Duelist's Heritage

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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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Duelist's Heritage

Enchantment

Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn. (It deals both first-strike and regular combat damage.)

SaberTech on Utopian Prosperity

1 week ago

To help illustrate some of the things I was talking about regarding Jenara, this is an oooooold Jenara list I used to run. I took it apart 9 years ago. Sky Queen of Bant

If I were to rebuild it there are a number of changes that I would make, but I think that it still generally shows what my design philosophy was around her at the time. I was getting in more 1v1 commander games so it's a bit more geared towards dueling, as opposed to brawling in a multiplayer setting, but I made efforts to try to reduce how much mana I had to invest into Jenara to ramp up her damage. Various ways to give double strike, cards with exalted so I could build my board while still increasing her damage output, cards that could pump power as an option or could pump power in addition to doing something else, and various protection options.

The rest of the deck became a bit of a control build. Roon of the Hidden Realm and Crystal Shard helped me get extra value out of creatures with ETB effects. Sun Titan helped me get back cheap utility creatures. The planeswalkers had useful effects while staying on the board after a wrath wiped away creatures. The main plan was always to try to out-tempo my opponent and kill them with commander damage but the deck at least had a backup plan if the game went longer.

I remember Mother of Runes, Simic Charm, and Vines of Vastwood being pretty standout cards at the time.

Some more modern cards I know off the top of my head that I would consider if I were to rebuild it are Duelist's Heritage, Loran of the Third Path, Esper Sentinel, Tocasia's Welcome, and Welcoming Vampire. The deck would need more card draw engines if I was adapting it to multiplayer games.

indieinside on Rienne's Redeux

2 months ago

Since you are running so many creatures, Duelist's Heritage seems like it could be fun. You could play politics with it because you can use it on any combat.

Mortlocke on 100% Dinosaur Tribal

3 months ago

Decks are much like the apex predators yours represent: they change and evolve. I hope these changes will solve your early game issues and allow for you to consistently establish yourself as a threat early on.

As for Duelist's Heritage + Roaming Throne, you misunderstand. Roaming throne has two abilities, each of which are static. We'll discuss the second one which reads: "If a triggered ability of another creature you control of the chosen type (which would be Dinosaur - Roaming Throne would have to be a Dinosaur for it's ability to apply to your creatures) triggers, it triggers an additional time. Keep this in mind, because this would be the breakdown of how the combat step would go when the two previously mentioned cards and your Commander are in play:

  1. You declare your Commander as an attacker, Duelist's Heritage then triggers and you select your Commander as the recipient of Doublestrike.

  2. Your Commander is unblocked and First Strike damage is applied to your opponent. Gishath's ability triggers. Roaming Throne sees the trigger, and doubles it - making the Triggered ability "Whenever Gisath, Sun's Avatar deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order" trigger TWICE making 7 revealed cards 14 - with all revealed Dinos entering the battlefield.

  3. Now comes the Combat damage. 7 damage is applied to your opponent. Gishath tiggers. Roaming throne says "it does that twice". Another 14 cards revealed and more dinos show up to the party.

  4. All of your opponents panic, and start talking amongst themselves "Oh crap, indieinside is the problem. If we don't boardwipe we lose."

Roaming Throne is (technically) a Dinosaur due to it's first ability upon ETB. It isn't about doubling the number of instances of Doublestrike, it's about doubling the number of times triggered abilities of Dinosaurs in your deck trigger.

Separate tangent - do be mindful of the political ramifications of exploding on the battlefield. Once the table becomes aware of how quickly you can establish yourself they will be ready to stop you now and in future games. Not saying you absolutely need to add these now, but if you feel that the table is constantly thwarting your plans, i'd suggest including Heroic Intervention and/or Flawless Maneuver.

indieinside on 100% Dinosaur Tribal

3 months ago

Mortlocke

I shoved in nearly everything you suggested. I added in 2 basics of every color, Ancient Tomb, Kodama's Reach, Yavimaya, Cradle of Growth, Rampant Growth, Topiary Stomper, and Cultivate. That was a 12 card change because of you. Way too much, lol.

