|Commander / EDH||Legal|
Printings View all
|Core Set 2020 (M20)||Common|
|Ravnica Allegiance (RNA)||Common|
|Return to Ravnica (RTR)||Common|
Combos Browse all
Creature — Pegasus
Flying (This creature can't be blocked except by creatures with flying or reach.)
Concordia Pegasus Discussion
1 month ago
I take it you started with the Mu Yanling, Celestial Wind planeswalker deck.
Two main suggestions in general:
I would suggest to keep the deck to mono-blue if you can, as this will allow you to not get color screwed (getting too many lands of one color, but not enough of another). If you insist on going White-blue, you need to run some dual color lands (maybe a set of Glacial Fortress ).
I would also suggest you get rid of your non-flying things and stay away from 1x counts. By having more one-ofs, you are thinning the probability to get the best cards.
If you dont mind cards rotating out of standard in october, the most obvious addition to this is Favorable Winds . A mono blue version of this would make the also soon rotating Tempest Djinn really good.
Having said this, let me give you a break down on how I would upgrade your deck in its colors:
-1x Callous Dismissal -1x Bond of Discipline +2 Winged Words Since all of your creatures are flyers, you really want to be able to draw 2 cards for only 2 mana. This is also your only draw spell and Amass doesn't really make sense here.
-2x Spectral Sailor -2x Concordia Pegasus +4x Healer's Hawk Spectral Sailor and Concordia Pegasus can be easily replaced by the hawk, which will gain you life (and time) for you to get your finisher cards
5 months ago
I had not considered Spirit of the Spires , which can certainly fit right in, the only drawback being that instead of casting 2 or 3 creatures on turn 3, you might need to hold 1 creature until turn 4 or 5 before you can play it. My idea was that when I cast High Alert on turn 3, I should already be able to attack for up to 12 and my opponent may not yet have counters ready. I then only need to get through 1 further attack behind Aegis of the Heavens and Dive Down for game (theoretically possible on turn 4). Everything is about tempo. I had trouble justifying Law-Rune Enforcer (extra disruption/blocker-negation), to myself, and had considered Pegasus Courser , Concordia Pegasus and another flier for that slot.
The idea of transforming the whole deck into fliers is certainly tempting and something to consider. I would still try to concentrate on tough 1 and 2 drop creatures.
5 months ago
It's like much more agressive.
In that way, did look at flying version of toughnes creatures? Spirit of the Spires , Senate Courier , Concordia Pegasus and even Roc Charger . The CMC goes a little up, but you will strike from above.
6 months ago
I see that Opt is kind of useless unless I really need to draw a card; any alternatives?; Chemister's Insight is too much mana cost. I could also drop Opt, but I think I'll need them for drawing High Alert or Arcades, the Strategist .I don't think I really need Tower Defense when I have the other four instants as it costs 2 mana, especially one green which is rare for my deck, while Dive Down will be useful for bolts on Tetsuko Umezawa, Fugitive as it grants hexproof. And when I do get him on the field along with High Alert or Arcades, the Strategist and wall(s) then Aegis of the Heavens will be very useful.
I think removing Suncleanser would be useful and adding more mana cards in its stead as I have only 18 along with 4 Open the Gates , and I've tried the draw mechanic on the website on this deck, and I rarely draw enough land cards that I need. If I could entirely use blue and white except for Arcades, the Strategist, I would be a happy camper, but I think I'll really need reach from Grappling Sundew . Is there a Standard Legal flying card with 1 or less offense and high defense? I was thinking of Concordia Pegasus but only 3 damage is kind of a waste for 2 mana.
It all depends on my luck of the draw in this deck, as I need High Alert or Arcades, the Strategist with Tetsuko Umezawa, Fugitive early in the game with enough lands along with walls/creatures to sustain my game.
The only reason I'm playing Bant is for Arcades; otherwise if I could double my High Alerts then I would play Azorius. That would require drawing strength I do not know of in order to draw High Alert with only four of them in my deck.
7 months ago
SynergyBuild - I extrapolated the 250 cards for typical standard set into 50 times that for 10 000 cards needed for modern. A typical standard set has a wide range of cards that range in complexity - from vanilla cards like Concordia Pegasus to more complex ones like Lumbering Battlement . That complexity is relatively the same for every set of 250 cards, so it averages out between low-complexity and high-complexity cards throughout Modern.
The majority of the time spent coding would be on complex cards. The same coder would probably have to spend the same time coding Ice Cauldron as 1000s of vanilla creatures.
Additionally, the design is more complex the further back you go. NWO and the set design streamline started 9 years ago. Prior to NWO, you could get a card like Ninja of the Deep Hours as a common, which is not likely to happen now. Thus even simple commons are problematic.
8 months ago
Tweaks to Lands
The most important thing to change first is the mana base. You might be able to get away with less than 24 lands ultimately, maybe 23 or even 22 if you lower your mana curve, but I'd start with the default of 24 and tweak from there.
You might also consider more mana fixing than a single dual playset, such as fetchlands ( Evolving Wilds ) or Ash Barrens . There's also Azorius Chancery . Since you run so many creatures, you might also be able to benefit from Holdout Settlement .
Other than mana-fixing, some people also like cycling lands, as they can help you draw more useful cards when you get mana-flooded (like Lonely Sandbar and Secluded Steppe ). For control decks, Halimar Depths is a useful way to set up your draws. You can opt for incidental lifegain on lands like Kabira Crossroads , but I'd honestly stick with basic Plains, because you don't want too many lands that enter tapped.
I noticed that more than one of your cards had an effect like "target creature an opponent controls doesn’t untap during its controller’s next untap step". If you wanted to focus you deck on that type of strategy, you could consider Skyline Cascade .
So what to cut to make room for 8 more lands?
I'd cut most of the creatures that are considered "vanilla" or "French vanilla", i.e. have no abilities or only basic keyword abilities like Flying or Lifelink. You want as many of your creatures as possible to DO something other than just being a warm body. So:
-1 Coral Commando
-1 Daybreak Chaplain
-1 Humongulus (also, you want 5+ mana spells to have more of an impact than this)
-1 Knight of the Tusk (same deal as with Humongulus)
-1 Mesa Unicorn
-1 Sky Ruin Drake (same deal as with Humongulus)
-1 Talon Trooper
You could also considering cutting Sunspring Expedition , since effects that solely grant lifegain are generally considered not worth running (incidental lifegain, on the other hand, can be great).
I'd also consider cutting Nimbus Wings , since most of your creatures already have flying.
After making some of the above cuts and additions, really what you want to think about is what is your deck trying to DO. You want to have a unified strategy.
For instance, right now you have creatures like Civic Stalwart , Haazda Officer , Pegasus Courser , and Vedalken Mesmerist that want you to be on the offensive. But you also have creatures with low power / high toughness (several of the ones I suggested you cut, actually), Syndicate Messenger (which makes for a great blocker), and Wall of Mist that want your deck to be defensive.
I think before we can make further suggestions, you'll need to better nail down the direction you want to take the deck — offensive flyers? high-toughness blockers and other stalling techniques to get to your win-con?
No data for this card yet.