High Alert

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Legality

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
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

High Alert

Enchantment

Each creature you control assigns combat damage equal to its toughness rather than its power.

Creatures you control can attack as though they didn't have defender.

: Untap target creature.

Sliverguy420 on Turtle Power!

2 months ago

i forgot about totem armor, but theres also removal that doesn't destroy. stuff that exiles, bounces, or makes you sacrifice. if you add white, High Alert has the same mana value and affects all your creatures. i'd also recommend Aegis Turtle

Eloniel on Nobody has the intention of building a Wall

6 months ago

Azeure To be honest there is plenty of redundancy that we don't play:

The only one worth running for me is High Alert because it does both "every creatures with defender may attack" and "they assign combat damage equal to their toughness" for every creatures without having to pay mana to apply the effect.

The second best one for me is Assault Formation but i still cuted it. Bedrock Tortoise is almost playable, if either the hexproof was not conditionnal to your turn or if it's mana value was 3 instead of 4.

For 3 mana we usually have 0/7 defender without abilities Glacial Wall / Wall of Ice or 0/6 with abilities Hover Barrier ( i don't take into account the 2 very good 3 mana drop that are Wall of Denial / Weathered Sentinels).

So now let's review Plagon, Lord of the Beach, Plagon is only a 0/3, don't deal damage equal to it's toughness without paying 1 extra mana each time, it's doesn't draw us a card with Arcades and it's ability only fufill one of the 2 needed condition for redundancy as explained above. I agree it could draw us lot of cards, ranging from 2 to 5-6. If we didn't had draw engine in the command zone i would say it worth it, bu since we have one i don't thinks it's necessary.

It's already very hard to find room for each new creatures cards, i'm already having hard time finding room for Crystal Barricade and consider removing Brave the Sands from my deck. A 3 mana creature has to be really really good to make the cut in Arcades now, and i don't speak about 4 mana creatures. I'm still on fence regarding Corrupted Shapeshifter since the only 4 mana creatures i play are Arcades, Sidar Kondo of Jamuraa and Tree of Redemption, and i wonder if i would not rather include Towering Titan instead as another wincon.

PS: My decklist if you want to have a look

Balaam__ on

9 months ago

I really enjoy (incoming pun…) off the wall deck ideas, uncommon mechanics or anything else that shakes up a stagnant format, so this was pleasant to see. That said, there are some issues.

To begin with, no matter what direction the deck inevitably takes I’d say 12 lands is far, far too low. Yes, most of your cards are low costed, but that won’t make much of a difference if half your lands are buried at the bottom of your library after you shuffle. So give the land count a bump.

As for the general idea of what you’re trying to accomplish, I think it can be molded into something playable and fun, but I wouldn’t expect many wins. I think you need a more focused wincon at the moment. Off the top of my head I’d say you have a few choices if you want to retain the ‘wall stall’ theme: Either scour all available walls for one that somehow causes direct damage and build around that, go the somewhat tried-and-true route of Assault Formation/High Alert and turn those walls into offensive tanks (might be tough to do in Pauper—is The Great Forest pauper legal?), or else think outside the box and find a way to repurpose any given wall. Something along the lines of Fling but utilizing toughness, if such a card exists.

DarkKiridon on Arcades, Defender Commander

1 year ago

that_dude33 lol Charix stays. It's a damn good blocker and I've swung with it a few good times thanks to Assault Formation and/or High Alert. Arcades isn't my only option. I respect the gate options for others but I don't like guildgates personally so I don't use them.

Conair2013 on Arcades

1 year ago

Charix, the Raging Isle does not work in arcades as you would think, he has a big booty but no defender so Arcades, the Strategist does not do anything to change Charix. Assault Formation and High Alert do make him hit for 17 but they are 2 cards in your deck so not very viable.

GrimlockVIII on Bureaucracy!

1 year ago

Okay technically this doesn't fit thematically, but you should totally add High Alert to make the Council of 4 a surprise 8/8 that no one would expect for you to start beating their asses with. It'd be hilarious

You could technically argue that you're beating them down with the oppressive weight of red tape and obtuse laws.

IHATENAMES on Ruin Ghost + Retreat to Coralheim landfall combo

1 year ago

I would suggest more ways to find the combo. Think Opt maybe tweak a few cards to appear as uw control and suprise them game 1 with the combo.

Ideas for digging on a budget:

Supreme Will Censor Opt Omen of the Sea Remand Serum Visions

Ideas to protect the combo pieces

Blacksmith's Skill Slip Out the Back Spell Pierce

I see no sideboard so here are a few ideas:

Spreading Seas for tron

Deafening Silence combo

Mystical Dispute or in general, more counterspells

Rebuild bounce artifacts like urza saga tokens

A boardwipe like Wrath of God doesn't have to be that. Best is Supreme Verdict but there are plenty in white. Doomskar is one of the cheaper ones.

Notes:

alot of what I am suggesting is instant and sorcery. It could allow a Thing in the Ice  Flip plan B

Or you have alot of walls in the list maybe make them swing with High Alert as a plan B

Or less combo but more general mill which gets a little more expensive like Fractured Sanity Tasha's Hideous Laughter Fraying Sanity Maddening Cacophony

Note Fraying Sanity Maddening Cacophony should mill your opp out when kicked.

CommanderNeyo on

2 years ago

Considering how important Assault Formation and High Alert are to your deck, I would add more of them. Personally I would run (4) High Alerts and maybe a third Assault Formation.

The deck does nothing without them, and you want to have backups in case they remove one.

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