|Commander / EDH||Legal|
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|Modern Horizons (MH1)||Uncommon|
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Destroy target permanent. It's controller creates a 3/3 green Elephant creature token.
Generous Gift Discussion
1 week ago
Yo! Thran Quarry , Reflecting Pool , Opal Palace , Holdout Settlement , and/or Unknown Shores instead of the 3c enter tapped lands? Ramos, Dragon Engine could be a nice color fix too, especially if you wanted to go for a way to boost counters.
Not sure Debt to the Deathless is doing much, but I'm probably missing something.
2 weeks ago
Inspiring Veteran , Heavenly Blademaster , Blood Crypt , Godless Shrine , Sacred Foundry , Arid Mesa , Marsh Flats , Bloodstained Mire , Auriok Steelshaper , Mortify , Vindicate , Damnation , Wrath of God , Enlightened Tutor , Sol Ring , Lightning Greaves , Boros Signet , Orzhov Signet , Rakdos Signet , Acclaimed Contender , Hammer of Nazahn , Arcane Signet , Sword of Feast and Famine
Mirran Crusader , Worthy Knight , Righteous Confluence , Despark , Generous Gift , Rakdos Charm , Infiltration Lens , True Conviction , Colossus Hammer , Blackblade Reforged Cavalier of Flame , Sunforger , Ugin, the Ineffable , 2 Mountains, 4 Plains, 2 Swamps
2 weeks ago
A card that goes well with a token/go wide strat is Glare of Subdual to help defend or punch through as needed.
Kjeldoran Outpost and/or Vitu-Ghazi, the City-Tree gives you a couple more options to generate token creatures. Cathars' Crusade and Gavony Township are there to make all of those tokens real threats.
2 weeks ago
May I suggest the following?: Counterspell Negate Swan Song Delay as for the counters. They're just a must have in a blue controllish scenario when you want to avoid any trouble until you have your commander out. But they're also useful in the later stages of the game when you want to "nope" the key/finisher cards of your opponent(s). Blue is also known for it's draw power: Mystic Remora (the more affordable) and Rhystic Study both really shine in MP sessions.
White has also some nice control enchantments like: Oblivion Ring
, Banishing Light , Hieromancer's Cage , Stasis Snare or Suspension Field . I suggest to add one or two, to exile the biggest threat IF necessary (I'm looking at you generic Eldrazi with anihilator 4) You have 38 creatures in the deck. With Patriarch's Bidding you already have an excellent ressurection option IF ever needed (with this creature stock) so maybe taking out Lifeline and adding some ramp like Arcane Signet , Fellwar Stone , Coalition Relic or even Herald's Horn to reduce the mana cost of your slivers. Aggro decks (naturally) tend to attract more attention on the table. You also want to protect yourself from massive board-wipes with maybe Teferi's Protection , Boros Charm or Heroic Intervention . But use them yourself Planar Cleansing , Phyrexian Rebirth or Merciless Eviction should be some nice sideboard add's when facing maybe goblin's or vampires (also very aggro tribes) I'd rather run (target) permanent removals: Assassin's Trophy , Generous Gift , Beast Within than tutors (but this is a very personal choice) because your commander already is tutoring up all the other needs. Maybe add one more land tutor. Skyshroud Claim for example. first sliver could cascade you a massive amount of creatures in just one big scoop. A must have. Also maybe reduce the amount of the +/+ Slivers to get some room for the more necessary ramp and control you need to stabilize your game. I hope this helps to stabilize your gameplan. HF
3 weeks ago
Pretty much any cantrip cards (ones that cost 1 mana and draw you a card) are always good. Defiant Strike , Expedite , and Crimson Wisps are some of the most popular ones I believe. Then you'll just want other good spells to add like Infuriate , Shelter , Gods Willing , Titan's Strength and other cards that cost small amounts of mana that you can get back every time you cast them with Feather.
And Sunforger is almost a must have in any Boros deck since being able to cast almost any instant speed spell from your deck is crazy good.
3 weeks ago
Declaration in Stone is pretty decent, but it is also a Sorcery. I think people have a misconception that Instants are better strictly because they allow for more immediate response. While speed is an undeniable advantage, in a deck without ramp, making use of mana on opponent's turns can also be more efficient. For example, with an Instant in hand, you can use untapped mana to remove a threat on an opponent's turn, then untap those lands on your turn, whereas a with a Sorcery, you have to wait until your turn and then choose between casting a removal spell or a creature spell. And then there's range - not all removal spells are equally useful, and in my humble opinion, Generous Gift is pretty solid - not only is it an Instant, but it works on everything. Of course, it also comes at the top of realistic CMC, vs stuff like Fatal Push and Path to Exile that are much narrower, but also allow versatility in casting more spells. I usually run 1-2x of a couple different removal spells that overlap, but also give me range. The added upside to singleton removals is that spells like Surgical Extraction etc that consider additional copies in hand/deck/graveyard, etc fizzle. The downside is against spells like Duress that reveal your hand, as singletons will make it easier for opponents to count your cards (as is true with land art). That's not something I usually care about, but I understand why other people do. I usually prefer white removal to black, so I might run something like 1x Blessed Alliance (versatile and works against hexproof/indestructivble), 1x Generous Gift (works against everything at Instant-speed), 1x Declaration in Stone (very strong against tokens and it exiles), 1x Cast Down (value of speed and application). I don't think this approach is favored in competitive play. Indeed, part of the reason for it is budget-related. If I could afford 16 copies of Path to Exile, it would be in a lot of my decks. And certainly, some of the same logic is generally reserved for Sideboards, which I also use to pad out my top removal spells along with other utilities like Pithing Needle , Ratchet Bomb , Nevermore , Celestial Purge , etc.
