
Outlaws of Thunder Junction (OTJ)
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Pre-release | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Ferocification
Enchantment
At the beginning of combat on your turn, choose one —
- Target creature you control gets +2/+0 until end of turn.
- Target creature you control gains menace and haste until end of turn.
DiggleMcGee on
Forces of Mabel, Unit
1 year ago
Your creature list is a bit small consider adding a few changelings to help. Bloodline Pretender or Taurean Mauler. If you want to regularly trigger valiant having a second 0 equip artifact can help like Shuko. Something explosive could run is Blacksmith's Talent. Additionally some useful things to trigger valiant could be Collector's Cage, Ferocification, or Might of the Ancestors. For some cool equipment you could run Sword of the Animist or Hammer of Nazahn.