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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Target creature you control fights another target creature. (Each deals damage equal to its power to the other.)
1 month ago
you don't really have enough mana for your high-cost spells. a good rule of thumb i use is you can use 20 lands if your mana curve tops at 3, 24 if it tops at 4, and if you have spells that cost 5+ then you want 24 lands plus some mana ramp. this can be something like Arbor Elf or Rampant Growth as a couple examples, but of course it depends on which format you're playing.
removal is crucial if the deck can't win by turn 4, but unfortunately this is somewhat difficult in just red/green. cheap burn spells don't deal enough damage to kill big creatures, and green spells are basically limited to the "fight" mechanic such as Pit Fight. outside of that your best bet is to just ramp up to bigger creatures than the opponent can.
you can use mtg arena to get some practice games online to get a feel for the game. the primary format there is standard.
if budget is a concern when playing in paper, ask your friends/playgroup if they could make some pauper decks for when you join them. pauper is a format that allows any card from mtg's history that has been printed at common rarity at least once.
4 months ago
Remember a while ago where I made Zaren, Silverback Ironfist? The Ape Berserker who revolved around the Fight mechanic? So I built a deck and he was way to powerful. Every single creature spell becoems removal. Even when I nerf him, dropping it from two +1/+1 counters when the creature survives down to just a single +1/+1 until end of turn, everything just decimates the boardstate. Dropping a Hornet Queen just wrecked a game I was playing in. Because he is a custom commander, I have the deck here on Tappedout and I have the browser tab open. My current boardstate (after winning the game) looks like this:
- Zaren, Omnath, Locus of Rage, 4x 5/5 Elemental tokens, Akroma, Angel of Fury, Toralf, God of Fury Flip, Myojin of Life's Web whom I removed the counter from in order to bring into play Myojin of Towering Might, Foe-Razer Regent, Gruul Ragebeast, Vorinclex, Monstrous Raider, Kolvori, God of Kinship Flip, Kodama of the East Tree who brought out Thorn Mammoth and Arcane Signet because that's all I had that were less MV. I also had a very early Elemental Bond, so I kept drawing a ton of cards. My hand currently sits at Forest, Pit Fight, Mountain, Ghalta, Primal Hunger, Apex Altisaur, The Tarrasque, Kogla, the Titan Ape and Dragonlord Atarka with Hunt the Hunter, Furious Rise, Frontier Siege, Mountain, Hornet Queen and Boxing Ring in my graveyard.
- It's my Turn 9.
Game ended with me at 24 life.
Poor Ur-Dragon died twice to my fights; Once to Akroma, Angel of Fury after she triggered a second time since The Ur-Dragon is both white and blue, she couldn't deal damage back. So when Akroma dealt 6, she got +1/+1 until end of turn and I had her fight again with Hunt the Hunter, since The Ur-Dragon is green. Later, Hornet Queen made short work of it, again.
I think I vastly underestimated the power of the Fight mechanic, and now I understand why we do not have a Fight Commander. T-T
At the beginning of combat on your turn, you and target opponent may each reveal cards from the top of your library until you both reveal a creature card. If you do, they enter the battlefield tapped and fight each other. Put the rest of the revealed cards on the bottom of their libraries in a random order. If one creature survives, it remains on the battlefield. If both creatures survive, their owners shuffle them back into their library.
9 months ago
Chain Reaction and Blasphemous Act seem counter productive to a werewolf deck. Usually the more werewolves that are out, the more they complement each other. This may hurt you more than others. Also by the time you can play Blasphemous Act, you will either have a bunch of creatures and likely will be dominating, or a ton of mana to where you should be able to play anything and likely have a bunch of creatures as well.
Chaos Warp is also very risky. There are better things to replace it with to get rid of creatures. Beast Within is also too generous. You may be getting rid of a hard hitter, but why not just remove it and leave the player with nothing? It certainly would not benefit you to remove your own werewolf creature for a 3/3 beast. Werewolves are typically going to be pretty powerful. So use cards that force opponent creatures to fight yours to get rid of creatures.
1 year ago
Not sure about Simic hydra? never checked it as green ramp can be really fast.
I used to play the Utopia Sprawl but it didn't feel as fast as those Elvish Archdruid . I like the suggestion of Voyaging Satyr as it works like an Arbor Elf . Gyre Sage also is a bit to slow i think as you have to spawn creatures first to ramp the mana while the goal should be to ramp mana to spawn creatures but will play test it.
Not sure about Hydra Broodmaster because of the lack of trample and the usability of the already added hydras. It will be a full turn to use the monstrosity and then a full turn to attack. I'm thinking to sideboard 2 of them for multiplayer or against non-blue decks and swap them with Mistcutter Hydra .
Unbound Flourishing I will deff add.
1 year ago
Most of my hydra experience is in simic, but I'll leave some general thoughts anyway. First, I think Elvish Archdruid isn't impactful enough with only 6 elves in the deck. I'd rather have redundancy for Arbor Elf with something like Voyaging Satyr . In addition to being able to untap forests enchanted with Overgrowth , Utopia Sprawl , and the like, it can also untap the beastly green devotion staple of Nykthos, Shrine to Nyx . Otherwise, Gyre Sage is an option that pairs very well with Doubling Season and Kalonian Hydra if acquired. Another bomb that works well with Season is Hydra Broodmaster since it cares about both counters and tokens. Some other possible inclusions are Ram Through instead of Pit Fight for trample synergy, Unbound Flourishing for x-cost synergy, and As Luck Would Have It because it looks like you're rolling a lot of dice.
1 year ago
- There are quite a few uses for this ability. Planeswalkers are definitely one, but there are also tons of cards with situational abilities or ones that want to be responding to other things. For example, sacrifice decks will run things like Viscera Seer to be able to sacrifice creatures in response to removal to get the correct death triggers. You can also use it on, say, Mother of Runes to get a removal spell through; even if they activate her on the creature you're trying to remove you can just cast your Pit Fight or whatever in response.
1 year ago
There's no ambiguity with targeting either. If something says target, it targets; if it does not say target, it does not (with a few exceptions for keywords that target in their rules, like equip meaning "attach this Equipment to target creature you control").
Pit Fight clearly names two creatures, one of which the caster has to control, as targets. Asceticism specifies that your creatures cannot be targets for things your opponents control, so they can only cast Pit Fight targeting their own creatures.
1 year ago
I have on the board Asceticism and a Llanowar Tribe . My opponent has Phyrexian Obliterator on board and during his turn he casts Pit Fight onto phyrexian Obliterator and wants to force it to fight my Llanowar Tribe. Since I have Asceticism on board and it states "Creatures I control can't be the targets of spells or abilities your opponents control." Pit fight states target creature you control fights another target creature. But my creatures can't be target due to Asceticism, correct or not?