Duergar Hedge-Mage

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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
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Duergar Hedge-Mage

Creature — Dwarf Shaman

When Duergar Hedge-Mage enters the battlefield, if you control two or more Mountains, you may destroy target artifact.

When Duergar Hedge-Mage enters the battlefield, if you control two or more Plains, you may destroy target enchantment.

DemonDragonJ on Battle Hymn of the Seraphim

8 months ago

I have replaced a Mountain and a Plains with Minas Tirith and Sacred Peaks (although I shall eventually replace the latter land with a the red/white member of the Battle for Zendikar dual land cycle (Canopy Vista, Cinder Glade, etc., if WotC ever prints such cards); I almost chose Wind-Scarred Crag, but I decided that the synergy with Duergar Hedge-Mage was more important than gaining 1 life.

Crow_Umbra on Alesha, who keeps playing cards

1 year ago

Totally understandable, goldfishing can only tell us so much. Any time I've had some sluggishness in my decks, it was usually because I wasn't playing enough ramp, and/or enough draw.

If you like the utility of Duergar Hedge-Mage, I'd also recommend checking out Dismantling Wave and/or Wear / Tear. I used to run Hedge Mage in one of the earliest versions of my old Alesha deck, but eventually swapped it with one of those two options. I found that I wanted consistency in my removal, and there were occasions were I'd only meet 1 of the 2 clauses for Hedge Mage.

JazzElves on Alesha, who keeps playing cards

1 year ago

Thanks for the notes, Crow-Umbra!

It's hard to put my finger on where the "slow" feel comes from, though I'll probably have a better answer the next time I get a couple games in. I agree that draw is the most likely culprit here. I haven't had issues with the "amount/speed of mana" part of ramp, but I have had a couple issues with the "right colors" part of ramp, so that's under the magnifying glass right now. It was a toss-up between "3-mana rocks that hit all Mardu colors" and "2-mana rocks that hit 2/3 each" when I was first building, and I'm not 100% sure which I prefer. I'll try the smaller rocks out and see how it feels.

Good lookout on Hazoret's Monument and Welcoming Vampire especially, I hadn't thought of them. They both enable things I want to do and I think I can fit them in.

Duergar Hedge-Mage is in there mainly because it hits both artifacts AND enchantments under the right conditions, but Loran's card draw is really tempting, so it's worth considering the swap-in.

Thanks very much for the feedback, and yeah, I'm having a lot of fun with Alesha so far!

Crow_Umbra on Alesha, who keeps playing cards

1 year ago

Happy to see more people giving Alesha a try. She was also my first venture into graveyard shenanigans.

In regards to the sluggishness, what about your deck feels slow? Your deck looks like it could use a little more draw, & maybe some slightly faster ramp (at quick glance).

I think Boros Signet & co, and Talisman of Conviction & co could replace some of your 3 mana rocks.

Some cool draw pieces that can fit in:

Hope these suggestions are helpful. Alesha is a really fun commander.

Crow_Umbra on Smile! At Death!

1 year ago

Happy to see more Alesha players! I have a few suggestions for your consideration. I think your deck looks solid, but a handful of cards could pull it together a bit more:

Alesha is an old favorite of mine! Happy to see more people playing her

Sheriff_K on Alesha, Who Smiles With Pride

1 year ago

In regards to Fable of the Mirror-Breaker  Flip, you're looking at it wrong, I consider it Ramp, Card Draw, and a Discard outlet.. the flipside potentially getting some value is just a bonus. And Flameshadow Conjuring is like a cheaper Strionic Resonator doubling ETB triggers for value.

In regards to the mana base, honestly I wouldn't know what to replace aside from Evolving Wilds/Terramorphic and Basic Swamps.. I don't really wanna go down on the Snow Duals, since they turn on the Duergar Hedge-Mage, and the Scry on Temples is great. You're right though about the reprinted Sulfurous Springs, it was so pricy before.

The reason I'm not running Goblin Bombardment, is because I'd rather my combo pieces be able to be reanimated with Alesha or serve another purpose (in the case of Ashnod's Altar, it's also Ramp.) Without a Goblin/Token strategy I feel Goblin Bombardment falls flat.

Skyclave Apparition IS an interesting choice.. I'd probably consider swapping Ravenous Chupacabra for it if anything, as that's the weakest ETB interaction creature (most of the others have combos.)

The main reason I don't have Exotic Orchard (or namely Fellwar Stone, since I'm still tempted to run Exotic Orchard) is because it's a gamble, since you may not always have opponents with the Colors you need.. And between Alesha's Cost and her Activation, you really wanna hit the RIGHT Colors.

As for Bone Shredder, I really like it since it sacs itself (Echo) to be recurred again later.

PS. Honestly I had no idea Flameshadow Conjuring combo'd with Felidar Guardian... lol. I only had it there for value. But yeah, there are so many combos with many interchangeable pieces in the deck, which I love.

PSS. Yeah, Talisman of Indulgence does take up a ton of budget, but it was... an indulgence ;P (not sorry for the pun.) I just wanted the symmetry/beauty(?) of having all the Talismans in the deck (same goes for the Temples, even though one of them might not be as good as the others Color-wise.)

zretrareo27 on RW EDH Brion 2022

1 year 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

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