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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Creature — Human Knight
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
1 year ago
- Kin-Tree Invocation + Binding the Old Gods - Boneyard Lurker + Infuse with Vitality - Kiora, Behemoth Beckoner + Moritte of the Frost - Incubation / Incongruity + Quandrix Cultivator - Spellheart Chimera + Prismari Command - Final Payment + Humiliate - Zealous Persecution + Killian, Ink Duelist - Kaya, Bane of the Dead + Closing Statement
- Fleshbag Marauder + Brackish Trudge - Blight-Breath Catoblepas + Sheoldred, Whispering One - Audacious Thief + Unwilling Ingredient - Hagra Constrictor + Tergrid, God of Fright Flip - Blood Beckoning + Go Blank - Murder + Poison the Cup - Lazotep Reaver + Umbral Juke - Herald of the Dreadhorde + Feed the Serpent
1 year ago
i would drop commune with nature and relentless pursuit for Return to Nature
then prob drop fist of iron wood, recruit the worthy and Krosan Tusker to make space for more creatures with vigilance. i think you would be much happier with a higher creature count.
also you might not have enough green creatures for Ivy Lane Denizen.
take this all with a grain of salt. no idea what is correct until you test it.
3 years ago
I would definitely add these cards: Phyrexian Processor , Phyrexian Rebirth , Slime Molding (better than it looks since paying 11 mana will give you a 3 mana 10/10 each turn after), Vitu-Ghazi Guildmage (populate mana-sink late game), Parallel Evolution , Illusionist's Bracers (populate twice, for the same price!), Acidic Slime (just an awesome green staple), Sakura-Tribe Elder , Phantom General , Angel of Sanctions (INFINITE REMOVAL EACH TURN!), Beast Within (staple removal in green), Budoka Gardener / Dokai, Weaver of Life (mana acc and lategame big tokens in one)
I would consider these also: Worldspine Wurm , Parallel Lives (awesome, but a bit $$$), Rootborn Defenses (stops a board-wipe and pops), Trostani's Judgment (high cmc, but good value), Overrun (probably wins you the game if you have a few creatures out), Hydra Broodmaster , Austere Command (wipes opponents' boards, but a bit $$$), Elspeth, Sun's Champion , Elspeth Tirel (both Elspeths have great board wipes for token decks), Oblivion Ring , Yavimaya Elder , Ajani Goldmane / Ajani, Caller of the Pride (both have great synergy with big lifegains), Baloth Cage Trap (P.S you can play this and populate as combat trick!), Beast Attack (the flashback makes this a good comeback-card in case of board wipe and you need to get the pop-engine going), Blade Splicer (very powerful early-mid game)
I would 100% cut these cards: Take Heart , Centaur Healer , Healer's Hawk , Parhelion Patrol , Candlelight Vigil , Conviction , Noble Purpose , Flight of Equenauts , Siege Wurm , Bounty of Might (no trample=hard to use)
3 years ago
Did the Sky Terror change work well? I had some other thoughts moving along with the build you were starting with.
It seems a bit overdone on the red mana since none of your red costs more than 1 red mana+(other), and most of your deck is white. I'd drop the 2 guildgates at a minimum and put in plains, and I'd also add another plains to your deck, as it looks a little mana light.
If you'd like the mentor thing to work out a bit better, you need to beef up your Aurelia and "possibly" Boros Challenger in order to get their buffs going for you. Consider dropping another mountain or two and adding a couple Guildmages' Forum for a free buff for Aurelia. I would consider Candlelight Vigil, or some easy cast equipment to help out... Jousting Lancegets first strike with that too, good for mentors who often have more power than toughness. Dowsing Dagger FlipForebear's Blade are other decent options.
I also think the History play is neat, but has it really been changing the game for you? If it is, keep it going, but if you want to tweek with the deck a bit, I think this is another good place to do it. Your saying it combos with your Legionnaire, but even if you had 2 out, that would only mean an extra 4 damage, nice, but I think you can make your deck more powerful with another combo using your mentors, or even just going straight red spell damage. Hopefully at that time you would have out one of your bigger fliers, or add another big one like Light of the Legion(also a mentor), or go for an earlier cheaper rout with some more buffering using Parhelion Patrol.
It really depends what to add depending how you are losing. If you are losing to a sweep of your smaller guys before they get bigger, you might need to go Tajic, Legion's Edge (another mentor as well as combo too getting buffs from the guildmage land) to prevent black and red spells killing your creatures. On the other hand, if you're getting behind early in games to a more aggro deck, the change in mana will likely help, but so will having your own quick damage to take out early trouble. Lightning Strike etc instead of the big spell casts like Intervention, but easy quick for early, and still a little helpful later on to finish off a blocking creature, planeswalker, player... They are getting out more creatures than you, and you have to leave your big fliers back to defend, Sigiled Sword of Valeron or Forebear's Blade, and put the Parhelion Patrol in for sure.
Once you have a good base, you can sideboard these different sets of cards depending what types of deck you're playing against. You will probably recognize some of the people, and if you don't, you will know which deck it is after the first game.
Keep playing around with it, and have fun. It looks like you have a fun deck that can really be tough to deal with. Please keep us posted if you get it running how you'd like, and what you did to make it happen. I had fun thinking through the possibilities. Best of luck