Creature — Human Druid
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Gain , , or .
|Have (4)||, orzhov_is_relatively_okay819 , dexxter7 , gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
Noble Hierarch Discussion
2 days ago
I would swap out the walls for mana ramp to put more pressure on your opponent. Cards like Birds of Paradise and Noble Hierarch come to mind. I would swap out your cloning cards for Mirrorweave . That not only makes your deck faster and more difficult to play around, but also provides extra space for some counterspells. Make those changes and you're looking at a stronger deck.
5 days ago
Hey blessrain -- Walking Ballista is definitely at it's most fair in this deck but it serves a few cool use cases. It has a unique role in the deck where it can act like Umezawa's Jitte w/ counters and ping off some creatures or act as just a bear that can send a few points of damage at the opponent if it is about to be removed. In both cases it is pretty solid, mono-white can use the extra reach sometimes.
a) Tutor target for both Recruiter of the Guard and Ranger-Captain of Eos , and also Ranger of Eos that is in the maybe board. It's usually the best target for Ranger-Captain if the game is going to go long at all or I have some excess mana that I can feed into the Ballista the next turn. Would likely add Ranger of Eos if I was going into the Heliod combo just to maximize on ways to find Ballista.
b) Can help mana denial strategy. Pinging off x/1 creatures is really helpful when half of the payoffs in this deck involve removing the opponent's resources. Pinging their Noble Hierarch or Birds of Paradise leading into an Armageddon / Wasteland to choke out certain colours or an early 3 drop is exactly what we want to do to maximize our disruption.
c) Goes well with the fast mana draws, whether it is Mana Crypt or City of Traitors , Ancient Tomb , getting an early Ballista against creature decks is great for the reason described above, plus it can be a mana sink later while fitting the curve early.
I've been looking to add more +1/+1 counter synergy as well, both Anafenza, Kin-Tree Spirit and Luminarch Aspirant are underrated and there are a few other cards I have been looking at too. I think in a slower meta including the Heliod, Sun-Crowned combo is a very valid build, too. Heliod is just a little bit weak on his own but it is a good card to slam early off a fast mana start. Ballista is just a good enough card on its own that I have really embraced playing it in a deck like this!
2 weeks ago
Deck looks good overall, here are some thoughts I had after reading it:
Pacifism is pretty bad, and you don't really have any aura synergies with it. Iff you really want 8 removal spells, Journey to Nowhere is just way better. I think you could probably cut down to 6 total removal spells though since you have Skyclave Apparition . You could also try running Prismatic Ending , replacing a plains with a Sacred Foundry or something like that for a third color (and maybe adding some extra fetches).
I can't help noticing that you don't have any dig like Collected Company or tutors like Chord of Calling . CoCo is might not be the best here since you only have 22 hits which is far from enough. I think Chord of Calling is worth considering, especially if you decide to go for a more toolbox-valuetown build (maybe with some Sanctifier en-Vec , Auriok Champion , and Sanctum Prelate mainboard). It's probably fine without either of those but I just wanted to throw out some ideas.
You also don't have any real turn 1 plays, since Path to Exile and Rancor don't really count. Imo you should really have at least a few, so you don't start off every game already losing tempo on the first turn. The first suggestion I have for a 1 drop is Noble Hierarch , which makes all the types of mana you need early game and has some use mid-late game with exalted. She can also make blue mana if you want to exile a 3 cmc permanent with Prismatic Ending (so the foundry is probably not needed). My other suggestion is Esper Sentinel , since he either stalls the game by taxing your opponent or gives you tons of card advantage. Stick a Rancor , Angelic Destiny , or Wilt-Leaf Liege and you'll be drawing cards all day.
Happy brewing :)
1 month ago
Yavimaya, Cradle of Growth would definitely be a good add!
Noble Hierarch would definitely have a home here too.
1 month ago
Played a couple games and it seems like green was coming out. First match up against Modern Maverick with Knight of the Reliquary , Noble Hierarch , Voice of Resurgence , Stoneforge Mystic , and MAINDECK Qasali Pridemage . I managed to slow them down off of two Ghostly Prison s by turn 6 until I could draw into Sphere of Safety . Closed off the removal with double Sterling Grove and maybe four turns bought off Out of Time the opponent had to wave the flag before the fleet of angels. In the second game, they had removal creatures and tutors galore to keep me off enough early plays that I folded to Eternal Witness to get back Eladamri's Call on my end step and I folded not needing to see what they’d pull, I was behind enough on board and stuck on two lands. Tiebreaker started out looking like the second but with double Sterling Grove in my opener, I could at least absorb a removal if not close them off removal completely. I was mainly leaning on that while Sythis, Harvest's Hand fed me into more board control. We went back and forth with me removing or isolating singular threats along the way until they blew me out with Engineered Explosives for three to get rid of two Ghostly Prison s, Enchantress's Presence , Out of Time , and Solitary Confinement but not before I could deploy a second Grove. They didn’t have a very threatening board with On Thin Ice and Runed Halo still doing work. So I got back Confinement with Hall of Heliod's Generosity and sent in the final blows with Heliod, God of the Sun .