Yes, I think you should still try to lower the CMC. In a fast format like Modern, 5 mana on T5 isn't a lot! That's a total possible casting power of 15 over the course of your target game, and that's assuming you play a land each turn. (That also means you'll only be looking at a maximum pool of 12 cards, and 5 of those must be lands! So what 7 spells can you cast for 15 mana? That's only 2.14 mana on average!) If you consider the likely possibility that at least 2 of that 15 must be spent in preventing an opponent from winning, that leaves a maximum of 13 mana to cast other spells. If at least 1 of those other spells is going to be a wincon that costs 4 or more, that leaves 9. This is why spells like Sorin, Vengeful Bloodlord are so difficult to use. If you cast him, you're left with only 5 mana total over the course of 5 turns to cast other creatures and spells. That's only 2x 2CMC creatures. Having 20x 2cmc creatures guarantees you'll get a couple, but it doesn't offset the price of trying to play bigger spells. If Sorin gets removed, or hit via evasion, trample, etc, you can lose a lot of limited resources, and because of spells like Generous Gift and Beast Within , opponents can remove any big threat for less than you can cast them. This can easily slippery slope into getting a combo and protecting it at all costs, which I think, while sometimes fun, is also not as good as a deck without a central/obvious threat. I'm big on value and synergy. Like, I think 30x Champion of the Parish and 10x Brave the Elements would beat just about anything. This all applies to your report on trouble with heavy counterspell/removal. Without a lot of disruption, you've got to be able to play creatures for less than opponents spend to remove them. That usually means no more than 4 spells at 3CMC and only 1-2 at 4+CMC. It also usually means at least 6 1CMC spells. Of course, you're constrained by the theme of the deck, which is all about life-drain, and I think you're way out in front of foolhardy decks trying to play Exquisite Blood+Sanguine Bond among a smattering of other 3CMC+ spells. That said, you still want to make your deck as competitive as possible within your budget, so anywhere you can make the deck faster, more efficient, and more consistent, you want to trade power all the way down to the minimum. Most games, you only need to get opponents from 20 life to 0.
To address Tron, I think it's worth going back to removal options briefly to point out that Generous Gift works on lands, which can be used to shut down Tron decks or at least slow them down. The great thing about GG is that it works on other stuff, too, making it considerably better than something like Rain of Tears , which is so specific and narrow, it's hard to justify even in a sideboard. Other stuff that's great against Tron: Ghost Quarter and less budget friendly, Field of Ruin . Damping Sphere is solid, too, and will favor your heavy-ish use of limited mana, as it's very possible you'll only have enough to cast 1 spell on many turns. To some degree, all this also depends a bit on what sort of threats the Tron decks you're facing are putting down, as it's a pretty broad archetype. Sometimes more removal or board wipes can be useful, but given the mana Tron produces, it's usually difficult to keep up with it once it's assembled. Oh. I got really carried away. Sorry about that. I hope some of this is useful.
3 weeks ago
I like the versatility of stuff like Generous Gift and Beast Within over 3cmc land destruction spells, but I suppose it really depends on how competitive you're trying to be and what colors you're using.
4 weeks ago
I think you need faster ramp and probably more land to cast so many high powered spells consistently. Since this is casual, Wild Growth is pretty budget friendly. Fertile Ground is good, too. I suggest you cut Urban Burgeoning and Selesnya Locket for a 4 land enchantments that double the mana per tap. Since you're trying to populate, I also suggest cutting 1x of each of your highest CMC creatures in favor of some 1CMC mana dorks: Avacyn's Pilgrim can help mana fix for white, and Elvish Mystic or Llanowar Elves will ramp green. A possible 2CMC creature: Voyaging Satyr will double down on enchanted lands.
Personally, I'm not a big fan of of Elvish Visionary, so I'd cut that in favor of a spell that actually gains card advantage instead of just can-tripping, especially since there's not an Elf Tribal sub-theme. For budget, I think it doesn't get much better than Harmonize . If you ramp hard, Mentor of the Meek offers some synergy and is repeatable.
I'd cut Common Bond and add 2x more lands.
I think it's also worth considering more aggressive disruption in the form of Beast Within / Generous Gift . You could use them on yourself if you wanted a 3/3 to populate, or on pretty much anything an opponent controls.
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