( can be paid with either or )
Cast this spell only before attackers are declared.
You choose which creatures attack this turn.
You choose which creatures block this turn and how those creatures block.
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Rare|
|Commander Anthology (CM1)||Rare|
|MTG: Commander (CMD)||Rare|
|Ravnica: City of Guilds (RAV)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Master Warcraft occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Master Warcraft Discussion
2 weeks ago
2 months ago
What do you think of my decklist: Here ?
2 months ago
I run Master of Cruelties fine without either of those - we have lots of removal if it's imperative we punch through and it's often easy enough to find someone without a blocker - he's most effective with haste enablers where we can surprise someone.
I think Master Warcraft is just a much worse Disrupt Decorum to be honest (although much more budget friendly) - and overall I'm not to keen on the card as you don't get to choose who is being attacked, as alexjustdoit already mentioned.
As for Rogue's Passage - it's definitely playable, however we are very tight on utility land slots and there are quite a few I'd choose over this. Sure it seems good on paper to help get an attacker through to get back Monarch, but in practice we have lots of creatures with either evasion or deathtouch so that's not normally an issue. I also don't like spending 5 mana on my own turn unless I'm deploying something generally as we want to play at instant speed as much as possible. Just my take, but I hardly think either of these are necessary to run Master effectively.
2 months ago
My list is there: https://tappedout.net/mtg-decks/queen-marchesa-my-brew-copy/ I don't use fetch so the mana base is less efficient and i need to have a little more land than you.
I should add teferi protection but it's expensive !
2 months ago
Hey Eloniel - thanks for the comment. These are all valid cards, and a decent number of them have been considered in the past, but ultimately were too clunky for this shell since it's intending to compete in a 75% power meta. I think you would like my K&T deck since it plays some of these, and is intended to follow a similar theme as this deck but for more casual tables. The issue with a lot of these cards is that yes, they follow the theme and game plan, but the impact they make on the game is not large enough to warrant either their CMC, or having to find a card to cut for it, and often both. As you'll notice, my curve is pretty low, and most cards in the deck try to maximize on either a) impact, or b) flexibility in how it can be used in a variety of situations or with other cards in the deck. This style of shell is really pushed for slots, so anything going in has a lot of competition and has to be scrutinized closely.
I may come back and type out thoughts for these cards individually later.
Also, in case you don't know, Master Warcraft doesn't work how most people think it works. It's actually not as good as it seems. You can't choose who the person attacks, so they'll probably just attack you.
2 months ago
What about cards that give other player token while giving us some tool for the end game:
And more politics tools:
I suggested you lot of cards, some that fit aikidos, some control, some politics and some about winning the game.
I thinks some of them at least could be used by this deck or at least why you don't think they would suit this deck :)
Still think this deck should add one or 2 more winning that to rely on opponent creatures or opponent willing to attack you (either spells: Torment of Hailfire , Rolling Earthquake , Molten Disaster , enchantment: Captive Audience or creatures Master of Cruelties , Archfiend of Despair, Virtus the Veiled
Great primer =)
4 months ago
goldlion Thanks for all the suggestions! I'll give my thoughts on all of them here:
Commander Eesha Cool card! love the art and seems very useful! My one thought is that I prioritized keeping my evasive creatures mostly below 4cmc, since ideally I'd like to swing in on the turn Marisi hits the board. This still seems like it could be worth including though since it's always gonna be unblockable.
Terastodon is a card I've always liked, but I just wasn't sure if its cost was too high for this mostly aggressive deck. Definitely worth a try though, I'll test some games with him!
Blade of Selves Awesome, unique effect, and I have one in my collection already! Great suggestion!
Primal Vigor I had one, but I gave it to the Ghired player. I'll get one for sure when I get a chance, it's great in the deck, but it's sadly pretty expensive.
I agree with the thought about small flyers, I'll probably want some better evasive stuff, though hopefully still low on the curve. Happy to hear more ideas if you have any!
Some other cards I found in my collection since putting this list together, and am considering adding, are Sunblast Angel, Master Warcraft, Rhythm of the Wild, and Naya Charm The first two seem especially suited to the deck's goals, while the latter two are just solid and flexible cards in our colors. I like that Sunblast Angel can wipe the board of our last oppenent standing, so that we can easily finish them off at the game's finale.
