Guardian Project

Guardian Project

Enchantment

Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.

Latest Decks as Commander

Guardian Project Discussion

Ca1m_down on BlitzKrieg

6 days ago

Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:

Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil

"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher

Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap

I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.

Things in your current list that I'm a little skeptical of:

Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.

Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).

Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.

Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.

All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)

MagicMarc on 5color Sliver

4 weeks ago

I don't agree about Jodah, Archmage Eternal or Fist of Suns. I think both of those cards actually hurt your deck instead of help it. Your mana costs are not high enough for replacing them with WUBRG. Neither of those cards brings what Morophon, the Boundless does to the table. I would dump Fist of Suns for Fellwar Stone or something like Cryptolith Rite. Even Birds of Paradise or something similar is a way better card for this deck than either of those. I would dump Winged Boots for Lightning Greaves. Haste is better than flying and shroud is better than ward.

You have way too few slivers in your deck to "Swarm" anyone. Let alone a table full of opponents. Your deck also has a lot of cards that are targeted creature removal. I would dump a lot of that removal for adding quality slivers that provide removal or create removal for you. Take a hard look at your sorceries and instants and see if there is a sliver that does the same thing. Then replace that card with the appropriate sliver. You also need more card advantage to refill your hand once you start slamming slivers down. You can combo using your mana slivers, Intruder Alarm and cards like Vanquisher's Banner. With those cards in play, every time you cast a sliver you will draw a card and untap your slivers which can let you chain through your library in no time.

For more card advantage and more slivers I would suggest the looking to add some of the following depending on your budget; Herald's Horn, Icon of Ancestry, Cryptic Gateway, Descendants' Path, Guardian Project, Kindred Discovery, and The Great Henge. Since you don't have Sliver Queen you can make more slivers with Maskwood Nexus or Birthing Boughs. Realmwalker is another great card. Adding 4-6 of some of these will really speed your deck up.

Good slivers to replace sorceries, instants or land you take out:

Necrotic Sliver, Essence Sliver, Two-Headed Sliver, Fury Sliver, Belligerent Sliver, Galerider Sliver, Bonescythe Sliver, Venom Sliver, Syphon Sliver, Diffusion Sliver, Hibernation Sliver, Brood Sliver, Crypt Sliver, Blur Sliver, Opaline Sliver, Toxin Sliver, Tempered Sliver.

You don't have to use all of these but some of them are insanely good like Necrotic Sliver. You don't need any removal spells if you have a bunch of slivers and this one in play.

Kamerot on The crushing jaws of a howling slaybeast

1 month ago

Ramp and draw are always the biggest things. I personally would cut things like Tireless Tracker, there's just better ways to draw power than through clues. Eldrazi Conscription is a cool card but can only buff one creature in a deck where you're building a fat army, it seems unnecessary. Also Dragon Throne of Tarkir seems like it would hurt you since the equipped creature gains defender and you want to be attacking with all those eldrazi and other fatties you have.

Cards like Pathbreaker Ibex or God-Eternal Rhonas are great ways to buff while being tutorable in green. Rishkar's Expertise is great draw power, and Return of the Wildspeaker can buff or draw a ton of cards at instant speed.

Some low cost cards for ramp and draw that can help speed things up are Lotus Cobra/Tireless Provisioner and Beast Whisperer/Guardian Project

Other great ramp cards are Mana Reflection or Nyxbloom Ancient. Usually if those stick for me, its game over. Hope this helps!

Kamerot on The crushing jaws of a howling slaybeast

2 months ago

Hey there, I'm a big fan of the premise of your deck. I've always liked goreclaw, she's a fun card. With that said, I do have some suggestions:

