Pelt Collector

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard 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.

legendofa on Invade and Destroy: Sideboard Switch

1 month ago

psionictemplar I can't get any live play in right now, but in goldfish playtests, not making the full sideboard switch just feels like it dilutes the Warriors plan with incidental land destruction. I'm also reviewing what the swaps should be, and I'm starting to like keeping Tattermunge Maniac over Pelt Collector. I'll update the description soon.

legendofa on Invade and Destroy: Sideboard Switch

1 month ago

To make sure I'm tracking right, your suggested switch pattern is

-4 Pelt Collector

-2 Wrap in Vigor

-1 other creature

Pretty much the whole sideboard needs to come in for the Ponza line to work, and the remaining Warriors need to be able to apply pressure. Which eight cards would be your other switchouts?

legendofa on Invade and Destroy: Sideboard Switch

1 month ago

psionictemplar The Pillages are a meta choice, so switching one out for a final Stone Rain is a fair call. I'll make that the default.

For the Pelt Collectors, I don't disagree with you, but I'd like to know your reasoning. They're still reliably a 2/2 for 1, outclassing the Tattermunge Maniacs, and the Brighthearth Bannerets lose a lot of utility. Still gotta win once you've smashed their lands. I'm willing to be convinced, though, so what's the line you see?

wallisface on Selesyna Midrange

6 months ago

As far as cards I would ditch:

  • Garruk Wildspeaker feels too slow/midrange orientated and not useful for what you’re trying to do here. Same goes for Elder Gargaroth.

  • Blossoming Defense feels kindof meh here to me. None of your creatures are crucial to keep alive - i’d rather these slots be used for more creatures.

  • I don’t think you need/want Nykthos, Shrine to Nyx at all… if your deck is benefitting from it then your mana curve is too high.

I think you should be running Tail Swipe instead of Prey Upon. And i think you can run the full playset if there’s room.

As far as creatures to add/consider, i have a bunch of suggestions that aren’t beasts, but would help you a lot. At the moment your only reason to running mono-beasts is Descendants' Path, which imo isn’t a strong enough card to warrant restricting your creature options soo heavily.

Anyway, creatures that cpuld be good here: Pelt Collector, Experiment One, and Strangleroot Geist. There is also the option of going down to 18 lands, running playsets of Llanowar Elves and Elvish Mystic (you ditch Arboreal Grazer in this situation), and playing 3x Khalni Hydra as a terrifying finisher (they make your Aspect of Hydra back-breaking).

wallisface on +1/+1 Counters

10 months ago

Some thoughts:

Taita on Kodama of the West Tree

11 months ago

Played a version of the deck in Historic Brawl on arena. My experience so far is that it is very important to get the ramp goin early on. Turn 3 you should connect with a modifyed creature having your commander out. Best case turn 2. The best way to achive this is to have many one drop mana dorks and one or two drops that is or will be modifyed when the commander hits the table such as Pelt Collector.

KBK7101 on Mono Green +1/+1

11 months ago

These kinds of decks usually include cards like Hardened Scales (as mentioned above) along with cards like Experiment One, Pelt Collectorand Yorvo, Lord of Garenbrig. If you're looking to make the deck a bit more competitive, definitely check these out.

As for cutting seven cards, I'd suggest 2x Fang of Shigeki, 2x Death's Presence, 2x Hungering Hydra and one of the Contortionist Troupe.

wallisface on

1 year ago

Some thoughts:

  • you’re only at 58 cards - you need 60 for a legal deck.

  • I’d suggest going up to 20 lands (and also ditching the mana dork).

  • you currently have no other warriors in your deck, making Bramblewood Paragon pretty useless as you’ll almost never be gaining counters off it.

  • you’ll never be gaining counters from Scute Mob either - with only 18 lands you won’t have 5 in play until around turn 9-10… no game is lasting that long.

  • both Forced Adaptation and Hydra's Growth are super risky/unideal cards to run as your opponent only has to use one killspell to remove both the creature & enchantment (costing you 2 cards for their 1).

  • your deck currently feels very rag-tag/clumsy as far as being very slow to look threatening (Avatar of the Resolute and Rancor are the only cards that look strong in your deck currently. The rest feel weak/awkward/slow). Cards i’d suggest considering include Pelt Collector, Experiment One, Strangleroot Geist, Aspect of Hydra, Quirion Beastcaller, and maybe Servant of the Scale.

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