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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | 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 |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Conquering Manticore
Creature — Manticore
Flying
When Conquering Manticore enters the battlefield, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
zretrareo27 on RW EDH Brion 2022
2 years ago
My 2016 EDH deck - revamped for 2022! use commander Brion Stoutarm to Fling your opponents creatures with cards like Act of Treason, and if you're lucky - use Bazaar Trader to keep them!
I've tried to keep this deck nearly 50% White and 50% Red.
I've narrowed the premise of this deck down to the following categories, 50 Cards to the first, and 10 cards to each other category, give or take.
50% of the Deck is the Commander, Land, Mana rocks, and Draw.
10% is Steal/Keep
10% is Removal/Wipe
10% is Bringing Cards Back
10% is Brion Fodder and Fetch cards
10% is Double Damage and Powerful Flyers
Your comments and suggestions are greatly appreciated. That being said, I will probably not be able to afford the more expensive cards Land Tax, Smothering Tithe, Lifeline, Smuggler's Share etc. that are not already in this deck. However - It's still fun to check them out! If you like it, up vote!
With this revision, I've cut many of the fancier, slower dual lands to opt for faster basic lands. I've also added Weathered Wayfarer.
I've removed cards that target artifacts and enchantments like Kami of Ancient Law, instead opting for better utility cards like Quarantine Field that target "nonland permanent".
I've made some recent changes to this deck, hopefully to address that mid game I am struggling with tempo, as well as running out of mana to cast the creature or steal spell and have enough to activate Brion's ability. Some cards like Deathrender and Thornbite Staff have been removed (even though they were good in concept) to add more playability.
I also found that after all the sacrificing, mid game I was running out of defense, so some additional creatures have been added with dual purpose, such as Angel of Sanctions and Emeria Shepherd.
Decksplanation:
Double Damage:
Fiery Emancipation gives me triple damage.
Calamity Bearer works specifically to Brion's sac ability.
Angrath's Marauders, Gisela, Blade of Goldnight, Gratuitous Violence all make the damage I do twice as effective.
When creatures I steal die, Stalking Vengeance beefs them. When I summon large creatures
into play Warstorm Surge deals damage to my opponent, and when I sac those, Stalking Vengeance hits them on the way out.
Fodder:
Malignus, Serra Avatar, and Soul of Eternity all act as giant bombs to throw at the opponent.
Hofri Ghostforge allows for me to steal an opponents creature, fling it at them with brion, and then keep a spirit copy of that creature.
Draw:
Magus of the Wheel and Reforge the Soul provide the opportunity to get a fresh hand at my whim.
Humble Defector is an easy and fun, card that helps me forge alliances with other players in multiplayer while getting me TWO extra cards per turn.
Skullclamp works perfect with the sacrifice ability and is easy to cast.
Well of Lost Dreams is insane when played late game for Brion's lifelink ability and can be fetched with Hoarding Dragon or Open the Armory
Sin Prodder gives me a potential extra card per turn, or the chance for an opponent to take damage to the face... and then I can pull it out of my graveyard later with my other cards! Basically a win/win.
Mangara, the Diplomat and Mila, Crafty Companion
Flip serve to deter attacks and draw.
Fetch:
Hoarding Dragon serves as a flyer, a sacrifice, and can grab any rocks, Skullclamp, or
Well of Lost Dreams.
Open the Armory helps grab Skullclamp, Well of Lost Dreams, or Gift of Immortality.
Recruiter of the Guard is specifically to get Bazaar Trader for the huge advantage of keeping my opponents things, but can also grab Duergar Hedge-Mage for removal or Sin Prodder (amongst a few others).
Weathered Wayfarer can grab any land, such as Buried Ruin or Arcane Lighthouse.
Mana Rocks:
Boros Cluestone, Commander's Sphere, and Mind Stone are all serving as early ramp and later card draw.
Sol Ring because Sol Ring.
Removal:
Archon of Justice is quite powerful in this deck, as it allows for a flying creature, then a source to sac, and remove a card permanently.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Duergar Hedge-Mage can be played and replayed in this deck for knocking off annoying enchantments or mana rocks.
Magus of the Disk is one of the board wipes.
Grasp of Fate, Oblivion Ring, and Banishing Light all allow for really flexible removal. Same for Quarantine Field except allows for extra targets for more mana. Chained to the Rocks works the same, but only for creatures. Angel of Sanctions works similarly, but is a creature.
Ryusei, the Falling Star really just acts as weenie removal and a sac source from a flyer.
Bringing them Back (and sometimes keep it!):
Adarkar Valkyrie Sac an opponents creature, then get it permanently!
Bazaar Trader Take it with a steal and keep it!
Angelic Renewal Sac my own creature, get it back!
Gift of Immortality Sac my own creature, get it back... again, and again!
Emeria Shepherd play a land, get a card! Play a Plains, get a creature to sac!
Mistmoon Griffin Flys, defends, and sac-able, then get back a creature from the graveyard!
Squee's Embrace fun and easy to play, and retrievable with Tragic Poet.
Tragic Poet, a low mana cost creature to get any enchantment in my deck back for any reason. Fun with Squee's Embrace, Angelic Renewal, etc.
