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3 months ago
Good Afternoon, Hope everyone is doing well.
I've amassed the following cards for specifically a soldier-themed deck, but I'm having trouble narrowing down the list for an appropriate deck, so I'd like to request advice and assistance. The general idea was to summon a bunch of soldier tokens, buff them, defeat opponents, but I keep stumbling into cards that would be 'cool' or 'awesome' with the theme. Here are the cards I am looking at:
Legendary Cards (Potential Commanders) Akroma, Vision of Ixidor (Synergy with Odric) Baird, Steward of Argive (Good delay) Brimaz, King of Oreskos (Cheap commander that produces soldiers) Darien, King of Kjeldor (decent way of making soldiers, expensive) Keleth, Sunmane Familiar (only for partner) Lena, Selfless Champion Mikaeus, the Lunarch Nahiri, the Lithomancer Odric, Lunarch Marshal Odric, Master Tactician Prava of the Steel Legion Thalia, Heretic Cathar Trynn, Champion of Freedom
Normal Cards Abzan Falconer (synergy with Mikaeus) Adaptive Automaton (buffs soldiers) Ainok Bond-Kin (synergy with Mikaeus) Ancestral Blade (2 for a 2/2 creature seems good, especially if I can re-assign it to Auriok Steelshaper) Angel's Feather (Life gain) Angel's Grace (emergency + synergy with Darien)(Isochron Scepter) Anointed Procession (Double tokens, yes) Anointer Priest (life gain for tokens, seems good) Auriok Steelshaper (seems like good synergy with the equipment in the deck, if they're included. Otherwise, might toss this out) Aven Brigadier (Might toss this) Aysen Crusader (P/T based on soldiers? Yes please) Ballyrush Banneret (cheaper soldier spells) Basri Ket (Synergy with Abzan Falconer and Ainok Bond-Kin)(Produces Soldier Tokens) Benalish Commander (Roundabout way of producing soldiers) Bounty Agent (Neat way of dealing with certain cards) Call the Coppercoats (Produces soldiers) Captain of the Watch (Produces soldiers, buffs soldiers) Captain's Call (Produces soldiers) Catapult Master (Neat way of exiling enemy creatures) Cenn's Enlistment (produces soldiers, retrace) Commanding Presence (roundabout way of producing soldiers) Conclave Phalanx (can easily be a free creature + free life gain) Congregate (good life gain) Conqueror's Pledge (produces soldiers) Coordinated Barrage (meshes with soldiers well. Isochron Scepter) Crusader of Odric (can get really tough and powerful, might be worth cutting though) Daru Stinger (Could be really potent) Daru Warchief (cheaper spells, buffs soldiers, seems good) Dawn of Hope (good synergy with life gains, produces soldiers with lifelink) Daysquad Marshal (produces 1 soldier token, only really good with other buffs/cost reductions) Decree of Justice (mostly just to cycle it) Deploy to the Front (Great way of expanding ranks of soldiers) Devout Invocation (This is basically a win condition) Door of Destinies (buffs soldiers) Elspeth Tirel (makes soldiers, gain life, emergency nuke) Elspeth, Knight-Errant (makes soldiers, indestructable emblem) Elspeth, Sun's Champion (produces soldiers, cool emblem) Elspeth, Sun's Nemesis (makes soldiers or gain life, neat concept) Enlistment Officer (Good way of thinning the deck) Entrapment Maneuver (produces soldiers while protecting yourself, smidge situational) Erase (cheap removal. Isochron Scepter) Evangel of Heliod (produces soldiers, potential for lots of soldiers) Even the Odds (Nice way of getting emergency troops) Fairgrounds Warden (cool removal) Field Marshal (buffs soldiers) Fiend Binder (cool removal) Finale of Glory (basically a win condition) First Response (Nice way of benefitting from small attackers, I think) Garrison Cat (produces 1 soldier token, effectively replacing itself, might be worth cutting) Gideon, Ally of Zendikar (only really here for the emblem and possibly getting buffed on attacks) Gift of Estates (Land is always a problem for me, good deck thinning) Glorious Anthem (buff) God-Favored General (produces soldiers, albeit a bit expensive) Haazda Marshal (neat soldier producer, makes lifelink soldiers) Hero of Bladehold (battlecry + soldier producer, great with Haazda Marshal) Holy Day (defensive spell, Isochron Scepter) Honor of the Pure (buff) Hunted Witness (replaces itself with a soldier, cheap, might cut though) Intangible Virtue (buffs tokens) Intrepid Hero (Great removal, lots