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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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.
3 months 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.
3 months 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:
Ideas to protect the combo pieces
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
Or you have alot of walls in the list maybe make them swing with High Alert as a plan B
4 months ago
The deck does nothing without them, and you want to have backups in case they remove one.
4 months ago
Welcome to the club, shellsh0ckn0w!
As wallisface and have mentioned, knowing how much money you're willing to spend and if you're aiming for a certain format are important. I'm also going to ask if there are any colors you want to use or avoid.
Looking at creatures with Evoke, there are seven with a toughness 4 or greater, and just two have an Evoke cost under 4 mana. If you include Evoke cards with a toughness of 3, there are many more useful options, but you're going to need an additional Glorious Anthem, +1/+1 counters, or similar effects to bring their toughness up to 4.
Cheap, high toughness creatures like Wall of Omens and Aegis Turtle can provide a strong defense as you build to a different win condition, or you can turn their toughness into offense with cards like Assault Formation and High Alert.
The card is definitely slow, probably too slow for any tournament-level Constructed format, but a solid control shell will mitigate that, and it can be sped up a little with sacrifice effects. Ayli, Eternal Pilgrim, Severed Strands, Korozda Guildmage (which is a pet card of mine), and other effects that give resources based on a creature toughness can help, as well as more general sacrifice effects like Village Rites.
Above all, have fun!
6 months ago
8 months ago
Walking Bulwark is pretty good, but so far the deck seems to be running pretty well with only two. I also prefer having the ‘defender can attack’ as a static ability that’s always on so I don’t have to put all of my mana into paying for it each turn so if anything I’d probably add one or two more High Alert instead. But I guess since Bulwark is actually fetchable with Incubation / Incongruity then it would actually increase the consistency of finding a card that lets my defenders attack, so maybe it would be better than High Alert.
I’ll try play testing with more Bulwarks anyways though and see if it’s necessary to go to four.
Thanks for the suggestion Metropolis39 :D
9 months ago
turkinaa E. Honda, Sumo Champion is way too expensive for his value. The first ability seems nice, but wont work without High Alert, since Defenders can't attack by themself. The second ability is way too bad for 6 Mana. While he looks pretty good, he sadly is way too slow.
1 year ago
Nice! Upvoted +1
I posted an Historic defender-based build a while back to see how competitive it could be made on Arena. I think you can add in a lot of power by splashing White. One other thing I notice is that you're not using Assault Formation which while I realize you don't need the Defender-attacking ability, is still the lowest mana cost way to weaponize your Charix, the Raging Isle there. Adding in White as a 3rd color opens up High Alert as well.
Take a peek at my build if you want some inspiration (Historic Walls (MTG Arena Build), but even as-is I think you're on the right track. Cool build, sir!