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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Dwarf Soldier
When Consul's Shieldguard enters the battlefield, you get EE (two energy counters).
Whenever Consul's Shieldguard attacks, you may pay E. If you do, another target attacking creature gains indestructible until end of turn.
1 month ago
Aegis Angel is a good card, don't get me wrong, but currently given the low number of Angels in the deck as a whole and with no Angel tribal, it might be worth looking into Avacyn, Angel of Hope or, some more budget options, Indestructibility, Gift of Immortality, Kindred Boon, Shielded by Faith, Spirit Bonds, or Timely Ward. All of these grant a single creature indestructible for a lower cost, albeit they are not attached to a big flier.
Nothing for Ajani's Pridemate. It's just a good card. If you're interested in other similar cards, Light of Promise, Archangel of Thune, Gideon's Company, Cleric Class, Heliod, Sun-Crowned, Cradle of Vitality, Celestial Unicorn, and Nykthos Paragon are some good ones.
Archetype of Courage seems a bit weak to me personally. Enchantment creature cards with the same mana value that are white and better for your deck (at least from my POV) include Eidolon of Countless Battles and Heliod, Sun-Crowned.
Banisher Priest is good.
Captain of the Watch and Cataclysmic Gearhulk are both good cards, though the latter doesn't seem to work too awfully well with your deck. I would consider putting in another destroy boardwipe such as Wrath of God or Fumigate.
Chardalyn Dragon is pretty bad, even for an artifact flier. Other fliers with the same mana value include Adarkar Valkyrie, Admonition Angel, Ancestor Dragon, Angelic Skirmisher, Archon of Coronation, Aven Brigadier, Empyrial Storm, et cetera... white is ton of amazing fliers! Put 'em to good use! XD If you specifically want an artifact creature to replace it, Wurmcoil Engine is a good one.
Glint-Sleeve Artisan is interesting, and I see how it plays into a bit of your artifact synergies, but if you want that, just use an artifact creature like Adaptive Automaton, Cloudsteel Kirin, or Etched Champion.
Heliod's Pilgrim has a good effect and it's flavorful, just keep in mind you only have two Auras in the deck.
Kozilek's Channeler is a decent card, but given you like small creatures I'm not sure that paying extra for a big body is a great benefit. Worn Powerstone, Thran Dynamo, Arcane Signet, and if you want to splurge Pearl Medallion are all good ramp in white.
Lagonna-Band Elder can be replaced by one of the cards I told you about in my previous comment.
From there, all your cards are great until Soulmender, which again can be replaced by one of the cards in my previous comment, or even Fountain of Renewal. Same with Stone Haven Medic and Sungrace Pegasus.
Welcoming Vampire is good too.
Feat of Resistance is nice.
Gods Willing is good.
Aligned Hedron Network is good.
Font of Vigor - see previous comment
Sunlance - any other removal that I've mentioned
Also consider Sphere of Safety.
I hope all this helps! ^^" it took a bit to write up but I think it'll help introduce you to some staples and ways about thinking about deckbuilding and power level. I sent you a friend request so that we can keep in touch and so that I can see and help you with your future decks!
5 years ago
Wow, you had good cracks.
I just realised how good Kari Zev is at enabling Revolt.
I went 2-1-1 with this list at prerelease.
1x Aetherwind Basker
1x Consul's Shieldguard
1x Foundry Assembler
1x Ghirapur Guide
1x Glint-Sleeve Artisan
1x Hidden Herbalists
1x Kujar Seedsculptor
1x Maulfist Revolutionary
2x Prizefighter Construct
1x Sage of Shaila's Claim
2x Prey Upon
5 years ago
Reposting, because I accidentally screwed up the formatting above :-(
- Also, confirm that the matches are only one game, and that you're allowed to sideboard between matches.
- Splashing is easy. More fixing (because there are two pools) + first mulligan free = possible to play all your Rares if you want
- It's often best to choose Draw. Two extra cards + slower games/stalled boards (which make early Lands less relevant) = Choose Draw unless you're both very Aggro.
- Evasion is even more important. More Creatures on board = lots of stalled boards. Menace is much worse but everything else is much better.
- Counterspells are better. I'm quoting magicjudges.org here: "With two spell-casting opponents it's less likely you kept mana up for nothing, there are more must-answer bombs overall, and its less problematic if you don't do anything for a turn if your teammate can advance the board."
- Consider hate cards for the maindeck. This is especially true for Flyer hate (in any 2HG game) and Artifact hate (in Kaladesh and Aether Revolt 2HG).
- KLD Rares/Mythics: Fumigate, Demon of Dark Schemes, Cultivator of Blades, Kambal, Consul of Allocation, Captured by the Consulate
- AER Common/Uncommons: Foundry Hornet, Gonti's Machinations, Ironclad Revolutionary, Perilous Predicament, Embraal Gear-Smasher, Welder Automaton
- AER Rares/Mythics: Consulate Crackdown, Herald of Anguish, Dark Intimations
- Be careful with cards that "target creature you control" (instead of just "target creature"), since you can't use them on one of your partner's creatures. This is especially true with combat tricks.
- Communicate with your partner LOTS, but carefully. Knowing your opponents are watching and listening, don't hesitate to bluff. Quoting manadeprived.com, "When your opponents attack, you can pause and discuss, as if you were considering killing a creature, when in fact there is nothing in your hand that can do so."
- It's pretty cynical, but worth mentioning: Pay attention to where your opponents are looking as they shuffle your team's decks. It's easy for cheats to turn the cards as they shuffle so they can see your decks.
5 years ago
I absolutely love 2HG, and have been compiling a bunch of tips. Thanks for giving me an opportunity to share!
Hope you and your partner crack, build, and draw well!