of great memories, nostalgic for me, etc) Isochron Scepter (Keep using certain Instants as needed) Join the Ranks (a bit expensive but makes soldiers) Journey to Nowhere (removal) Keeper of the Accord (really cool card, definitely helps with soldiers and lands) Knight-Captain of Eos (basically a holy day by sacrificing a soldier, seems really good) Land Tax (Land is always a problem) Launch the Fleet (produces soldiers, great with Odric, Haazda Marshal, Hero of Bladehold, Brimaz, etc) Leyline of the Meek (Neat little buff) Lieutenants of the Guard (neat mechanic, might cut) Loxodon Partisan (battlecry, might cut) Loyal Sentry (neat concept, cheap) Makeshift Battalion (diet battlecry) Marble Diamond (might be good) Marshal's Anthem (neat card, might be beneficial in a pinch) Martial Coup (great removal + producing soldiers) Mentor of the Meek (card draw from soldiers) Militia Bugler (decent deck-thinning, might cut since its only top four) Militia's Pride (produces soldiers, lots of good synergy) Mobilization (decent buff, built-in soldier producer, tad expensive) Mother of Runes (utility, might cut) Murder Investigation (neat little way of producing soldiers, depends) Ninth Bridge Patrol (neat way of benefitting from tokens getting destroyed) Nomads' Assembly (huge potential) Oath of Lieges (Land is always a problem) Oathsworn Giant (expensive, but decent buff) Oblivion Ring (Removal) Omen of the Sun (produces soldiers, little life gain, scry later, flash, generally good) Palace Guard (cool card) Paragon of New Dawns (buffs soldiers) Path to Exile (Removal) Patrol Signaler (roundabout way of producing soldiers, might cut) Pay No Heed (cheap defense, Isochron Scepter) Pearl Medallion (cheaper spells is always better) Pennon Blade (make something huge, kinda expensive though, might cut) Phantom General (buffs tokens) Precinct Captain (cheap, produces soldiers for attacking, decent synergy) Preeminent Captain (free cast, depending upon circumstances, decent synergy) Proper Burial (decent life gain) Raise the Alarm (cheap soldiers, Isochron Scepter) Ranger of Eos (only useful if I have a lot of cheap creatures) Reborn Hero (neat concept, can bring it back) Rebuff the Wicked (neat counter) Recruit the Worthy (cheap soldiers, Isochron Scepter) Recruiter of the Guard (decent search) Remember the Fallen (might cut, decent card) Resurrection (decent way of bringing back an expensive creature) Return to the Ranks (potentially free method of bringing cards back) Reverent Hoplite (potentially lots of soldiers) Rhox Pikemaster (Decent buff) Righteous Cause (Decent buff, tad expensive) Riot Control (neat life gain, defense) Rootborn Defenses (defense, makes a soldier, neat) Safe Passage (defense) Selfless Squire (interesting utility, might cut) Sergeant-at-Arms (can create soldiers, seems expensive though) Shielded Passage (neat little defense, Isochron Scepter) Sol Ring (obvious reasons) Soul Parry (decent defense, Isochron Scepter) Soul Snare (neat way to keep up devotion + have something on hand to deal with a creature) Soulmender (cheap creature, life gain, might cut) Standing Troops (decent card, might cut) Stormfront Riders (expensive way of producing soldiers, flying, might cut) Strata Scythe (make something huge, might cut) Strength of Arms (decent way of making soldiers, Isochron Scepter) Sword of the Meek (decent way of bringing it back from graveyard, might cut though) Sworn Companions (lifelink soldiers) Terminus (nice clutch card) Thraben Standard Bearer (cheap soldier, can be good for creating defenders in a pinch) Timely Reinforcements (neat for emergencies) True Conviction (huge buff) Unified Strike (exile based on number of soldiers, isochron scepter) Unruly Mob (might cut) Valor (easy way to get first strike) Veteran Armorer (buff, might cut) Veteran Armorsmith (buff, might cut) Veteran Swordsmith (buff, might cut) Veteran's Armaments (decent synergy, might cut) War Report (good life gain) Wing Shards (neat card, might cut) Worship (synergizes with Darien)
Lands Drifting Meadow (cycling) Emeria, The Sky Ruin (awesome card if I can get 7 plains) Karoo (neat little card, not sure if worth it) 28x Plains New Benalia (neat card, not sure if worth it) Nykthos, Shrine of Nyx (white deck, probably a good call) Secluded Steppe (cycling)
Thank you for your time and attention.
