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Format | Legality |
1v1 Commander | Legal |
Archenemy | 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 |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Gladehart Cavalry
Creature — Elf Knight
When Gladehart Cavalry enters the battlefield, support 6. (Put a +1/+1 counter on each of up to six other target creatures.)
Whenever a creature you control with a +1/+1 counter on it dies, you gain 2 life.
InfectedToe on Australian Farmhouse GMO edition
2 years ago
I've looked into this and I really like the path of +1/+1 counters. There are of course plenty of ways to get counters on your creatures in this deck (primarily Willowdusk), so capitalizing off of that with effects that bolster any creatures with counters or give them trample it pretty darn powerful.
First off, the trample givers: Bramblewood Paragon, Gnarlid Colony, Pridemalkin, and Crowned Ceratok.
And some other +1/+1 tribal engines: Mer-Ek Nightblade, Oona's Blackguard, Skyclave Shadowcat, and Tenured Inkcaster who, in particular, is very good in this deck.
And some support for the counters: Armorcraft Judge, Gladehart Cavalry, and Inspiring Call.
On a different note, giving your creatures lifelink in this deck is insane. Swing with something big to permanently double it's P/T with Willowdusk. Some good cards for that are: Alchemist's Gift, Essence Infusion, Rush of Vitality, Sorin, Imperious Bloodlord, Poet's Quill, and especially Whip of Erebos. Essence Harvest is also in the same vein.
Lastly, one nasty thing you could do would be untapping Willowdusk to use her ability twice in a turn for exponential gains. Ideally, this would be done with cards like: Magewright's Stone, Puppet Strings, Quirion Ranger, Seeker of Skybreak, and Thousand-Year Elixir.
I also want to quickly touch on the other side of Willowdusk's ability with Aetherflux Reservoir Which would let you instakill an opponent then give one of your creatures +50/+50.
As for what to remove, there are quite a few cards I feel are pretty unsynergistic here like Dragonsguard Elite and Witherbloom Pledgemage as this isn't really a spellslinger deck. I also dont see the point of reclamation effects like Deadly Brew, Retrieve, Healing Technique, Dollhouse of Horrors, The Underworld Cookbook, or You Happen on a Glade. Lastly, Roil Spout just isn't legal (probably an error lol).
TheCDC on
4 years ago
Gladehart Cavalry and Sandsteppe Mastodon don't seem to be doing a lot for you. In low budget games grind is the name of the game and you're severely lacking in draw power. Even something simple like Lead the Stampede can push you ahead in the game. Camaraderie is likely 10x better than either Biogenic Upgrade or Incremental Growth.
Other options include Duskwatch Recruiter Flip, Vivien's Grizzly. Mana outlets like this help you pull ahead when everyone else has either dumped their hands.
Evolutionary Escalation can also easily replace any or your more synergy based +1/+1 counter generators and your commander has a super secret mode of stealing the counters from the opponent's creature.
Evolving Wilds and Terramorphic Expanse are also suspiciously missing.
blakeivey12 on Grandma, what big teeth you have..
5 years ago
I think you'd want to focus on proliferate and putting +1/+1 counters on your creatures.
I think that you have a larger number of enchantments then you need. Here are my suggestions to sharpen this area of your deck. Web of Inertia should be replaced with Inexorable Tide . Sheltered Aerie can be replaced with Hardened Scales . This next swab can be a large chunk of money but is a significant upgrade. Asceticism is an upgrade for Shielding Plax . It is up to you but I would cut Beastmaster Ascension and Bred for the Hunt . You can replace them with value creatures that allow you to utilize your commander.
For Sorcery, I am going to again focus on proliferate. Miming Slime creates a creature who can be powerful but not of value, instead I would put in Tezzeret's Gambit . Verdant Confluence is a good card but beings with it a high mana cost. Triumph of the Hordes is cheaper, buffs all your creatures, and threatens your opponents with an infect trample attack. I would replace Confluence with the Triumph of the Hordes card. Cultivate could be more versatile and cheaper then Journey of Discovery .
Now instants. Druid's Deliverance focuses on populate. This ability is for doubling tokens and not counters. Krosan Grip is more value as you get to remove a target artifact or enchantment. Your other cards are good choices but preventing combat damage just slows you down. I would remove Respite and Root Snare . You can use this spot to add 2 more creatures that will buff your experience counters.
Artifacts is really up to you. My only suggestion would be to remove Simic Keyrune and put in Whispersilk Cloak .
