As Heraldic Banner enters the battlefield, choose a colour.
Creatures you control of the chosen colour get +1/+0.
: Gain one mana of the chosen colour.
|Want (2)||Skranbets , Tishana|
Combos Browse all
|Commander / EDH||Legal|
Heraldic Banner occurrence in decks from the last year
Latest Decks as Commander
Heraldic Banner Discussion
4 days ago
2 months ago
So based on what you have and I have, I would say Sol Ring - Semblance Anvil - Arcane Signet - Talisman of Conviction - Boros Signet - Hedron Archive - Mind Stone - Worn Powerstone - Heraldic Banner - Dowsing Dagger Flip
That seems good for a first draft. If you feel your deck is inconsistent then add two more pieces of ramp. You may want to add more "big" ramp and replace the smaller stuff too, but even in a big-mana deck like this the 2-CMC stuff just has a better flow sometimes.
I almost forgot: the land Myriad Landscape is great in one- or two-color decks that don't run Green. I have a ton of them.
2 months ago
So as far as ramp cards I can give you, I have:
Mind Stone - Worn Powerstone - Dowsing Dagger Flip - Prismatic Lens - Darksteel Ingot - Arcane Signet - Boros Signet - Heraldic Banner - Hedron Archive - Talisman of Conviction - Coldsteel Heart - Dreamstone Hedron - Burnished Hart - Commander's Sphere
Cards I don't have that you may want to consider:
Sword of the Animist - Wayfarer's Bauble - Gilded Lotus - Nyx Lotus - Thran Dynamo - Fire Diamond - Marble Diamond - Solemn Simulacrum (can be thrown with Brion!) - Star Compass - Sisay's Ring - Ur-Golem's Eye - Firemind Vessel - Cloud Key - Empowered Autogenerator - Lavabrink Floodgates - Guardian Idol
I would recommend at least ten pieces of ramp, perhaps even twelve. Definitely no fewer than ten in my opinion. Perhaps six that add 1 mana and four than add 2+ mana? Something like that. Getting Brion out a turn early, while not vital, can be convenient as he can pad your life total.
I would recommend 36-38 lands.
3 months ago
Astral Cornucopia is actually halfway decent with proliferation, I'd say better in this deck than Relic. If he can reasonably proliferate a couple time in the first handful of turns(by t5 or so), it's a 3-mana rock that has the potential to tap for 3, 4, 5+ mana as the game goes on.
Everflowing Chalice is a 2-mana rock anyways, and then it can add 2, 3, or 4+ easily after a few turns.
4 months ago
You'll want to tone down on creatures and look into getting some interaction into the deck.
Second you have to have ramp. Use cards like Myriad Landscape , Burnished Hart , or Isolated Watchtower as the game goes on the player with the most mana is the most likely to win. Gift of Estates can secure you some land drops as well as Thaumatic Compass Flip which becomes a good utility land later on. Also mana rocks like Marble Diamond , Hedron Archive , Worn Powerstone , and Mind Stone can be good. Also there is Heraldic Banner which will also be a boost for your team.
4 months ago
Been digging the decks I'm seeing for this guy. He seems like a lot of fun and I'm seriously considering building something for him.
Extraplanar Lens, although definitely pretty expensive, is killer in mono decks with Snow-Covered Lands with the huge asymmetrical value it provides assuming nobody else is running them. I'd also consider running more stack interaction and ways to protect him since your strat relies so heavily on him being on the field. You already have Deflecting Swat, which is nice, so maybe something similar like Bolt Bend since you have a good number of 3 and 4 power creatures, and you're going to be pumping your creatures with Heraldic Banner and potentially through the previously suggested Coat of Arms, so you should be able to get value. Additionally, I don't know what your meta is like, but cards like Pyroblast and Red Elemental Blast should be able to help you skirt control players and let you get your commander or other big cards through.
Really nice deck. I like it a lot.
5 months ago
Glad I could help. I do enjoy the concept, it's not something I've seen before. looking a bit closer, you're not doing too bad at digging into your deck tbh, and you seem to want to be throwing stuff into the graveyard. I know personally how hard ramp is in blue or white but for ramp you may try Talisman of Progress Star Compass Coalition Relic Heraldic Banner or less budget Phyrexian Altar Extraplanar Lens or Gauntlet of Power. Also you could look at Embalmer's Tools that goes with your strategy. You could also look into Mimic Vat which could prove useful. As far as cuts goes, I know you're on that populate train but some of them are not really that great. If you don't have the token in play or your tokens get blown up you'll be in a bad spot.
I do want to say that my suggestions are not criticisms, I like this deck and I'm not trying to bring you down at all on it. Just trying to help give you some ideas that might help get you to the next level
5 months ago
This is a toughie! A couple cards I'd cut right off the bat:
Chandra, Torch of Defiance There are better sources of draw and ramp for you, and her other two abilities don't really synergize with the deck.
Sparkhunter Masticore There aren't that many problem planeswalkers in our meta, and if you put enough into going wide, you should be able to take care of the ones that show up with combat damage anyway.
Fling the idea seems to be to go wide with a lot of small creatures, so fling doesn't fit super well
Lodestone Golem this is just a stand-in for most of the stax pieces here. As I understand it, the idea behind stax is to break parity, so things that seem to be bad for the whole table aren't as bad for you. It doesn't seem like you're really breaking parity here for most of these cards. Purph cares about creatures, not artifacts, so punishing everyone, including yourself, for not playing artifacts seems bad. The same is true for cards like Price of Glory and Defense Grid, given how many instants you have in here (though you might have a lot less instants by the time the deck is done).
Heraldic Banner and Altar of the Pantheon While these have good secondary effects, I always assume the main point of ramp in a deck is to get the commander out a turn early. These don't help with that, so I'd get rid of them.
Basilisk Collar You're playing red, you don't need lifegain-you need your opponents to die faster than you. I know it's a combo with Goblin Sharpshooter, so maybe keep it in just for that? But I've never been a fan of cards that are great in one situation and pretty bad the rest of the time.
Cut down on the card draw. I only have 4 cards that draw or tutor in my krenko deck, and while you'll probably want more than that, you don't need 15. I'd stick with repeatable sources of draw and impulsive draw, like Slate of Ancestry, Outpost Siege and Idol of Oblivion
Abrade You need to cut down on the artifact hate, and this is the worst of the bunch imo-remember this is a multiplayer format, and you should try to get your opponents to take care of threats for you. I generally only put 2-3 pieces of artifact removal in a deck.
Lightning Bolt Three damage just isn't worth much in a format where we start at 40 life and threats often have higher than three toughness.
This is obviously just a starting point, as you need to cut a total of 175 cards, but I hope this helps!