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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Make a Stand
Creatures you control get +1/+0 and become indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
2 weeks ago
Welcome to big board state club! (I used to run G/W populate back in the day).
Disclaimer: not sure what your budget is for recommendations, so I'm going to go by what I see here (Dockside, Smothering Tithe, Parallel Lives level of cost for individual recommendations).
Next, land base. The single best thing I did for my Esper deck was upgrading my land base. You don't have to go super hard here to see results, but I would put together a list like: 1x Cabaretti Courtyard 1x Command Tower 1x Jungle Shrine 1x Sungrass Prairie 1x Rockfall Vale 1x Branchloft Pathway Flip 1x Needleverge Pathway Flip 1x Rogue's Passage 1x Kessig Wolf Run 1x Gavony Township. If you like this route, there are even more cheaper dual lands you can add in like the Temple of Triumph and friends.
There are a few cuts or substitutions that I think the main deck could make really easily:
Ultramarines Honour Guard -> Caller of the Pack. If Ghired attacks with a creature that has Myriad, he can populate the token that Myriad creates, but the Populated token forgets about the exile clause. Thus, you can end up with a theoretically infinite horde of creatures. It's fantastic. :D
I would replace Momentous Fall with Teferi's Protection or Akroma's Will or Grand Crescendo - some extra source of board wipe dodging. I don't think your creatures are really big enough to warrant a momentous fall.
I would also replace Druid's Deliverance with one of the aforementioned board wipe dodges. There are also some cheaper options like Your Temple is Under Attack, Unbreakable Formation, Make a Stand. Reasoning being: you should have enough board state to block things that want to hurt you, as long as you keep your board alive.
As far as making tokens sooner: well, if you want to do that, you're going to have to run some cheaper creatures.... or ramp faster. I'd probably opt for ramping faster, TBH, since your creatures are really cool. If you add the entire Gruul Signet and friends, along with the Talismans I mentioned earlier, that should get you to the minimum ramp package in tricolor EDH to make sure you can play quickly.
Brindle Shoat and Call of the Conclave are some decent options for turn 3 tokens you might consider, as well. But adding those would also require cutting other stuff.... horrible choice I don't envy you : P
Sorry for the wall of text...Hope that helps, and happy building!
7 months ago
Thank you for the comment, yib (and sorry for the later reply!)
I've never been very good at balancing mono colour decks XD My only one is very artifact heavy. But I appreciate seeing yours Etali Deck RL.
I like your suggestion and incorporated Mirror Entity (I cant believe I missed this one), Moraug, Fury of Akoum, Relentless Assault, and Make a Stand (to go with the Rootborn Defenses in the deck currently). I think I like Secure the Wastes as well but I'm going to have to think what I want to give up for that.
7 months ago
This deck hit surprisingly hard for its budget! I usually play Etali, Primal Storm and found this to be a more fair, watered-down version of it.
Keeping in line with the budget theme, I think that this deck would do well with a few more ways to generate tokens en masse, through cards like Secure the Wastes and Mercy Killing. Mirror Entity and Strionic Resonator can help buff tokens up further. Moraug, Fury of Akoum and Relentless Assault can also help in getting multiple buffs and swinging multiple times. Something like Make a Stand can also be a budget option that helps keep creatures around.
9 months ago
Hi Dazard! What a great question! I avoided aggro strategies for awhile for this reason, but as my sneaky combo strategies are hard for some groups I play with to decode, I decided to make some good old honest aggro decks, and I think I've figured out a good balance.
To begin with, don't play like in a 60 card, 1v1 format. In those games you have little incentive not to go for broke all the time, and to commit all of your resources right away. In EDH there are several key principles of good aggro play.
One of them is controlled growth. Even if you can commit all of your resources to powerful plays early you shouldn't do so. You need to make sure that you set up card draw engines and other things to keep your tank full in the long run. You should be attacking, but keep in mind you don't need to attack with everything. Chip away at peoples' life totals rather than hitting one person hard. Once you slam one person you will be the archenemy of all, so don't do that till you are a turn or two from winning or they will destroy you. Knocking out an opponent early doesn't necessarily help as that person is a target for someone else and can help keep someone else under control.
A second principle is try to win all at once via pump effects. Its almost better to keep your tokens as 1/1s as long as possible and then suddenly in a single turn make them gamewinning with Coat of Arms, Shared Animosity, Jazal Goldmane, or Mirror Entity. Don't play these cards early either! Your opponents will just kill them, so play them the turn that you can win. Surprise is one of the most powerful things in EDH. If they know you can kill them you are a threat, if they don't see it coming you will win.
Thirdly is politics via threat assessment, not deals. Sometimes people just think of politics as bribery, but its better to simply point out what other opponents are doing. "Hmm..he just played Ashnod's Altar. That's a combo piece. What's he up to?" is far more powerful than promising not to attack someone. This is self-interested, but it is also helping your opponents play better by noticing more than obvious threats. When I play against aggro I might have a board wipe, and yet hold off if I'm not afraid of imminently dying to let the aggro player do some of my dirty work for me and keep attention away from the combo I am putting together. My one friend who has been quite good at aggro has become adept at pointing out what I am doing and keeping things honest. It's also a good idea with early attacks to take turns attacking different opponents for only a small amount of damage, or even rolling the dice to see who you'll attack first. If your opponents wonder why you're holding back you can just say somewhat honestly that you're trying to spread the love around and keep blockers and critical pieces in play.
