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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Elf Cleric
, : Creatures you control gain trample until end of turn.
, : Create a 2/2 green and white Elf Knight creature token with vigilance.
5 months ago
Why is Katilda, Dawnhart Prime in the deck?
I've seen Outlaws' Merriment flop a lot in Alex's deck
I always suggest a little bit of creature sacrifice in a deck like this. Here's some suggestions: Perilous Forays Martyr's Cause Goblin Bombardment Fanatical Devotion Evolutionary Leap Tooth and Claw Makeshift Munitions Barrage of Expendables. When you swing out, shit's gonna get killed so it's nice to make the most of your creatures. Plus these cards do great against board wipes.
Also consider adding anthems to drive the win home if you think you will struggle with winning.
Prosperous Partnership slaps and I suggest you reconsider it.
1 year ago
Ok I just realized I can not edit that comments :) since the gameplan looks now clearer to me I would change some cuts and make some other suggestions.
Caller of the Pack Very expensive, After you tapped out and if it sticks ( survives one whole round ) you only got more fatties out of it and the tokens will leave the field then!. -> Armada Wurm costs less, has more devotion towards your gods Karametra, God of Harvests, Heliod, Sun-Crowned and the token sticks
Impervious Greatwurm is strictly MORE-WIN. -> Instead of a meaningless fatty I would include a fatty that helps at least your creatures and tokens ( If you manage to fokus on something here.. ) Elesh Norn, Grand Cenobite
Nyx-Fleece Ram slow and only viable in enchantress or lifegain ( well seems you would like lifegain ) I would suggest Authority of the Consuls instead. No one want to kill Authority of the Consuls and it triggers all the time I have seen it. There is also Soul's Attendant in creature form but the enchantment is stictly better ( it sticks around as an engine )
Trudge Garden this card is just playable if you commit more to lifegain... so yeah lets do that. dont cut this anymore pls.
Conclave Guildmage This fragile setup card has no synergy rate. Token 4cmc to expensive and tapping for trample is something you will mathematically never really benefit from. I would replace it with some real oomph here -> The Great Henge ( Its really broken )
Heal the Scars is way to expensive to hold back for a battle trick. Unplayable. -> If you want stuff like that I would let it die and play -> Momentous Fall. Can also be used If it would die in your combat step.
Trelasarra, Moon Dancer as far as the math went ( or is ) you dont get any meaningfull recursive life but you can try him would not cut him anymore.
Second Harvest This is a card just playable if you commit 100% towards tokens. Dont make the deck bad Instead of a WINMORE play WIN. You dont want to pay 4mana for cloning one or two 1/1 or 2/2 tokens -> I would replace it with Archangel of Thune
Knotvine Paladin maybe you misread this it does not get a +1/+1 counter it just gets +1/+1 until end of turn. This card has no synergy anf if you think it gets big because of all the creatures you have then its MORE-WIN - replace it with some protection (lacking in the deck) Heroic Intervention
1 year ago
I would cut
Caller of the Pack Very expensive, After you tapped out and if it sticks ( survives one whole round ) you only got more fatties out of it. Feels like you have enought of those damage win cons in here already.
Conclave Guildmage This fragile setup card has no synergy rate. Token 4cmc to expensive and tapping for trample is something you will mathematically never really benefit from.
Impervious Greatwurm is strictly MORE-WIN.
Jewel Thief is pure garbage for green ramp. You play green man. USE IT BETTER
Knotvine Paladin maybe you misread this it does not get a +1/+1 counter it just gets +1/+1 until end of turn. This card has no synergy anf if you think it gets big because of all the creatures you have then its MORE-WIN
3 years ago
Your best option for a commander would be Satyr Enchanter
Runner's up could be:
4 years ago
4 years ago
Yeah the choice to keep Conclave Guildmage sounds smart. Good luck for your further endeavours with this deck! Glad I could help out.
4 years ago
I'm aware that Selesnya Guildmage, Vitu-Ghazi Guildmage and Conclave Guildmage are expensive in their token making abilities. Seems useful to change some token making creatures to token making Instants, Enchantments or Sorceries.
From those above, might keep only Conclave Guildmage, since paying plus tapping seems like a good price for giving all creatures trample.
4 years ago
Additionally, the OG ravnica guildmages were weak as hell and/or more useful because of their mechanics and interactions with other guilds:
Selesnya Guildmage vs Conclave Guildmage - they both have comparative token making abilities, since the token on the one is bigger. Trample for 1 mana vs +1/+1 for 4 mana - trample is way weaker, but not in the context of GRN. The payoff for the selesnya guild in OG Ravnica is a wide board - convoke on Scatter the Seeds vs GRN's payoff of Rosemane Centaur. GRN Selesnya is tall, compared to RAV's wide Selesnya.
Izzet Guildmage vs League Guildmage - League guildmage's copy ability is better than izzet mages. There are likely no turns where you can use Izzet's ability twice, since paying 6 mana on top of another 4 mana for decent spells is a lot. Getting to copy any spell, not just 2 CMC or less is a big plus in League's favor. When you do not cast a spell, Izzet guildmage is a bear. League can at least draw you into spells to copy.
Golgari Guildmage vs Swarm Guildmage - Golgari's abilities cost entirely too much - paying 5 mana for a counter or a worse Raise Dead is not really a worthy investment. Swarm has two relevant abilities and both put you further ahead in the game that shore up what the guild lacks.
Dimir Guildmage vs House Guildmage - is 4 mana draw a card vs 3 mana surveil 2 comparable? Yes, in GRN, the House guildmage has better abilities. The tap ability is rarely useful, but potent when the opportunity arises, but instant speed surveiling is very powerful. Dimir guildmages's abilities are both sorcery speed, which limit their uses significantly.
Boros Guildmage vs Legion Guildmage - Boros' abilities are a bit overprised, especially the haste ability for 2 mana is rarely useful. The first strike ability is very powerful though and makes for tough combat math, but has very limited cases in which it allows you to actually win combats, because it is open information compared to a combat trick. Legion on the hand is much better at pushing damage with its (overpriced) 3 mana tap ability, which actively changes combat whether you are attacking or not. The 6 mana ability is a game ender and mana sink for a guild made up of low-cost aggressive cards. Legion guildmage is more versatile than its RAV counterpart.
I would say all of the new guildmages are better than all of the oldest ones. However, none of them are better than Ravnica 2's guildmages.
TLDR: Powerlevel of guildmages goes Ravnica 2 -> Ravnica 3 -> Ravnica 1