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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.)
wozislightning on
I can see your hand!
3 months ago
I like this style a lot. Seems to have a good mix of interaction & threats.
Have you considered giving the commander double strike? It triggers off each instance of combat damage. Fireshrieker, Leyline Axe, Duelist's Heritage, True Conviction, etc.
If you don't have a way to look at someone's hand, they have to reveal on the first strike damage, and then you can "guess" a card for the standard damage. If you know they have something in hand, it's double the searching. Not to mention the extra damage.
Best of luck and happy brewing!
SaberTech on
Utopian Prosperity
10 months 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.
theNeroTurtle on
Rienne's Redeux
1 year 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 [Primer]
1 year 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:
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You declare your Commander as an attacker, Duelist's Heritage then triggers and you select your Commander as the recipient of Doublestrike.
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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.
-
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.
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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.
theNeroTurtle on
100% Dinosaur Tribal [Primer]
1 year ago
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 [Primer]
1 year 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.
FadingReality on
1 year ago
Equipment
Coward_Token on Duskmourn
2 years ago
Alright, now that some positivity has been baited out, it's back to me whining!
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