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Basic Land — Mountain
: Gain .
1 day ago
Deck Update 12/11:
- -2X Mountain
- - Plains
- - Karametra, God of Harvests
- - Forerunner of the Empire
- - Thornscape Familiar
- - Archangel of Thune
- - The Immortal Sun
- - Aurelia, the Warleader
- + Sanctum of Eternity
- + Castle Garenbrig
- + Rhythm of the Wild
- + Wilderness Reclamation
- + Marauding Raptor
- + Knight of the Stampede
- + Shifting Ceratops
- + Urza's Incubator
- + Atla Palani, Nest Tender
I reduced the mana count by 1. But in return added a little more cost reduction and do not see too much of an impact from this particular change. Removed Karametra, God of Harvests , Archangel of Thune , and Aurelia, the Warleader due to them being a bit pricey and slow. Added Wilderness Reclamation , Shifting Ceratops and Atla Palani, Nest Tender in their place. As these cards are faster and synergise a bit better with the deck. Forerunner of the Empire was replaced by Marauding Raptor as it fits into the tribal portion of the deck better and has again more synergy. The Immortal Sun was dropped due to being to pricey and slow as well. Replaced by Urza's Incubator , a cheaper cost reduction. Thornscape Familiar replaced by Knight of the Stampede . This is due to Knight being a bit better of a cost reducer. Rhythm of the Wild added due to being a better weapon against control and has the option to make the dino's bigger or have haste.
4 days ago
- Warren Instigator >> Dockside Extortionist
- Mountain >> Castle Embereth
- Goblin Chirurgeon >> Skirk Prospector
- Goblin Dark-Dwellers >> Pashalik Mons
- Caterwauling Boggart >> Goblin Trashmaster
- Battle Squadron >> Krenko, Tin Street Kingpin
- Zealous Conscripts >> Goblin Matron
- Mogg Raider >> Goblin Instigator
- Burn at the Stake >> Impact Tremors
4 days ago
Not enough lands. 38 lands at a minimum for a LANDS strategy. While turn one dorks/rocks are strong, they lack the survivability of lands. I advise cutting any dorks that tap for a single color. The rest are self explanatory.
6 days ago
Yeah after the last update adding planeswalkers I removed 3 more creatures, and it does feel a little tight in play if I don't get enough momentum quickly or they clear the board. I might remove one of the Gruul Guildgate and/or a Mountain for another creature or 2 for starters. I was then considering dropping one Jaya's Greeting to bring it to 3x, and potentially one of the Domri, Anarch of Bolas for 2x total to replace with creatures. Lastly I was also considering removing a Grumgully, the Generous to bring the total to 3x and open up the deck for other creatures.
I was looking for creatures that can help with mana ramp since End-Raze Forerunners are my most expensive cards and can be a finisher for the game. For that I was browsing standard cards and found a few that might fit in.
Leafkin Druid Is nice since it's a 0/3 and has decent toughness if needed to block, and can tap for a green mana to help ramp up. Bonus if I somehow get 4+ creatures on the field it gives 2 green instead. This doesn't help if I need red mana, but most of the cards in the deck don't require more than 1 red mana anyways.
Paradise Druid allows me to pick either color instead of just green, and has 2 power if I wanted to use for attacking instead. The hexproof part would likely only affect it when I first drop before riot is in play since it would likely be tapped for mana or attacking after.
Incubation Druid seemed like a mix between the previous two mentioned. It allows to tap for any mana (That I can make already) but has no power and less defense when comparing to the previous ones. On the flip side if it has a +1/+1 counter it makes 3 mana when tapped. Since I have a few ways to get counters on creatures when playing them, I could potentially have that trigger somewhat reliably. It also has the ability to adapt for counters, and since I'm trying to lean more towards mana ramp I will likely be able to pay the 3GG cost reliably later in matches if I dropped it early before I could get Rhythm of the Wild or Grumgully, the Generous out.
District Guide Is a 2/2 creature that also lets me fetch a land/gate from deck to my hand. This helps fill up my creature slots, while also helping with mana ramp to later game to make sure I can drop my expensive cards. I've been using this in a few of my mana heavy decks in arena with success, so this might be one I pick since it fills two roles without sacrificing field presence (while the others previously mentioned would have to be tapped to get me mana ramp)
Rosethorn Acolyte Was one I considered. The adventure would let me get red mana if I somehow can't get mountains in my early game, and the creature itself would allow me to tap it for mana ramp. It's a 2/3 though so I feel more like it should be on the field attacking or defending instead, and I feel at 2G it's a bit pricey for what it does. That said because it is a 2/3 I could still use it for attack/defense and only use the mana ramp when I need it, but I feel there are better 3 cost cards.
1 week ago
Rorolith first of all, thank you for actually playtesting it and giving some feedback!
The upside is obvious, they cost 1 mana, and thus would enable more T2 Emrakul hand combinations, at least in theory. But this comes with some baggage. One problem is, that LL and SV cost white mana, which I might have T1, but might lose again once I Ritual. The other problem is, that the cards might not carry their weight, because I only get one thing from one card, as opposed to my other token producing spells giving me 2. Out of curiosity I will playtest offscreen with +2x Spiritual Visit , as I think it has the upper hand out of all the options, because it is instant and also has the splice ability, which can become relevant with itself and Desperate Ritual netting me some card advantage. For that I'll take out -1x Mountain and -1x Dragon Fodder . If I then conclude that this setup is beneficial, I'll change it here as well.