A fourth principle is board state protection. Others mentioned Unbreakable Formation and Teferi's Protection as helpful cards. Don't forget also about Make a Stand, Flawless Maneuver, and Cosmic Intervention. The latter won't save your tokens, but it will save other pieces. The same is true with Eerie Interlude and Semester's End which can also dodge even a Cyclonic Rift. Lapse of Certainty can also delay a board wipe for a turn and waste your opponents' investment, and is good tech as well. Eldrazi Monument is also a good card, because you'll have endless tokens to fuel it, and all of your stuff will be flying and indestructible, keeping your opponents from easily stopping you. One final way in your deck is just by making board wipes painful, which you can do with aristocrats. Blood Artist and Syr Konrad, the Grim will make your opponent think twice about wiping the board. Again, don't commit too many resources at once, and hold up mana for protection. This helps with controlled growth and helps you rest easy during your opponents' turns.
A fifth principle that is great is to always have a backup plane for when things go wrong. One way to do this is to have a single infinite combo to win out of nowhere when things are down. When you're playing aggro opponents are always looking at your board state, but they can be taken by surprise when you combo the win. For Markov the best one is probably Exquisite Blood and Sanguine Bond. If your opponents can win with this stuff then its only fair that you can in a pinch too! This also fulfills the old idea talked about on MtgGoldfish that you should always have a way to win out of nowhere. The other and more honest way to do this is just to have a way to recover your board state. Patriarch's Bidding and Haunting Voyage can help you recover all of your creatures in a single turn. Having these backup plans will make life easier.
Don't get discouraged, aggro is better than ever in EDH today due to new board protection and recovery tech Wizards has printed and reprinted in the past couple of years. All you need to do is master the playstyle and you'll have a lot more fun and success!
10 months ago
Hi christ4like2l0ve! Cool idea, and I applaud the courage of building mono-white! One of these days mono-white will be at a place where I want to build it again, and I have a few thoughts that might help.
To begin with, if you're playing mono-white, you might as well play Mass Calcify, which will probably be better than Urza's Ruinous Blast most of the time. I'd also heartily recommend Welcoming Vampire to help with white's card draw problem. It's really, really good.
Protecting your board is also important in white, so indestructible instants like Flawless Maneuver, Make a Stand, and Unbreakable Formation are great. Eldrazi Monument is also fun wherever you can make tokens each turn to feed to it. Mass Blink cards like Cosmic Intervention, Eerie Interlude, and Unbreakable Formation also help save your cast permanents, if not your tokens, and can even dodge Cyclonic Rift.
Also, a mono-white favorite for me is Angel of Jubilation, which is an inexpensive mono-white lord who also shuts down sacrifice and life paying shenanigans that black is famous for.
10 months ago
Wanted to add ways to mitigate board clears, and help punch through blockers.
would love recommendations for better versions of cards
1 year ago
- Thought Vessel for Blackblade Reforged
- Avacyn's Memorial for Sol Ring
- Rampant Growth for Kodama's Reach
- Okina, Temple to the Grandfathers for Swamp
- Yawgmoth's Vile Offering for Putrefy
- Eerie Ultimatum for Mortify
- Storrev, Devkarin Lich for Thalia's Lancers
- Saffi Eriksdotter for Anafenza, Kin-Tree Spirit
- Primevals' Glorious Rebirth for Make a Stand
1 year ago
You being thankful for my help is honestly good enough for me.
I like the process of tinkering and upgrading decks, and you happened to upvote my Zada deck at a time when I was getting a bit tired of working on my own. That gave me an excuse to come look at your decks and your main page said you are always looking for synergies so I took that as an invitation to offer some suggestions. I'm glad I could help a bit.
As for other cards you could potentially cut to make room:
The Wanderer Is kind of expensive and slow. It costing 5 mana but only being able to exile creatures with power 4 or greater also seems low value for the cost. I'm not sure if you face a lot of red board wipes in your meta, such as Blasphemous Act, but if you don't then its passive ability likely isn't going to do much for you.
Hermit of the Natterknolls Flip is really unreliable as a form of card draw. It can act as a deterrent against counterspells and instant speed removal but as a card draw engine it gives your opponents too much influence over your opportunities to draw cards. It seems like an easy swap for Beast Whisperer or even Harmonize to me.
I'm curious about how well Hunting Grounds has been working for you. It looks like the most common way you would reach threshold is if your creatures die since you only have a moderate amount of fetch lands, instants, and sorceries. But if you are playing out your creatures and they die, then how often do you still have creature cards in your hand to put down off Hunting Ground's trigger once you reach threshold? I don't know how it has worked out for you thus far, or how it will work out once you have more card draw in the deck, but I think that's a card to take note of to evaluate just how much work it is actually putting in for you during games.
Faith's Reward is a useful card when your deck has a bunch of permanents with ETB effects, but you don't have too many of those and it doesn't give you back any tokens that died. It does bring back other permanents too, but you don't really have too many of those in comparison to creatures. When you are producing a bunch of tokens you are better off just giving your creatures indestructible instead. You have already added in Unbreakable Formation, so a better replacement for Faith's Reward would be Akroma's Will since it can also potentially help you close out a game, but it's kind of pricy to buy. More budget options would be Make a Stand or Rootborn Defenses, and they don't require you to hold up as much mana open either.