Dragon Bell Monk

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dragon Bell Monk

Creature — Human Monk

Vigilance

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

legendofa on Pattern Recognition #299 - White …

6 months ago

Diving Hawk could probably get away with being a 1/2. It's still worse than Battlefield Raptor, but nobody really looks at Aven Skirmisher or Suntail Hawk with awe and wonder.

Distracting Hornstomper is a shade worse than Fiend Binder (power usually counts more than toughness) and a step down from Territorial Hammerskull. Maybe a 2/4?

Clifftop Watcher is probably at a good point right now. Playtesting leads to tweaking, but I think it can stand where it is. There's no great points of comparison, but Diving Griffin or Changeling Sentinel or Dragon Bell Monk are in the ballpark.

Skullshield Guard is raising some flags for me. Repeatable targeted indestructibility doesn't show up at uncommon; you get either single use or affects only itself. This would be uncommon, or maybe even rare. Some soulbond-ish tech might work, but that gets into complexity issues.

I would put a "playtest this" mark next to Flatlands Scout. Double explore is pretty significant potential ramp and draw, and Jadelight Ranger isn't the most reliable precendent for a common.

Bannerless High-Born can fit as to reduce the color weight. Maybe tweak it to 1/3.

Only notes on Sun-Crowned Second Sun are that the name and flavor text are great, but that's a beefy dude at 4/4. I assume he's got a good retinue of followers with him to push his stats up.

To make Light Footfalls a touch more white, the unblockable needs a rider like "can't be blocked by creatures with greater power" and a corresponding drop in activation cost, or maybe just as a static effect.

Summon the Guards might use a little poke. It's a touch underpowered compared to Raise the Alarm, Recruitment Drive, or Master's Call, but it's on par with Hive Stirrings.

As always, it's clear you're putting a lot of good effort into these cards. Thanks for sharing your progress!

SpiritKing on How to turn modern?

5 years ago

not about to tell you to get another deck or a "modern deck", since you already stated this is more a list of what you have to work with rather than a finished deck. I dont know how much modern matches you could observe until now, but modern is a very fast format that evolves mostly around the first 4-6 turns of a game. With that premise, you should start by cutting most of your mana expensive cards from the finished build, they just wont help you win in time or to stay alive. Things like Soul's Majesty, Hunt the Weak, Quietus Spike or Staff of Nin are far to slow to have an impact on your matches. The same goes for your "big" cats like Raksha, Jedit Ojanen and Taj-Nar Swordsmith. Little critters like Infantry Veteran are cheaply costed, but outclassed very easily and dont have enough of a usefull ability. If i were you i probably would drop the equipment/arifact based cards in the deck completely and go more in the direction of +1/+1 counters.

Try to ask around if someone has some Travel Preparations and/or some more Fleecemane Lion's for trade, or buy some of them at your LGS (they are pretty cheap) and up the number of Ainok Bond-Kin. Try to avoid Dragon Bell Monk and Student of Ojutai and try to get some Seeker of the Way instead. They have a better body for a lower cost, get the Prowess bonus from casting your +1/+1 counter spells and combat tricks as well as getting you some more life. Consider Prey Upon to go with them.

Overall advice: try to lower your mana curve so that you have a reasonable chance to play something every turn from t1 to t5, perhaps even mutiple spells from t3 onward, to get your opponent to 0 life as quickly as possible. If you want to stick with GW as your colors and want to use some of your cats, an aggro strategy (poissibly) with +1/+1 counter interactions would be the first thing you should look at. Also cheap, efficient spot removal in form of Lightning Bolt, Path to Exile and Fatal Push are some of the most played cards in modern. If you can do it, try to add something that protects your creatures, or gives you an advantage if they get removed. Something like Brave the Elements, Emerge Unscathed or Shapers' Sanctuary should be a fine solution.

I hope this is what you were looking for. If you have further questions, feel free to ask away.

shadow63 on Doctor Strange Deck?

6 years ago

Dragon Bell Monk could be the big monk that helps train strange

DragonFaceEater on Prowess is cool I guess...

