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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Human Warrior
If Combat Celebrant hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature can't untap during your next untap step.)
1 week ago
After getting a couple games in with my brother over vacation the extra combats definitely seem wasted. I'm keeping World at War in for now but getting rid of Combat Celebrant, Relentless Assault, and maybe-boarding Moraug, Fury of Akoum
Now that we are moving away from extra combat steps I'll likely cut the vigilance enchantments but I'll need to do some further playtesting. Again, thanks for all the suggestions Crow-Umbra! It has been more difficult to find Isshin, Two Heavens as One commander decks that don't focus on one aspect of attack triggers but your suggestions I feel are getting me a lot closer. I just checked out your Isshin/Musashi deck and just wanted to say its BADASSSSSS. I'll definitely be taking some additional notes from it. I love Elder Brain so I'll probably have to add that as well. Best of luck in your games and brewing!!!
1 month ago
Hey there! Happy to throw some suggestions on this.
Tunnel Vision works as mill but it can also be a nifty last chance tutor on yourself. Depends on how you look at it.
Bedlam would help you worry less about opponents blockers when you swing with Xander.
Kindred Charge could be interesting.
Hahaha can you tell I'm a red player? I'll do a bit more research and comment back in a bit! Nice brew! Cheers
2 months ago
Combat Celebrant cheaper Xtra combat.
Paladin Class go wide and go big support.
Some aristocrat style cards will help finish games.
I'd suggest looking more card draw and interaction slots as well. It's not that it isn't there but looks a tad light to get you creatures through.
3 months ago
3 months ago
Take out Garna, the Bloodflame, Gatekeeper of Malakir, Rushblade Commander, and Intimidation Bolt and this deck is pioneer legal. Some of them aren't all that good here anyways and they're not worth being in a much higher power format.
Since you have Herald of Dromoka, you can do some pretty cool things with exert creatures. Brave the Sands also has this effect. Ahn-Crop Crasher, Combat Celebrant, Devoted Crop-Mate, and Glory-Bound Initiate are all really good warriors when paired with vigilance. Resolute Survivors too if you want to commit this route, although Brutal Hordechief is probably better. Path of Mettle Flip is an interesting one too for grindy matches, maybe more of a sideboard card.
If you want more wide aggro, run Bloodsoaked Champion and either Gutterbones or Zurgo Bellstriker, take out vigilance or toughness effects, and work to increase power. You can win with a couple Arashin Foremost, Brutal Hordechief, and more Secure the Wastes.
3 months ago
I would like some feedback on a spellslinger deck/extra combat deck with Rionya, Fire Dancer I want to keep the average cmc low so I can make mutiple copies with her ability. I use creatures like Combat Celebrant Port Razer Lightning Runnerand Scourge of the Throne for extra combat since most of the instant and Sorcery can't be activated before combat, to my knowledge. So if you see any area that can be improved with the deck please comment on the list. Thanks in advance.
4 months ago
Hey, m4rs, I'm back with some spicy tech for your deck, this time regarding the big tokens themselves:
My suggestion, whenever possible, is to run creatures over other spell types for the same effect: they synergize better with your deck, despite being more vulnerable to boardwipes. (It makes you more explosive, which is better the higher you go on power level).
Have you considered Quartzwood Crasher? It is already a trampling beater that gives you even bigger trampling beaters.
Overwhelming Stampede is great when you have a 5+ power creature on the board. Unfortunately it doesn't apply to the tokens created thereafter.
Delina, Wild Mage can copy your legendary creatures as non-legendary, just for Ghired to copy them even further. (Throw in Parallel Lives in the mix and we're salivating already.) Maybe you're lucky enough and roll 15+ three times in a row?
Harmonic Prodigy and Wulfgar of Icewind Dale double your Ghired triggers. The former can be cloned for extra spice and the latter also works with Etali, Primal Storm, Aurelia, the Warleader and Combat Celebrant. (Too bad Isshin, Two Heavens as One is black :-/)
If you're relying a lot on "when-something-enters-the-battlefield" effects, Panharmonicon might be a good friend to you.
In that matter, Hofri Ghostforge gives all your creatures a second life should your opponents dare removing them. (I played against him, and it is ANNOYING to have to kill things twice to get rid of them.) The bright side is that the exiled cards come back to the graveyard after they LEAVE the battlefield for any reason, so you can recur them.
Iroas, God of Victory gives evasion to your creatures while protecting them from blockers.
Marisi, Breaker of the Coil should maybe return to the deck if you're afraid of being attacked when going all-in, since you removed Intangible Virtue. It also has the neat bonus of your opponents having to answer before you declare who you're attacking. (I know it doesn't scream "token" off its textbox, but it is a repeatable Disrupt Decorum effect which clears the board for your next attack).
I believe Selesnya Eulogist might be swapped out for Scavenging Ooze or the recently spoiled Lion Sash. Despite not populating, they exile any card and are cheaper mana-wise. The Sash can also be equipped to a creature to buff a creature and avoid creature wipes.
Since you run the Moxen, Gemstone Caverns fills the same role of exchanging cards for tempo, while being a land. (You can always choose to not go first if you win the dice roll.)
Now, as always, I want to suggest some removals:
I love Mimic Vat in battlecruiser games, but it doesn't pull the same weight on quick games. (It hurts to write it, but my beloved Soul Foundry might also only belong to Christmasland, since, if you don't have the mana to cast AND copy the creature right away, your opponents might see the danger incoming and remove the artifact before you get any value off it.)
Tendershoot Dryad might not belong here, since Ghired cares about quality, not exactly quantity of the tokens.
Esika's Chariot. I understand it already comes with its tokens for crewing, but getting a token copy of TOKEN creatures AFTER combat is too narrow for my taste (and you don't have noncreature tokens). Again, Rionya and Delina are better suited for this job.
Sword of Hearth and Home is good protection stapled to decent blink and ramp effects, but the ramp comes too late for Ghired to care, the blink is unreliable and the protection can be better executed by Shalai, Voice of Plenty, Saryth, the Viper's Fang (trample + deathtouch is nasty), Privileged Position or Asceticism.
What are your experiences with Warstorm Surge? I usually leave it out of my deck if I have access to Terror of the Peaks, since 6 mana is a lot in my games and the Terror is tutorable by cards you already run.
5 months ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)