Returned Pastcaller a flyer that lets me grab a Threaten or Breath of Life.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Stealing their Creatures:
Captivating Crew steals every turn! No wasted card space here, just a reusable sorcery.
Conquering Manticore powerful flyer, that steals!
Zealous Conscripts You can steal anything! Anything! Lands? Mine. Artifacts? Mine. Works great with Bazaar Trader.
Act of Treason, Portent of Betrayal, and Threaten are all basic steal spells.
Malevolent Whispers, Mark of Mutiny, and Traitorous Instinct all give me steal with buffs for Flinging.
Harness by Force allows for more than one thing to be taken if the extra cost is paid!
Powerful Creatures:
I'll be the first to admit, these don't reallllly fit in with the deck. But they're so awesome it's hard to remove.
Akroma, Angel of Fury
Akroma, Angel of Wrath
Aurelia, the Warleader
Vargasprox on Brion Control
2 years ago
Possible changes:
Remove: Kari Zev's Expertise, Insurrection, Harness by Force, Bloody Betrayal, Conquering Manticore, Jeering Instigator, Evra, Halcyon Witness.
Add: Magda, Brazen Outlaw, Hellkite Tyrant, Icingdeath, Frost Tyrant, Utvara Hellkite, Balefire Dragon, Urabrask the Hidden, Hofri Ghostforge.
patrickd117 on Maelstrom Wanderer Chaos Reigns Supreme!
2 years ago
I'd cut: Chancellor of the Spires for Diluvian Primordial. - Diluvian is slightly worse in 1v1 since you can't combo with an opponent's rite of replication, but I've been seeing that less anyway. Acidic Slime Conquering Manticore Mindclaw Shaman - This is really bad in 1v1 imo. Rattleclaw Mystic - I just don't think this is very good. Heat Shimmer just isn't very good imo. Spelltwine - you don't have enough good targets in you deck.
I'd add Phyrexian Metamorph - I think this is a must play with Tezzeret. Genesis Ultimatum Etalia. Primal Storm seems like the most obvious add, since it's cheap and absurdly strong with haste.
Orange+ on The Act of Treason ~150$
4 years ago
Peoyogon, thanks for your comment :)
You know, I've tried to play this deck with enchantments that triggers on creatures entering the battlefield like Warstorm Surge, and Flameshadow Conjuring, but they just haven't seemed very useful, or perhaps a bit too slow. Although I must say Impact Tremors seem interesting based on the low mana cost.
I think what I had in mind when creating this deck was to have as many cards as possible be threats in their own. So not counting the combo with creature control -> sacrification, many of the cards are good alone.
Like Conquering Manticore and Siege-Gang Commander - They are better with Kiki-Jiki, Mirror Breaker, but they can just as well be played in their own and act as a single card threat in a game.
But I guess how you need to play depends on the level of seriousness in a gaming circle. If I can have both Warstorm Surge, Flameshadow Conjuring, and Kiki-Jiki, Mirror Breaker on the board in a game, and not be instantly targeted by everything from everyone, that would be cool. But for the time being I'd like to be a smaller target :P
When it comes to the land hate, I think those are good but not very fun, so don't think I'll be adding them immediatley. But hey, they could be cool to have in a sideboard in case I'm playing some real nasty decks!
ManpieJones on Marchesa steal em and smoke em
4 years ago
Callous Oppressor will this work like I want?
Conquering Manticore I know but 5/5 flyer
triproberts12 on
5 years ago
Nice. A few suggestions, given your new theme:
Hazoret's Favor is built for this deck.
Mogg Cannon is less powerful, but a backup sac outlet and cheap.
Mark of Mutiny is a good threaten for Greven.
Traitorous Instinct is basically Malevolent Whispers v0.9.
Treacherous Urge gets any creatures your opponents think they can keep in-hand until Greven leaves the field.
Varchild, Betrayer of Kjeldor , Goblin Spymaster , Hunted Dragon , and Hunted Horror will make sure you have a steady stream of creatures to kill.
Molten Primordial , Insurrection , Mass Mutiny , Captivating Crew , Angrath, the Flame-Chained , Conquering Manticore are all notable Threatens that are missing.
Auger Spree doubles as removal and card draw. Bedeck / Bedazzle does the same and also hits problematic lands. Nameless Inversion is probably the worst of the three, but it can be grabbed by creature tutors, so there's that.
Unwilling Recruit and Might Makes Right might not be efficient, but they will be funny.
Goatnap . That is all.
hejtmane on What Commander for Grixis Steal …
5 years ago
Captivating Crew Agent of Treachery Conquering Manticore Dominus of Fealty Identity Thief Roil Elemental Sower of Temptation Zealous Conscripts
JoosetheMuice on Greven, Predator Captain
5 years ago
I'd consider adding Zealous Conscripts and even Conquering Manticore if you feel like a throwback. I feel like Final Parting is also a must. I don't love Bolas's Citadel or Fire Covenant but I could be wrong. I like the pay life mechanics you have, but they do rely on Grevan attacking to be useful, and if hes killed in response to them it can be costly. Same with Phyrexian Purge I worry you have too much draining yourself to last in a multiplayer game. Withh all your card draw, you could probably cut 1 or 2 lands, and maybe even Ancient Craving but that is up to you. Cauldron of Souls could also be a good add, as the persist is kinda nice.
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