6 years ago

For a deck based around noncreature spells, this sure has a lot of creatures in it. Now, I haven't played a prowess deck before, but I feel like you don't need to run every single prowess creature in here, especially cards like Bloodfire Expert, Dragon Bell Monk, Ingenious Skaab, Jeskai Sage, Jeskai Student, Mage-Ring Bully, Sanguinary Mage, Spellweaver Eternal, Umara Entangler, none of which have any significant abilities. To replace these, I'd run some mana ramp, which you have a criminally low amount of (one, in Chandra, Torch of Defiance). You could run Sol Ring, an EDH staple that every deck needs, also Azorius Signet, Izzet Signet, and Boros Signet, and if you want to get rid of your ramp later in the game, Mind Stone, Commander's Sphere, Hedron Archive, and Dreamstone Hedron will suit your needs. Some other ramp cards that can work really well in your deck are Chromatic Lantern, Coalition Relic, Coldsteel Heart, Corrupted Grafstone, Darksteel Ingot, Dowsing Dagger  Flip, Fellwar Stone, Gilded Lotus, Khalni Gem, Primal Amulet  Flip, and Pyromancer's Goggles. Obviously, you souldn't run all of these, but you should definitely consider them. The average commander deck should have around 10 ramp cards, though yours may want a few less, considering it's an aggro-ish deck. Also, Ponder's really good.

Gattison on クリリン: Krillin, the Strongest Earthling

6 years ago

gotta wait till Iconic Masters is actually released. but yes that is an excellent suggestion, thanks. =) And trust me, I got it all worked out.

Seeker of the Way will be Krillin, and Dragon Bell Monk will be Tien, the latter of which is actually more accurate-looking because of Tien's third eye...

You know, if you care about that kind of stuff. Which I don't. =|

jakefails on

6 years ago

Have you thought about Seeker of the Way instead of Dragon Bell Monk?

Panzerforge on Renowned Plains

8 years ago

Huge thing: Hushwing Gryff effects ALL ETB triggers. That includes Bolster.

Here's what I would do with this deck, though I'm not sure if you're going for Modern or Standard, so I tried to stay in the range that you built it:

2 Abzan Battle Priest
2 Abzan Falconer
1 Anafenza, Kin-Tree Spirit
4 Anointer of Champions
3 Consul's Lieutenant
2 Dragon Bell Monk
4 Jeskai Student
1 Topan Freeblade
2 War Oracle
1 Wingmate Roc
2 Enshrouding Mist
2 Make a Stand
4 Valorous Stance
20 Plains
4 Artful Maneuver
4 Center Soul
2 Great Teacher's Decree
SB: 2 Erase
SB: 4 Pacifism
SB: 4 Celestial Flare

Here are my thoughts, and I tried to keep a big variety of things, since that seems to be your style:

You have a good number of 1 drops for casting early, they're unimportant at first, like the Anointer of Champions, but you need SOMETHING on the field early, and later they can just boost your big bruisers. Then your curve follows nicely with a lot of 2 drops. Jeskai Student coming on early is very important.

A lot of your creatures have Prowess, so finding instants with rebound will double your bonus. They'll either get it for two of your turns, or even worse for your opponent, you increase their strength as blockers during their turn, then the rebound card comes back FOR FREE at the beginning of your turn, triggering Prowess and giving you the bonus of the card again.

You were running a bunch of one and two cards that all did the same thing as Valorous Stance for more or less mana. That's a great card that will let you choose. If you find an opponent that's running lots of little creatures, sideboard in Celestial Flare in those slots, problem solved.

Some cards are best kept in the Sideboard, like Erase. I have a number of decks that either don't run enchantments, or they are removal enchantments Crippling Blight so they never really give you a chance to break them. Great card for a sideboard though.

These are, of course, all just suggestions, but give this configuration a try, and pick and choose what you want.

StrumzFever on Rakdos Slow Midrange

8 years ago

I have done some research and these are some red/white cards that I have found that would be good in the Prowess deck that I am envisioning: Monastery Mentor, Lotus-Eye Mystics, Jeskai Student, Dragon Bell Monk, Abbot of Keral Keep, Bloodfire Expert, Monastery Swiftspear, Anax and Cymede, Brute Strength, Coordinated Assault, Fit of Rage, Furious Resistance, Hammerhand, Kindled Fury, Looming Spires, Reckless Charge, Rise to the Challenge, and Screaming Fury. Which of these should I incorporate, I have already picked a couple of my own personal choice.

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