8 months ago
1 year ago
Seal Away, Unbreakable Formation, Serenity, Pariah (give to anything with indestructible), Leyline of Sanctity, Land Tax, Ghostly Prison, Authority of the Consuls, Demystify, Erase, Path to Exile, Eight-and-a-Half-Tails, Anguished Unmaking, Boros Charm, Generous Gift, Lapse of Certainty, Teferi's Protection, Utter End, Wild Ricochet, Merciless Eviction, Crackling Doom, Despark, Utter End
1 year ago
So with Crucible or Excavator, you'd want to discard lands because you'd know you could cast them from the graveyard. So you'd be able to keep spells you need in your hand. Additionally, both really hose stuff like Ghost Quarter , Field of Ruin , and Beast Within against your Mazes. So even it not mainboarded, 1x of one of them might be good in your sideboard.
The only downside I can see to Reliquary Tower is the slot(s) it takes up in your mana-base and the land-drop you have to make that isn't a Gate. All in all, seems pretty great.
I'd say move the Lantern to the Sideboard or cut it and add to your sideboard Prismatic Omen or some sort of Enchantment/Artifact removal - Disenchant or Revoke Existence or Erase or Oblivion Ring or Return to Nature or Back to Nature or Felidar Cub if you're afraid you won't have white mana available.
2 years ago
Here is why I have chosen these cards: Child of Alara - This is my Commander - This is Sakura. Alara reads "When Child of Alara is put into a graveyard from play, destroy all nonland permanents. They can't be regenerated. Now we all know how much it sucks to have to worry about the threat of a board wipe being on the field - so I have chosen to put 1 restriction on Alara. In the series during The Final Judgement, Sakura essentially has her memories wiped and life as she knows it as a Cardcaptor never existed. This only ever happens to Sakura ONCE. For this reason, I am putting a restriciton on her, that I can only choose for her to go to the Graveyward ONCE per game. This means timing of this is crucial. Other reasons for why I have chosen Alara and the Commander: - She is a Child, like Sakura was when she encountered the cards - You will need recursion as a key element in your deck building to ensure you can continue to use Alara. Sakura always has access to her cards, so having the ability to pull things back from the grave fits in perfectly with that aspect.
Yuriko, the Tiger's Shadow - This is Shadow. Has shadow in the name as well as gives you the ability to draw a card and have your opponents lose life based on its CMC
Voice of All - Voice. The cards title is the essence of what the Voice Card does.
Tishana, Voice of Thunder - Thunder(1). I chose this card 1) because it has Thunder in the name but also because the artwork is of Tishana who is controlling the 'thunder' (but is actually water) Tishana would be Sakura. This card allows you to have no max hand size - which isnt an essential element to this deck but again- access to all cards. She allows you to draw a card and her 'Thunder' is as strong as you can make it. Just as it would be is CCS.
Thunderbolt - Thunder(2). Some cards are too hard to not have in when they fit so perfectly with a CCS card. This card speaks for itself as to why I would choose it as Thunder
Soul Manipulation - Illusion(1) My first thoughts when i though about Illusion as a MTG was making something appear as something it isn't - Like a Morph card. Another thought I had, which i feel fits more correctly with CCS is that Illusion would appear in the disguse of what that person feels. Manipulating the space in front of them so see something else. This just lead me on key word search for Manipulation and this seemed to be a reasonable result. Also allows for graveyard recursion.
Illusionary Servant Illusion(2). Has Illusion in the name. Is essentially just another creature.
Maze of Shadows Maze. Has maze in the name and allows for a 'Fog' on target creature.
Etali, Primal Storm Storm. Has storm in the name, is a big creature. Storm is an aggressive Card. Etali, feels just that. In the series Saoryan became the first Cardcaptor to control Storm, essentially taking the card away from Sakura. So, Etali, Primal Storm, will take others cards away from them.
Mirror Mockery Mirror. Mirror had always been used to make a copy of Sakura (until Clear Card) but Mirror was never the real Sakura. So I searched for something that would create of copy of a creature that wouldnt become a permanent. Essentially this would need to be used on a card with an ETB trigger or with Haste.
Blood Mist Mist (1). Has mist in the name. Originally i was thinking of a creature that had deathtouch as everything Mist touches gets destroyed. Instead I went with a card that has Mist in the name and allows for Double Strike.
