Artifact — Equipment
Whenever equipped creature attacks, it deals damage equal to its power to defending player.
|Want (5)||dchaffee02 , Secretagentmjl , Cool_Cat , ConstructorTrurl , Kotakiva|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Mage Slayer Discussion
2 months ago
Hey, well done, nice version and foil Huntmaster. You're a better deck builder than you think, but you did forget Sol Ring ;)
There's some cards here that aren't as good as others. The only sorcery speed removal you should play are board wipes that can kill more than one thing. Single effect removal is always better as instant that way you can respond to something an opponent does. Rabid Bite is not good when Beast Within and Chaos Warp are options. Decimate is fine since it can target more than one thing among many players. Blasphemous Act is an example of a strong creature board wipe in muliplayer Commander where it can be consistently cast for only one mana. Vandalblast can destroy all your opponents artifacts.
Human Werewolves who are 5, 4, 3 CMC who only have one ability such as trample or reach and don't give you anything else when transformed or on the backside of the card are really subpar compared to all the other much better Werewolves here. Tavern Ruffian Flip, Tireless Hauler Flip, Harvesttide Infiltrator Flip, Bird Admirer Flip, Ulvenwald Mystics Flip, Burly Breaker Flip could all be cut. Some Human Werewolves who could replace these: Reckless Stormseeker Flip, Realmwalker, Breakneck Rider Flip, Village Messenger Flip.
There's 5 sources of ramp here which is low amount with only 33 lands. With 33 lands then you really need more ramp, 10 or more sources. 0-2 CMC ramp is best because ideally you want to cast ramp in the early turns of the game when you don't have very many lands. 0-2 CMC ramp can replace lands since getting two lands is not as difficult as getting three or more. Sol Ring and Arcane Signet are staple budget ramp sources in Commander. Thought Vessel is helpful for more no max hand size and/or Crop Rotation to get Reliquary Tower.
Some colors have problems with having enough ramp options, but when playing green that's not a problem and you can take advantage of land ramp spells that can get a dual land Stomping Ground or Cinder Glade: Nature's Lore, Three Visits, Farseek and Harrow is nice basic land ramp. These ramp sources could replace: Bounding Wolf, Howl of the Hunt, Unnatural Moonrise, Mage Slayer.
Some changes to consider:
- Sol Ring --> Bounding Wolf
- Arcane Signet --> Tavern Ruffian
- Reckless Stormseeker Flip --> Tireless Hauler
- Realmwalker --> Harvesttide Infiltrator
- Breakneck Rider Flip --> Bird Admirer
- Village Messenger Flip --> Burly Breaker
- Thought Vessel --> Howl of the Hunt
- Nature's Lore --> Mage Slayer
- Three Visits --> Ulvenwald Mystics
- Beast Within --> Rabid Bite
- Chaos Warp --> Return to Nature
- Farseek --> Unnatural Moonrise
Good luck with your deck.
3 months ago
Xenny! I believe this is updated now and ready for some looksies. This deck has such raw power behind it! I have seen it durdle quite a bit though, and I think I see why now. The CMC avg is 4.7 (rounded) and not enough fast ramp. This deck needs to be dangerous by turn 4-5 to stay a threat. Once a value engine begins to overtake it, you'll be playing catch-up the whole game. These are a few ideas to consider: Migration Path < Nature's Lore, Skyshroud Claim < Three Visits, Insult / Injury < Talisman of Impulse, Samut, the Tested < Temur Battle Rage, Mage Slayer < Fling, World at War < Relentless Assault, Glaring Spotlight < Momentous Fall, Fiery Emancipation < Gruul Charm, Dragon Tyrant < Thran Dynamo, Hexdrinker < Farseek.
3 months ago
Forgotten Ancient used to be in the deck, but 4 cmc ended up being too much--especially for something that didn't give its counters immediately. I do love that card though, sometimes I wish I wasn't so competitive so I could play things like it ;p
Thank you so much for the comment and upvote!
3 months ago
4 months ago
Not sure if you know this but minsc x ability allows you to pay 0 and effectively sac creatures. any sort of mob rule effect would be gr8 here.also works really well with creatures that enter with x+1+1 counters but are still 0,0s. Sequence Engine is the best I can find budget wise to do that
Some suggestions that don't exactly replace anything exactly. Champion of Lambholt for unblockable by weenies.Beast Whisperer Guardian Projector some more creature card draw from green. Whisperwood Elemental for boardwipe protection
5 months ago
Older cards I'm currently considering:
Yeva, Nature's Herald for the flash, but usually, I'm not leaving mana up to bluff removal ect. so I dont know if this is a good as it could be.
Mage Slayer would be great with Ruric Thar attaching every turn but I'm hesitant to add more non-creature cards. Having said that why have the lifelink eq in there is I'm not gonna use it?
Prowling Serpopard protection for Ruric and other big beasties. Will probably add this.
Gruul Ragebeast for more creature removal. Play testing with this and will probably add it in the long run.
Sunder Shaman again for more removal, casting cost is a bit hard on this but not usually problem
6 months ago
+1 for the neat interaction between Riku and the Ravager! Fun deck concept. I'd like to offer a list of cards that seem appropriate, for your consideration.
7 months ago
Gruul is my all-time favourite colour combo. And fight is just such good removal! I was surprised to see you didn't have many plain ol' fight spells like Titanic Brawl , Prey Upon , or Savage Smash . Domri's Ambush is great straight up damage too, no fight required - same with Thrash / Threat .
Mage Slayer is also an excellent artifact for getting damage through any blockers. Doesn't even have to connect. Just declare attacks and hit face.
Rhythm of the Wild is great protection for your creatures, and can make them come in faster or stronger.
Overwhelming Stampede is a great finisher that has won many gruul matches for me, and would work awesome with your pump spells.
Your deck is very creature heavy (I approve!) but trimming it back by a few mooks could give you room for epic moves like Dictate of the Twin Gods which in your deck would certainly be worth the risk.
Your deck obviously works the way you want it to, but I think adding just a few more non-creature spells would allow you to hit even harder with the creatures you keep. Good luck!!