That was a close fought battle and much more back and forth than I anticipated. Those tutors provided for a rather consistent toolbox package. Alas, strats with one way to win are relatively easy to hate. It’s less about accumulating hate and rather about using enough hate to get to that one piece. That Engineered Explosives blowout scared me but we just needed that one piece. Ironically, I drew into Confinement off of Sythis’s trigger when I replayed my Halled back first Confinement. Guess I knew what I was discarding on that first upkeep.
Second match brought more green creatures with Heliod Company. First game went pretty smoothly as I got out a quick Sythis backed by Grove. Also started with Leyline of Sanctity . Always nice to get that incidental gotcha. They plopped out some creatures. I deployed Ghostly Prison and frankly, off the back of not being able to combo me, they folded to Sigil of the Empty Throne . Second game went very similarly too first match second game. Off the back of Grove and Halo, I got stuck on two lands and they widened their board beyond saving as I never got another land. Last game was very intriguing. They managed a decent board but I managed to get a draw engine behind Solitary Confinement early. They Walking Ballista + Heliod, Sun-Crowned to an arbitrary amount of life and asked how I was going to win. While I didn’t have a guaranteed win, I could theoretically moderate how many draw engines I had out and use Hall of Heliod's Generosity to keep me from milling out until the opponent eventually would. They decided to close up there. A theoretically infinite amount of life: defeated. That made for a very interesting finish. I’m sure my opponent was just thinking ‘How can they possible overcome all the life? They only have Heliod, God of the Sun and Sigil Angel beats.’ Well, we found out. Very slowly. Very miserably.
1 month ago
1 month ago
2 months ago
antacidbrn your option 1 of playing it as a control deck is certainly the way to go. It has indeed been the case that Mill got a LOT stronger since the printing of Ruin Crab , so don't give up hope on the archetype just yet! As far as the threats you mentioned, i'll give my thoughts:
Infect should be pretty straightforward. The goal is to have a hand with Fatal Push and Surgical Extraction . Kill the first infect boi they put into play and extract away any infect creature that hits the graveyard. They'll quickly run out of ways to hit you with infect damage, and you should be able to mill them out before they can kill you with Noble Hierarch . Ensnaring Bridge is pretty good for lasting into the late game. When sideboarding, you want to be going full killspell/hand disruption, and removing most of your mill spells - with the assumption that you win when once they can't play anything meaningful anymore.
Tribal decks such as Goblins, Elves and Spirits is a pretty wide basket. Between Ensnaring Bridge and Crypt Incursion these should largely be free-wins. Spirits and Humans will give you the most grief, and Humans in particular is considered a bad matchup in general - but the other tribal decks should be easy picking provided you keep the right hands and sideboard in all the beforementioned cards. I'll put Collected Company decks in this same bucket, as in general any creature based deck has a hard time getting through a resolved Crypt Incursion . Generally in these matchups we sideboard out our Surgical Extraction just because there's not a single-threat we can cut them off that shuts down the gameplan.
Dredge decks are possibly the easiest matchup we have. Mill often runs both Surgical Extraction and Crypt Incursion mainboard, as well as having 6ish graveyard hate cards sideboard in more Crypt Incursion , as well as Extirpate , Ravenous Trap , and sometimes Ashiok, Dream Render . The goal here is to not mill them, but wait till they mill themselves and then get rid of any value they may have put in their yards. Within a few turns of this, they'll have nothing left to threaten you with, and you can finish them off at your leisure.
In general, anything with a "grave resource" is easy pickings, because we have mainboard Surgical Extraction , and often a playset of it (or at least 3). We also have very strong matchups against any deck where we can ruin them by extracting a single card for this same reason - so matchups against Tron, Storm, and various Combo are generally considered almost free-wins.
Our bad matchups include Humans (but its certainly not an auto-lose, and the matchup still feels close), as well as Burn (its a race we often lose, but they also often sideboard wrong so there's hope), but otherwise I'd say we have good-to-great matchups versus most other decks I can think of right now.
If you're wanting me to have a look at your list and help you out versus matchups where you're struggling, let me know (PM me a list). It sounds like your control build was close-to-the-money, but perhaps lacked a bit of interaction and sideboard tech to get you competing well in your lcoal meta.