  • Prowling Serpopard -> Allosaurus Shepherd/Destiny Spinner - if your budget allows, shepherd is the better choice, but both are upgrades to serpopard.
  • Veteran Explorer -> Arbor Elf - without a dedicated sac outlet, there is no guarantee you can get explorer in the graveyard in a timely manner, plus it helps all of your opponents. Since you're running both ashaya and yavimaya, arbor elf can potentially untap all of your big mana engines, plus it's an elf and benefits Priest of Titania.
  • Myojin of Life's Web -> Argothian Elder - myojin was always lackluster for me, plus you can't cheat it out. The elder is an elf which again will help priests, plus with ashaya, It goes infinite which is great with all the big fatties you're running.
  • See the Unwritten -> Selvala's Stampede - for the same cmc, you get a much better spell that doesn't make you pitch anything to the graveyard. And what's great about Stampede, it gets better with the more opponents you have. Just make sure you keep a couple of permanents in your hand to cover any way your opponents vote.
  • Those are the big suggestions I have to make at first glance. Here's some other good options for card advantage if you ever find yourself running out of steam.

  • Beast Whisperer
  • Guardian Project
  • Rishkar's Expertise
  • Hope this all helps, and good luck!

    Guerric on [Primer] Unleash the Dragon! *Updated*

    2 months ago

    Profet93

    Sorry about the delayed response, I was a bit tired last night and waited until morning. Fabricate probably could be cut. The targets are Whispersilk Cloak and Lightning Greaves which are sort of the easy button for protecting Scion, but we don't need them if we play conservatively.

    I actually used to play Elemental Bond and Guardian Project in earlier versions of the deck, and while they are incredibly good in other decks, I found them to be at best win-more cards in this one. The thing is, creatures don't enter the battlefield as often as we might think. We can do a lot of damage with a small number of dragons, and some turns we won't have any new ones ETB. Where these cards payoff the most is when we play a mass recursion spell, but at that point we are winning the game anyway, so it isn't all that great. What does work incredibly well is Tome of Legends, which can pretty much get us an extra card for every turn we have it out, and Colossal Majesty is basically a second copy of Phyrexian Arena without the life loss, which is usually good enough. In a way, we are drawing cards by tutoring stuff into the graveyard, so we need our regular draw mostly to get our recursion pieces in hand.

    Necromancy is good, and is definitely better than Unburial Rites which, while recurrable, is on the pricey side in terms of mana. I've mostly held out because it isn't super cheap, but I have some store credit at Card Kingdom and might pick that this week! I like Diabolic Servitude because it is recurrable- if the dragon dies it goes back to hand and we can use it again, and it's always a discount on hard-casting a card. You are right about the potential downside of the card being exiled, which is why I'd never use it on my most critical dragons like Karrthus, Tyrant of Jund. I should definitely add that to the primer though! As for Yawgmoth's Will, that is great, but I own all my decks in paper and the real world price tag is a bit prohibitive. It has its price tag for a reason though!

    I hadn't thought of Rishkar's Expertise! I think this is a risky deck, and one which plays with big mana, so it probably is worth it! I'm definitely ok with burst card draw as long as it get's at least three cards for a good return on mana and I don't play too much of it. This card could easily refill my hand later in the game when I need it, and get me a free permanent on top of that. Great suggestion!

    Profet93 on [Primer] Unleash the Dragon! *Updated*

    2 months ago

    Guerric +1

    I see other users have mentioned removing Crucible of Fire, so even though I agree, I won't suggest it since you enjoy using it. Fabricate is a possible cut as your only meaningful targets are for draw and protection, which is nice, but a bit too slow for my tastes. How has fabricate played for you?

    No Urborg or Yavimaya (green urborg?)

    Elemental Bond > Colossal Majesty due to the fact that it triggers more than once per turn, is easier to trigger. Also, do note Garruk's Uprising as another alternative to collasal. Lastly worth mentioning is Guardian Project, while the most expensive and can be responded with removal to stop the draw, it is the easiest to trigger.

    Diabolic Servitude seems cool but given your GY synergies, how much does the exiling hurt? Not to mention at 4 cmc, it's expensive reanimation given black's standards. Necromancy could be a good swap. While not (possibly) repeatable, it is cheaper to cast, has the option of flash and does not exile the creature upon removal. Lastly, Yawgmoth's Will is just nice general recursion.

    Have you considered Rishkar's Expertise or is it too risky? You like a lot of steady card draw, I take it you're not a fan of burst card draw.

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