Lands look great! Some suggestions would be Yavimaya Coast , Temple of Mystery , Evolving Wilds or Terramorphic Expanse , Botanical Sanctum , and Hinterland Harbor . Sand Silos can slow you down somewhat and Darksteel Citadel only produces colorless mana. It is up to you on how you want to combine these suggestions. My last note is that your land count should be between 37 and 39 to make sure you can constantly play mana and don't get stuck.
Creatures are the bread and butter of your deck. You need them for those experience counters, so let's start putting in some value creatures that benefit you. Wall of Mist is a defender that will never attack, instead lets try to put in Chasm Skulker . Skulker can get very scary and when he is removed, you have an army of tokens. Cultivator of Blades can help to power up your creatures on an attack, triggers an experience counter, and is cheaper in mana then Oran-Rief Hydra . Druid of the Cowl can be upgraded with Gyre Sage . Sakura-Tribe Scout and Wayward Swordtooth allow you to play additional lands but this doesn't benefit your gameplan. Herald of Secret Streams and Champion of Lambholt are good value cards to replace them. Gladehart Cavalry is very expensive mana wise. Vorel of the Hull Clade is a great replacement that doubles your counters. Overgrown Armasaur should be replaced with Managorger Hydra .
Crazyjala on Nath of the Empty-Hand
5 years ago
Gladehart Cavalry Pir, Imaginative Rascal Winding Constrictor Hardened Scales Forgotten Ancient Death's Presence Reyhan, Last of the Abzan Retreat to Kazandu Mazirek, Kraul Death Priest Corpsejack Menace Ivy Lane Denizen Kalonian Hydra Loyal Guardian Managorger Hydra Necropolis Regent Ob Nixilis, the Fallen Scute Mob Vigor Vebulid Yahenni, Undying Partisan The Haunt of Hightower
Deathreap Ritual Champion of Lambholt Shaman of the Pack Gray Merchant of Asphodel Lys Alana Huntmaster Eyeblight's Ending Beastmaster Ascension Oversold Cemetery
Fluffpocalypse on Atraxa Box Deck
7 years ago
While a good chunk of this deck seems pretty decent to me, some of the things I can see that need improvement are primarily concerned with mechanic theme. What I mean by that is, to me, you have a few cards that don't synergize very well with all of your other cards and your commander. For example, while Battering Ram is an okay card, can you justify its placement in your deck when alongside your commander? With Atraxa, you should be focusing heavily on making tokens and counters, and copying them to high heaven. I just can't see cards like Battering Ram or Angel's Mercy fitting in with Atraxa's mechanical theme.
Instead, if you want a solid life gain outlet - just as an example - that ALSO synergies pretty well with your Atraxa, consider cards like Abzan Battle Priest, or Gladehart Cavalry...even Cenn's Tactician if you're trying to bolster your deck's defensive capabilities. Your cards should almost all be, at their core, concerned with either +1/+1 counters, -1/-1 counters, tokens, or any combination of the three. A creature that can insta-kill walls probably won't be useful when working with your commander.
In summation: decent start, maybe replace a few cards with better equivalents, and try to keep in mind what commander you're using, since at the end of the day, your commander should be the predominant driving force behind your card selection. With Atraxa, look for useful or important counter production that you can double up constantly over the course of a game.
windlnk on JACKED UP
7 years ago
Although it is a bit expensive mana wise and is leaving standard soon adding a Gladehart Cavalry is a pretty strong card and can play well with the +1 +1 subtheme the deck has going.
Vixxxx on
7 years ago
Well at first, 20 land isn't enough for any ramp deck, 23-24 is right amount.
When HOU comes out you have to have answer for Solemnity as it wrecks all decks like this.
I don't see why you play Evolving Wilds in mono colored deck.
Ajani, Valiant Protector Just isn't worth to play really, ultimate doesn't even usually win the game if opponent has removal spell, and standard decks plays usually lot of removal.
Paradox Engine Doesn't really fit in deck like this, of course it works nicely with Rishkar, Peema Renegade but still i don't like it.
Aetherwind Basker Isn't really that good, there are better options like Oran-Rief Hydra, Honored Hydra or if you want to stick with elf theme (You even play Metallic Mimic) Gladehart Cavalry isn't too bad.
There are things that i come up with at first, have fun playing!
Chaostrash on The Reaper Plays Jund
7 years ago
And thank you slviemont, I will consider Nissa, Voice of Zendikar, I don't know how I feel about Gladehart Cavalry but I will definitely put in Ooze Flux because I think it looks great in this deck, so thank you for that.
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