Pelt Collector

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Pelt Collector

Creature — Elf Warrior

Whenever another creature you control enters the battlefield or dies, if that creature's power is greater than Pelt Collector's, put a +1/+1 counter on Pelt Collector.

As long as Pelt Collector has three or more +1/+1 counters on it, it has trample.

StoryArcher on Woodland's Wrath

1 week ago

Keep in mind that the Groundbreaker hits Pelt Collector on its way in AND on its way out.

StoryArcher on Woodland's Wrath

1 week ago

Small tweak, but I'd include 4x of both Experiment One and Pelt Collector and only 2x Young Wolf, unless there is another card you like better there - maybe an extra Rancor and another Barkhide Troll, for instance.

StoryArcher on Don't Let Em Breathe (Quick)

1 week ago

Slashdance (love the name btw)

I appreciate the kind words. The fetch lands are there to make sure I get a trigger on the Narnam Renegade and to thin out the deck a little so that any draws I get from Werewolf Pack Leader get the most bang for their buck. You could probably go with straight forests to save some cash, but if you do I'd probably pull the Renegades for +1 Experiment One, +1 Pelt Collector and 2x Young Wolf. Going with more basic lands will protect you a bit from cards like Blood Moon and Magus of the Moon as well.

As far as some other budget options, Boseiju, Who Endures is also a very expensive, fairly new card. It's a very strong addition for what it does but is in no way necessary for the deck to operate. That could easily be a Forest as well. If you go all Forests, consider adding in a couple of Treetop Village or Lair of the Hydra and maybe a Dryad Arbor.

Sideboards are largely a product of your local meta and the one I have listed is just a handful of quality generic options. Prowling Serpopard, Scavenging Ooze, Beast Within, Damping Sphere and Grafdigger's Cage are just a few budget options out there, depending on what you're trying to stop.

wallisface on Green White Counters

1 week ago

Some thoughts:

  • Modern decks typically can’t justify running more than 3-4 cards costing 4-mana, and often run nothing above this. You've got a whopping 11 cards costing 4-or-more mana, which feels waay too high. I'd suggest drastically lowering your curve.

  • Added to the above, you have almost nothing to do turn 1. Starting a full turn behind an opponent is usually a really, really bad position to put yourself in, so i'd really suggest having more things to do on that first turn. Ideally try to include at least 8-12 1-mana cards.

  • Not having any real interaction is a very risky play, as it means your deck has to be able to outrace everything your opponent is doing, or just lose. I don't see how you'd currently be able to survive against most aggro or combo decks, and so i'd really suggest some form of interaction in the deck - letting your opponent do what they want is almost always a bad idea.

  • Some creatures to consider including: Pelt Collector, Experiment One, Avatar of the Resolute, and Quirion Beastcaller

Drestlin on G/W +1/+1 counters

4 months ago

Had some games today - felt terrible, i think the deck is losing his focus A LOT.

At this point i basically removed all the white creatures in favour of Portable Hole and 2 Gavony Township - i also DEFINITELY like Lifecrafter's Bestiary as both a passive scry every turn and the now and then draw: i think i need to go back to the origins and concentrate on green creatures more - even with 8 double lands i often find myself without the right mana to cast creatures, the first few turns: especially with training, not having more than the lonely initiate down, because i'm missing the 2 green to cast, is just pain. Might have to find space to put back the Pelt Collector Will have to decide eventually, but the deck felt smoother a few iterations ago, and definitely without the white creatures in (i literally have NEVER been able to train the Savior of Ollenbock ONCE in however many games - i managed to use the initiate ability today more than once for the first time - and he trained once). I feel like training, apart from being slow in general, is also too dangerous with the amount of deathtouch stuff i'm dealing with, and having the creature die to a 1/1 dt or stay a 1/2 forever because that's my main way of pumping him up just doesn't work.

I'll update the deck with the latest revision tomorrow, so you can lmk what you think!

p.s. i have the Luminarch Aspirant, i might try him around eventually!

wallisface on My Selesyna

5 months ago

JordoSmith14 I've done some brewing, and this is personally what i'd suggest trying as a +1/+1 counter GW decklist. I tried keeping it as "selesnya-feeling" as possible without sacrificing power.

wallisface on My Selesyna

5 months ago

So i’m a bit confused with the direction you’re trying to take here - it feels like you’re making 3 separate decks and trying to munge them together, with elements of ramp, +1 counters, and stompy. I think you need to pick a path and stick to it without deviation.

So, my big suggestion is, to pick a clear path, and then stick to it

lagotripha on Abzan +1/+1 Counters OFFICAL

9 months ago

Hardened Scales alongside constrictor is an incredible engine, with corpesjack menace as a powerful endgame.

The problem with making a list built around them better is that too many good +1+1 counter cards have been printed. Getting a good mix that matches your metagame is tricky when there are so many options, and figuring out what support they need - trample or removal, or graveyard exiling or hand disruption gets quite long-winded.

I'd start by looking at low CMC 1 or 2 - Experiment One & Pelt Collector have been very strong in this kind of list.

In general, I'd look for cards that use counters to track something else - your Ochre Jellys, or things that put +1+1 counters for things you are already doing - like if you ran Willow Geist and Scavenging Ooze.

Thats before considering how to maximise cards like Oath of Ajani or keywords like Proliferate - it might be worth playing some cards that have nothing to do with counters if they suit everything else well enough - life and tokens from Timely Reinforcements can matter a lot in some setups.

If you want somewhere to focus, getting lands sorted is the best place. A good 3 color mana base is expensive and takes some tuning, Lands like Vastwood Fortification  Flip or the various +1+1 counter options take up space and fixing mana and keeping space for them can be tricky.

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