Longshot Squad

Longshot Squad

Creature — Dog Archer

Outlast {1}{G} ({1}{G}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

Each creature you control with a +1/+1 counter on it has reach. (A creature with reach can block creatures with flying.)

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Longshot Squad Discussion

Brews_Willis on Cazur, Ruthless Puncher

6 months ago

Hey Bobs_Army & Elasar99 (great name btw!), thanks a lot for your input! I really appreciate it.

As for The Great Henge, The Ozolith, Heroic Intervention, Hardened Scales, Doubling Season, Branching Evolution and so many other spicey - yet pricey - cards, please keep the description of the deck in mind. This deck is going to be a budget build to be an entry in a Secret Santa type thing. My playgroups' gentleman's agreement is ~30,00€/$40.00 maximum - plus cards that sit in our binders which we don't mind giving away.

Also, the deck's supposed to be played in a low powered pod, which we would score 3-4/10 by our metrics. The easiest way to do that is have most cards either fit the counters theme or one of the subthemes such as fighting instead of being generically good. Meaning, cards like Inspiring Call and Sporeback Troll fit a lot better than Heroic Intervention, Wrap in Vigor, Lightning Greaves, Swiftfoot Boots and the likes.

I still have Tuskguard Captain and Bramblewood Paragon in a box somewhere. I might add them as extras. For the moment i think Champion of Lambholt, Gnarlid Colony and Pridemalkin should be plenty to enable hits.

I'm quite sure Longshot Squad is one of those boxes, too. It'll have to be an extra for now, since i won't know if the deck's even facing flyers until all Secret Santas are revealed. Nice catch though!

Hydra's Growth and Increasing Savagery have been on my mind as well, yet they fit Mowu, Loyal Companion so much better than the other interchangable commanders. Going wide and wild with counters is a lot more entertaining than just going big. Same goes for Managorger Hydra. Sure it's straight forward, but something like Forgotten Ancient can enable a variety of things - at half the price.

As for Yorvo, Lord of Garenbrig, there are only so few creatures that would trigger his second ability reliably at the moment: Bloodspore Thrinax, Renata, Called to the Hunt, Verdurous Gearhulk and Vigor. If i would be looking for creatures that do something similar to his first ability i'd propably consider Ivy Lane Denizen for its flexibility instead.

Anyhow, thanks again for your kind words and suggestions!

ps. MapPsycho thanks for your flattering words as well! :)

Elasar99 on Cazur, Ruthless Puncher

6 months ago

Why aren't you playing The Great Henge? It's a great card for this deck. Draw, +1+1 counters, life gain and acceleration, four effects in one card. Hydra's Growth in Mowu, Loyal Companion can be an overkill. Managorger Hydra can grow a lot in a 4 players game. Tuskguard Captain and Bramblewood Paragon can also be used as trample anthems for your creatures, and Longshot Squad to give them reach. The Ozolith can keep the counters of creatures that die so that you can pass them. Yorvo, Lord of Garenbrig can be another interesting addition to the deck. Heroic Intervention and Wrap in Vigor can save your creatures in case of a boardwipe.

If you don't mind spending a bit of money you can also try Hardened Scales, Doubling Season or Branching Evolution

WanderingSpirit on Reyhan & Ravos; Make it Count!

9 months ago

Given that Longshot Squad doesn't require you to sink mana, I think that makes it more useful than the spider, even with the ability to move counters about.

bushido_man96 on Reyhan & Ravos; Make it Count!

9 months ago

Hmmm, I think there is an outlast creature that does it better....Longshot Squad.

cadstar369 on Pir//Toothy

11 months ago

Here's some cards you may want to add to the mana base: Temple of the False God 'cause extra mana. Forge of Heroes + Opal Palace for the easy +1/+1 counter on Pir/Toothy. Novijen, Heart of Progress to give any creatures a +1/+1 counter on entry. Bonders' Enclave + Karn's Bastion for card draw & proliferate on demand. Nesting Grounds to shift any of your counters around. Castle Garenbrig + Castle Vantress for extra mana to activate abilities and some scry on demand. Mosswort Bridge's Hideaway is very easily fulfilled by Toothy. Blast Zone should help if you find a horde of tokens blocking the way. Misty Rainforest if you want a fetch land. Fabled Passage + Terramorphic Expanse to increase the basic fetching.