As for cuts, I took out 4 lands that entered tapped and 2 utility lands that weren’t mana center. Including my favorite one, Arena. I also cut 3 or 4 dinosaurs like you suggested, which was hard to do. The rest of the cards that got cut were higher CMC cards that were redundancies of other more efficient cards already in the deck. Stuff that did the same things but were at sorcery speed instead of instant speed. Things like that.

In regard to Duelist's Heritage and double trike, sadly you are mistaken. The official MTG ruling regarding double strike is that adding another instance of double strike through equipment or any other effects will not grant it any additional damage steps. No matter how much double strike you add, it is just a redundancy of the word with no gains. As for cuts though, I think the only areas that didn’t get cuts were the Mana Rocks and Tutors while adding to the Ramp and Lands.

I just can’t go with Roaming Throne. It’s not a dinosaur.

Thanks so much for the help.

Mortlocke on 100% Dinosaur Tribal

3 months ago

Also just one more argument for Roaming Throne: when you combine it with Duelist's Heritage you will get not 2, but 4 instances of Gishath's triggered ability. If you get full damage you are digging 28 cards deep. Players would likely concede after such an insanely explosive turn.

Coward_Token on Duskmourn

1 year ago

Alright, now that some positivity has been baited out, it's back to me whining!

Wall of Impotent Annoyance That Nobody Will Read Show

DreadKhan on The Masochism Tango

1 year ago

Just some 'bad' ideas to consider (I have some irregular views on ramp, to be polite), Subterranean Hangar is ramp that uses a land drop, very handy with a 7 mana Commander, either to get them out or recast them, Fountain of Cho is the White option. I threw cards like this in a deck on a lark, I was pretty impressed how they can play out in a deck that uses fairly splashy effects... this brings me to Grave Betrayal, this card is politely described as 'good with your Commander'. Another option to consider is bigger ramp, maybe Thran Dynamo, which takes you from 4 mana to enough to cast your Commander next turn, seems decent? Maybe Gilded Lotus, which takes you from 5 to 8, but also gives you coloured mana? Worn Powerstone is also interesting, it's not a great card but it's also not unplayable, wildly worse Sol Ring is also a good enough card, it just looks bad because Sol Ring exists. Another choice worth looking at that is relevant because of it's ceiling is Skyclave Relic, the kicker is a bunch, but that much mana next turn is advantageous. I get that your deck is trying to be fairly nimble, with lots of lower to the ground ramp, but I feel like with a 7 mana Commander that does this much you really want her out as quickly and consistently as possible.

If you like Indestructible sources, I think Gift of Doom is the best ever printed, Morph is incredibly hard to interact with once it's in play, and I'd like to think you'll have some sac fodder. It's also a combat trick fwiw, you've got Vigilance, and if they've got a big attacker this can deal with them and prevent certain types of removal, and it can blank stuff at the fastest speed possible.

Since your Commander has Protection from Creatures, I'd love to see if Inquisitor's Flail would work in here? By itself it turns your Commander into a 3 turn clock vs any opponent, and she blocks better since she'll deal double damage. It's less resources than Fireshrieker, but it completely stacks with it fwiw, if you get two doubles you're a 2 turn clock. Come to think of it I think I'd run Duelist's Heritage over Fireshrieker if you have access to White. Another 'out there' idea, but Grafted Exoskeleton plays well with your Commander, it turns her into a 2 turn clock by itself, and your Commander becomes a pretty nasty blocker too, and it obviously would play well with doublers. If you've got Protection from Creatures, you could try Pariah on your Commander to drag out games. It's worse if people play Red Burn effects in your area, but at least life loss effects don't interact with it, just damage. If you have Indestructible on something then Pariah looks even better.

I hope some of these ideas are useful, Big Teysa is a nifty Commander to see in action!

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