Artifact Creature — Gargoyle
Defender (This creature can't attack.)
: Until end of turn, Gargoyle Sentinel loses defender and gains flying.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Gargoyle Sentinel Discussion
2 months ago
Looks like a fun starter commander! Black White lifegain is a definite fun archtype to build, maybe work up towards something like Karlov of the Ghost Council or Oloro, Ageless Ascetic ! I know starting out budget is important as you don't want to invest in cards you might not like, so I've made the recommendations with that in mind!
Spirit Loop seems like it could have a home in your deck, as it's a consistent 2cmc spell that you can keep casting and getting back to trigger your commander.
Well of Lost Dreams Dawn of Hope Cosmos Elixir Are all sources of card draw that synergize with your lifegain gameplan! Your commander's colors are notoriously known for lacking card draw and ramp, so these might help keep you in the game!
Blind Obedience seems perfect for your deck!
Lurrus of the Dream-Den offers consistent recursion and allows you to cast lower cmc permanents. Kami of False Hope could also pair with this really well, as it's basically a fog effect that you can cast for cheap over and over!
In your current list, it appears a little removal light (which to be fair is meta dependent). since you're playing white, you have access to cards like Darksteel Mutation and Reprobation , which can be a headache for your opponents to deal with if you enchant their commander. Also Victimize is a great catchall removal spell.
For cuts, I'd recommend evaluating your cards in terms of whether they actively win the game or help you do what you want. In your current list Fortified Rampart I've found to be underwhelming and doesn't further your gameplan. I'd also recommend replacing the following: Star-Crowned Stag Skeleton Archer Reaper of Night Kor Scythemaster Inspiring Captain Hailstorm Valkyrie Gargoyle Sentinel Fiend Binder Angel of the Dawn Courier Griffin Silverflame Ritual Chaplain's Blessing Splendid Agony Djeru's Renunciation Sinister Possession .
That being said, it can sometimes be fun just trying your best with whatever cards are lying around! Hopefully the suggestions can give your deck a little pep!
2 years ago
2 years ago
MrReynard has some good points there. What i found is that needing all 3 colors before we can attack at all is kind of awkward. This forces you to play lots of slowlands, to the point where you need to be willing to play a slowland on turn 3. Because of this i dont put 1 drops, and use minimal 3 drops to offset the curve, making room for that likelyhood. You also need lots of card advantage to find you pieces, so i add even more slowlands for that through Memorial to Genius and Memorial to Unity. Those along with a playset of anticipate mean that i find 2 copies of the dragon every game. If they get targeted though things go bad, so you cant just run walls and the arcades. You need something that deals damage even if the dragon is not there. Traxos, Scourge of Kroog and Gargoyle Sentinel have been great for me.
2 years ago
I run 1 copy of Traxos, Scourge of Kroog and 2 copies of Gargoyle Sentinel in my wall deck, as ive noticed that i need more stuff that can attack regardless of whether or not Arcades, the Strategist is on the board. He just gets focused down too much. I also run Shalai, Voice of Plenty to try and defend my board.
2 years ago
What i did find is that playing a wall turn two kinda removes a problem control decks usually have, and that is that 1 creature too many that they dont have an answer for. For instance, if an aggro deck got a 3/1 and a 1/1 on the field, and you only have a Vraska's Contempt in hand as removal, you have to use a powerful spell dealig with a 2cmc, but if you have a wall on the board you can limit the damage you take while keeping that removal for a greater threat. Walls deal with 3cmc and lower creatures real well, so im working on a more controlly build, where i run 6-8 2cmc walls, 2 Arcades, the Strategist, 2 Zahid, Djinn of the Lamp, and the rest of the deck being a control shell, focussing on cheaper control spells so i can defend and play my key pieces better. Ill let you know how that goes.
2 years ago
I run a similar deck to this (on tapped out if you wanna check it out) and I would recommend dropping the Wall of frosts in favor of Gargoyle Sentinel. Yes they are one more mana to play, but the 3 damage makes a world of difference pressure wise before you can get arcades out. Sweet build +1
2 years ago
The difference between 15 and 18 creatures is huge - non-creature spells help where creatures falter. And 15-16 creatures is about the max you should include to have enough room for interactive spells.
The stats on the gargoyle are less than spectacular. In draft, you want to quality over quantity, individually more powerful cards than synergistically powerful ones.
For an extreme example, lets say you took Arcades P1P1. P2P1 you took Aerial Engineer. Next pick is all the red and black cards, except 1 Gargoyle Sentinel and 1 Horizon Scholar. Which is the correct pick?
Now, for another conundrum: Same deal as before, pick between gargoyle and scholar, but it is the last pick of the draft. You have 3-4 artifacts, 1 arcades, 1 aerial engineer and 2-3 walls. Which is the correct pick?
Same deal as before: Same deal as before, pick between gargoyle and scholar, but it is the last pick of the draft. You have 3-4 artifacts, 1 arcades, and 2-3 walls, but also 3 Aerial Engineer instead of 1. Which is the correct pick?