Additionally, since it seems you are mainly aiming to put lots of counters everywhere, here's some cards that may be useful towards that end (in no particular order): Crystalline Giant + Nesting Grounds + Vivien, Monsters' Advocate lets you start moving various keyword counters around your creatures. Hornbash Mentor + Wingspan Mentor give other creatures a flying or trample counter respectively, then start handing out +1/+1 counters to any creatures with those keywords. Avian Oddity + Titanoth Rex give the same keyword counters as the above pair when cycled. Skatewing Spy + Trollbred Guardian give everyone that has +1/+1 counters flying and trample respectively. Additionally, Longshot Squad gives reach to creatures with +1/+1 counters, Herald of Secret Streams gives unblockable, and Crowned Ceratok + Pridemalkin + Tuskguard Captain give trample as well. Ominous Seas pumps out tokens twice as fast with Pir around. Primal Empathy either gives you card draw or an extra +1/+1 counter. Contagion Clasp + Contagion Engine for additional proliferate on demand. Sword of Truth and Justice also works when you really start pounding people. Primal Vigor is a second Doubling Season, but beware that it affects all players. Song of Freyalise is a time bomb finisher that also activates any of your passive buffs for creatures that have +1/+1 counters. Branching Evolution doubles any +1/+1 counters you generate. Inspiring Call makes all your creatures with +1/+1 counters indestructible, as well as drawing you a card for each one. Give / Take lets you draw at least three cards (four with Pir on board) if you need to dig for something quickly. Vivien of the Arkbow + Vivien, Arkbow Ranger + Vivien, Nature's Avenger are all great support Planeswalkers. The two arkbow Viviens have removal with their minus ability (note that Arkbow Ranger can hit planeswalkers!), and the avenger grabs the top creature in your deck with her minus. Nissa, Voice of Zendikar isn't as great at putting counters on your creatures as the Viviens, but the tokens should prove useful blockers, and her minus puts counters on everyone instead of just one creature. Additionally, since you'll probably be drawing lots of cards, Jace, Arcane Strategist will also be handing out counters with his passive. Kalonian Hydra doubles everyone's +1/+1 counters every time it attacks. Also, Rite of Passage is great if you find your creatures constantly taking nonlethal damage, as it gives them an extra counter for surviving.

Hope this helps finish your deck! :)

pidyon on

1 year ago

I would keep Kiora in there. She's a great way to draw some cards and she untaps stuff.

Suggestions: Vorel of the Hull Clade, Jarad, Golgari Lich Lord, Herald of Secret Streams, Longshot Squad, Tuskguard Captain, and Sage of Hours. Think about replacing Condescend with something else; maybe Spell Rupture?

I know you're not a fan of combos but Freed from the Real is a really great inclusion. Infinite mana means you can cast you X spells for huge amounts of mana and finish a game up in a pinch. Running a single combo in the deck doesn't make the deck a "combo deck" and infinite mana doesn't win you the game outright, so it's not as annoying as most combos. I personally wouldn't feel bad for running it, but you do you.

Nice build though, hope it turns out great; +1 from me.

Spell_Slam on He was a kickr boi, she said c u later boi

1 year ago

Great start! You have pretty much all the good kicker cards. I think you could focus a bit more on the secondary theme of Hallar, which is +1/+1 counters. Hallar doesn't care where the counters come from, which means you don't actually need that many Kicker cards to make him deal tons of damage.

Hunger of the Howlpack is a great addition to the deck, being one of the most efficient counter-givers in Pauper.

Elven Rite, New Horizons and Soul's Might are all very efficient ways to get lots of counters on your Commander.

Mutant's Prey and Hunt the Weak are great removal spells for your deck that is chock-full of +1/+1 counters. Feral Contest also isn't bad.

Ivy Lane Denizen is a must have in this deck. You make plenty of tokens, which can either make Hallar massive or simply make your 1/1s into 2/2s, which is an incredible boost.

Longshot Squad gives most of your team reach. Aquastrand Spider also does it for a cost, but can also distribute counters. Spike Colony is a pretty beefy creature that can also give its counters to others. This can make combat very difficult for the opponent on top of all the synergy it gives naturally.

Horned Kavu is extremely useful in this deck, since it can re-buy so many of your ETB triggers for lots of value.

It's so hard to get card advantage in these colours. I would definitely play Entourage of Trest to try to keep up with Blue and Black decks. I also don't leave home without Rolling Thunder and Elven Cache in these colours as cards to catch you up in card advantage. You could also be running up to six cycling lands, namely Tranquil Thicket and Forgotten Cave. In terms of synergy, you could also go for Tishana's Wayfinder and Brazen Buccaneers.

I would also think about adding all the mediocre +1/+1 counter distributers, like Bond Beetle, Kujar Seedsculptor, Ironshell Beetle, Scrounging Bandar, Satyr Grovedancer.

vasarto77 on Counter Sac Engine / Gruul Mill

1 year ago

The following cards are out: Contagion Clasp - Proliferate is nice, but it doesn't perform at all when it hits the field. Return to Nature - played dozens of games. Keeps sitting in my hand with nothing to do. Fairgrounds Trumpeter - its ok, but I only ever got it to play once. Gruul Spellbreaker - Sure, it's hexproof and has riot, but it's just a early mid game blocker is all. Hunter's Prowess - never played it. Escape to the Wilds - on paper it's powerful, in practice it makes me lose the game. Return of the Wildspeaker - Just doesn't do much. Nissa, Voice of Zendikar - looked great, but really is not that great. Longshot Squad - Might be situation-ally good, but I never played it really. Rishkar, Peema Renegade - It's just really not doing anything for me so it's getting put onto the maybe list.

Cards ADDED to the list Birthing Pod Mycoloth Talisman of Impulse Goblin Matron Champion of Lambholt Krenko's Command Goblin Sharpshooter Thermopod Mwonvuli Beast Tracker - THE ONLY human in this deck...lol. Dark-Dweller Oracle

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