As for Emrakul, the Aeons Torn , 2 copies would actually be a lot worse here. See, you don't want to draw this card, and adding another copy just doubles the odds of drawing a dead card. Maybe an additional copy would make sense in the SB for some matchups, but idk. This is not something I'm looking into in this stage of tweaking the deck.
What I really desperately need is a sound Sideboard Strategy.
4 weeks ago
Chandra's Triumph should be replaced, it's IMO not even worth a Sideboard Slot.
This deck looks like the Modern Prowess deck, but you've choosen Chandra ToD as top end. I'd play Bedlam Reveler instead or the Acolyte of Flame as a 2 of main and move ToD to the board vs control.
Recommended Mainboard changes:
Overall the deck looks like a promising starting point for a pioneer burn deck, but some tuning is needed! Keep it up!
1 month ago
- Taurean Mauler : He big mean and super easy to block. Even though he is technically an angel, he lacks the power most other angles have. Very little way to give trample.
- Godo, Bandit Warlord : Six CMC fetch an equipment and cheat it out to battlefield, seems good and has combo potential. However, is a dead card early game when needing equipment to protect and generate value. Maby? Still very torn over cutting this card.
- Spinerock Knoll : Hard to activate and never have the mana open to activate it when needed. Most of the time it hit a low CMC card and it not very useful.
- Rugged Prairie : More room for Basic/Fetch.
- Clifftop Retreat : More room for Basic/Fetch.
- Inkmoth Nexus : Only man-land in the deck to equip and swing almost never comes up and only killed with this little guy once. Low performance.
- Dockside Extortionist : Good for huge burst of mana, easily fetched with the two Recruiter. Can easily allow me to make a massive threat early.
- Steelshaper's Gift : Early tutor for equipment allowing for more equipment that is useful in times of need.
- Flooded Strand : More fetch to reduce deck size.
- Wooded Foothills : More fetch to reduce deck size.
- Slayers' Stronghold : Way to give Vigilance and haste.
- Mountain : More Basic due to reduce red sources.
1 month ago
Since the Pioneer format had been introduced Felidar Guardian has only seen play for 14 days, and while the Saheeli Rai + Felidar Guardian combo was too profound for the meta to deal with I think it would have been worthwhile to see what the cat would do without it's fellow planeswalker for a variety of reasons.
First off Pioneer is currently going through a grace period where Banned and Restricted announcements are being put up weekly on every Monday. If another secondary broken card interaction would surface with the cat it would be very easy for Wizards to correct the problem swiftly unlike with other formats where it would take months before dropping the banhammer.
Secondly Saheeli Rai as a card is hardly going to see play in this format without the cat, which means there probably isn't going to be a lot of problems for tier 1, 2, and 3 decks if she's missing.
But most importantly, no one is asking the question, "What would be the next broken card interaction Felidar Guardian would slot into?" I actually have the answer to this one and it's Flameshadow Conjuring .
Combo Explanation: Flameshadow Conjuring + Felidar Guardian works similarly to its preceding combo with Saheeli but not as straightforward. Conjuring is on the field and then you cast the Guardian. At this point in the combo we always stack ETB's so Guardian's resolves first and the Conjuring's resolves last. Guardian blinks a red source such as Mountain or alternatively Clifftop Retreat effectively untapping it. Then we can tap the blinked red source to produce the mana needed to resolve the Flameshadow Conjuring 's effect. This in turn produces a token copy of the cat, however, the token copy does not retrigger Flameshadow Conjuring , so instead, whenever a token copy enters the battlefield, we'll have it's ETB target the original Felidar Guardian . The original cat blinks causing both it's ETB and Flameshadow Conjuring 's ETB to trigger again. Repeat the process by resolving triggers in the same order as mentioned before with the cat blinking your red mana source until you have infinite hasty cat tokens to deal lethal with.
I think this combo should have at least a single day where it's legal in this format to see how it stands against other decks. The cons to this combo-strategy are that it takes one turn slower to deal lethal than Saheeli, it's weak to both instant-speed and sorcery-speed artifact and enchantment removal, and lastly you need to restrict your mana-base so that you always have a red source that can instantly produce red mana for free. I feel that these set-backs are enough to give other decks a better shot at combating copycat combo, and if the combo is still too degenerate then it would probably be worth banning Felidar Guardian instead of taking down more cards due to it.
Wizards has also said they banned the cat because they're afraid it would conflict with design space for future sets. I think this is not a realistic concern given the power-level of today's standard sets. In order to make infinite cats you're going to need a permanent that can readily produce a copy of Felidar Guardian with haste for 0 or 1 mana on your main phase, and that permanent needs to cost 3 or less mana in order to get a turn 4 kill. I think this is an incredibly high requirement that won't be surpassed in standard ever again. Even if Wizards reprinted the Modern-banned Splinter Twin card into standard, while it could produce infinite hasty cats, they'd all be tapped and you'd be unable to win the game unless you had something like an Impact Tremors on the battlefield, which; even that combo would never be used, because Felidar Guardian + Impact Tremors + Mirror Image would be a better combo.
My opinion is if Pioneer can't handle a turn 5 copy-cat combo that's weaker to more forms of removal then Felidar Guardian should be banned for good. Otherwise removing an entire deck strategy when there are much weaker variants to run in its place seems wrong to me. Thoughts?
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