill the rest with madness enablers and fast mana, I'd imagine you could do well with it, not entirely sure. Maybe there is a doomsday line as well, like another Grenzo.

Gerrard, Weatherlight Hero is apparently a good eggs commander, but I haven't seem any list. Ichor Wellspring , Krark-Clan Ironworks , etc do seem to have the proper synergies for a sweet list though.

Chainer, Nightmare Adept seems possibly decent. Buried Alive for Zealous Conscripts , Kiki-Jiki, Mirror Breaker , and Phyrexian Delver might be a thing, but I am not sure how much I am a fan of that. It may just be a decent value engine like Elsha.

Sevinne, the Chronoclasm could be reasonable with cards like Snapcaster Mage or Mission Briefing , Deep Analysis , and stuff like that, but is probably bad. Pariah's Shield is worth a mention here.

Pramikon, Sky Rampart is a reasonable include into some decks to fight Tymna the Weaver , kind of a Silent Arbiter effect, able to deal well with some blood pod decks in the meta, but isn't really a commander for cEDH, unless if Spark Double , Sakashima the Impostor , or Helm of the Host for no attacks at all seems useful.

Grismold, the Dreadsower , Volrath, the Shapestealer , Rayami. First of the Fallen , Kadena, Slinking Sorcerer , and Ghired, Conclave Exile just seem bad as commanders go.

I may go over the other cards more indepth, like the legendaries, but for now:

Cliffside Rescuer , Backdraft Hellkite , Mandate of Peace , Road of Return , Sudden Substitution , Sanctum of Eternity , Leadership Vacuum , Sevinne's Reclamation , Selesnya Eulogist , Mire in Misery, Selesnya Eulogist , and Bone Miser seem posssible, but Dockside Extortionist is the best of them by far.

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