Dread Return Return. I know from the start that any of the Time element related CCS Cards would have be graveyard related. I felt this was the best of my options and has Return in the card name.
Dragon-Style Twins Twin. CCS Twin Card are 2 twins who fight in unison. This creature has Twin in the Title, The art is of twins about to engage in combat and has Double Strike.
Valley Dasher Dash. Dash is a super fast card that panics when scared or flees. Valley Dasher has Haste and has to attack each turn if able. I think that is a pretty close similarity in the fact that this card is "always on the go"
Sandcrafter Mage Sand. Art work is of a Mage casting Sand Magic. That alone fits in the CCS.
Carpet of Flowers Flower. Im not gonna lie originally i was going to go with Flower / Flourish simply because the card is called Flower however, Carpet of Flowers allows for colouring fixing if used against an island deck. An essential element in a 5 colour deck.
Pit Fight Fight. I always knew what style of card I wanted for Fight. This seemed like a reasonable option.
Shu Yun, the Silent Tempest Silent. Has silent in the name. In the art Shu Yun is in a temple. A quiet place. Just like the museum was in the series. This card has the ability to allow additional damage.
Snowhorn Rider Snow. Besides from running One snow covered land. This seemed like the next best option.
Agony Warp Little. There are no LEGAL cards with little in their name. The little card is known for making things smaller. Whilst my BIG card does not currently do this in reverse. I felt Agony Warp was a good alternative.
Wall of Wood Wood. A gentle card that does essentially nothing but defend. My RAIN card was originally going to be a card that allows walls to attack as if they have no defender but I am not running enough walls in this deck for it to be worth while. instead I went with once that could be used with Wall of Wood being on the field or any other card.
Angelic Shield Shield. Makes your creatures tougher- giving them more protection. Allows for Graveyard recursion.
Ashiok, Dream Render Dream. Has dream in the name. Looks somewhat similar to the CCS Dream Card Art. Allows for Graveyard control.
Drana's Emissary Sweet. There are NO CARDS with Sweet in their titles. Sweet only appears in flavour text. Out of all the options. This seems the most beneficial.
Goldenglow Moth Glow. Only card with glow in its name. it is similar to CCS Glow Card and allows for life gain. A gentle card that is really - Just a 'pretty' card just like in CCS.
Spirit Loop Loop. Has loop in the name. Allows for life gain and the card itself, essentially in undying... just like a loop.
Luminescent Rain Rain. The only card with Rain in its title that seemed some what in resemblance to the CCS Card and could still work with WOOD.
Avenger of Zendikar Create. Create is a card that creates creatures. Avenger seemed to be a good fit. Avenger being the book and the plant tokens being the creatures that Create makes. This card will be changed out for Deep Forest Hermit(UNRELEASED) which creates squirrels and works with your graveyard.
Sword of the Animist Sword. Allows you to attached a sword to target creature and allows for ramping.
Archangel's Light Light. Originally I wanted a card that was similar to Dark- just like in the series. It was hard to find any that that worked that included the words light and dark. There is the potential that the 2 cards could become One single card in future, as in the series the 2 cards must always be used in unison. This card has light in the name and has graveyard recursion.
Erase Erase. REMOVAL. No further explanation needed.
Floating Shield - Float. Has float in the name. Allows you to choose WHITE as the protection colour without it being removed from enchanted creature.
Pathway Arrows Arrow. We never for to see much about how Arrow works as a card when being controlled. But we do know that it shoots arrows. So, this card has Arrow in the name, the artwork is of a bow and arrow and is an equipment allowing equipped creature to tap to deal a damage to another creature - almost as if it were shooting an arrow.
2 years ago
If you remove Magmatic Chasm and Mad Prophet , you would have a standard legal deck. Though, I guess that woulnd't really matter if you're playing with friends and they all play modern, (or if you want to compete with this in modern tournerys.)
If you want to stay modern the main card to look out for is Lightning Bolt - Cheap removal as well as a way to finish the game.
As for your enchantment problem, I don't think it's worth it to include much enchantment removal since enchantments are both an underrepresented card type, and a card type that's usually not very important to deal with. That's why enchantment removal is normally reserved for the sideboard, (but I assume you don't play this in a best of thee inviornment, so I guess that's not an option.)
Therefore I would suggest you to run Oblivion Ring instead, as it's a decently well consted and very flexible removal spell that will almost never get stuck in your hand or get wasted on a Utopia Sprawl the way Erase sometime will.