4 months ago
Woah, holy knights.
Okay. So. first thing is first. Obviously, we are going knights tribal. The second thing to think about is what is it's theme. You said you want to go King Arthur. Honestly, King Kenrith makes for a better King Arthur deck. But, we're working with Syr Gwynn, so, we are more focusing on the Knights of King Arthur.
Are you wanting more of a knight heavy creature based deck, or equipment based deck. in my deck Valiant Knights of Eldraine, I focused more on a split of equipment and knights giving me 13 equipment and a total of 11 knights including Syr Gywn and 6 non knight creatures. Now, I've built my deck to try to be as powerful as I possibly can make it. What I'm going to suggest below is more flavor and theme based.
I think a cool direction to take this would be focusing on the Legendary theme, after all King Arthur is the most legendary legend of all time. And there is a perfect card that is knightly and legendary centered and it is, The Circle of Loyalty. For each knight already on the field, it costs one less. And when it is on the the field, for each legendary spell you cast, it creates a knight, and lets you sink some unused mana into making another knight.
Okay, we have our legendary theme. Let's round this out with some legendary weapons (think Excalibur) and legendary knights. Most renderings of King Arthur has anywhere from 12-15 knights at his table. I say we go somewhere in between and pick 13 legendary knights. Looking at the gatherer, I see a total of 31 legendary knights, but only 24 possible in our colors. I'd wittle it down to these 13 knights and 1 dragon. Adriana, Captain of the Guard, Arvad the Cursed, Aryel, Knight of Windgrace, Balan, Wandering Knight, Danitha Capashen, Paragon, Josu Vess, Lich Knight, Kwende, Pride of Femeref, Lena, Selfless Champion, Sylvia Brightspear and her dragon buddy Khorvath Brightflame, Syr Gywn, Hero of Ashvale, Syr Konrad, the Grim, Varchild, Betrayer of Kjeldor, and Vona, Butcher of Magan.
Next, I would put in an equipment for each of the knights. So, 13 equipments. Keeping with the legendary theme, there are 18 legendary equipments. My choices for the 13 to use are Blackblade Reforged, Elbrus, the Binding Blade Flip, Embercleave, Godsend, Helm of Kaldra, Sword of Kaldra, Shield of Kaldra, Helm of the Host, Konda's Banner, Shadowspear, Sword of the Animist, Tenza, Godo's Maul, and Tatsumasa, the Dragon's Fang.
So far that is a total of 28 legendary cards. You're going to want between 35 and 38 lands in this deck, I'd personally go with 36 bringing the total up to 64 leaving 46 spaces. Out of those 46 spaces, I'd want atleast another 10 ramp spells so, I'd look into Tithe, Weathered Wayfarer, Knight of the White Orchid, Arcane Signet, Boros Signet, Orzhov Signet, Rakdos Signet, Talisman of Conviction, Talisman of Hierarchy, and Talisman of Indulgence.
With the 36 spaces left, we probably want some card draw and tutors to get our knights equipment. Knights of the Black Rose, Puresteel Paladin, Stoneforge Mystic, Stonehewer Giant, Enlightened Tutor, Open the Armory, Steelshaper's Gift, Scheming Symmetry, Herald's Horn, Icon of Ancestry, and Vanquisher's Banner are all really good here giving us 11 options to dig, leaving us with 25 spots left.
Can't forget removal. I'd personally go with 7 single target and 4 board wipes. Those being Path to Exile, Swords to Plowshares, Crackling Doom, Utter End, Righteous Confluence, Return to Dust, Rakdos Charm, Wrath of God, Single Combat, and Tragic Arrogance.
With the remainder of the 15 spots, I would fill it with some utility and cards to push through for the win. Here I would look into Knights' Charge, Master Warcraft, War Flare, Boros Charm, Unbreakable Formation, Heavenly Blademaster, Knight Exemplar, Leonin Shikari, Silverwing Squadron, Nahiri, Storm of Stone, Gideon, Ally of Zendikar, Sorin, Vengeful Bloodlord, Bloodforged Battle-Axe, Sunforger, and Sigiled Sword of Valeron.
This should be a pretty well rounded and focused deck, or at least a path for you to take if you so choose.