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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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Ponyback Brigade
Creature — Goblin Warrior
When Ponyback Brigade enters the battlefield or is turned face up, put three 1/1 red Goblin creature tokens onto the battlefield.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)







Omniscience_is_life on Discussion: Adding colors to your …
3 years ago
Gattison Ankle Shanker and Ponyback Brigade say hello!
I be most happy with more multicolor Vedalken--we've seen Skatewing Spy (a mono-blue Vedalken from the Simic Combine) and Mizzium Meddler (a mono-blue Vedalken from the Izzet League). Unfair! Plus all the mono-blue Vedalken from Esper... just the worst
blackbeltcereal on
Mardu EDH Test (Cheap)
5 years ago
I think if you want to do a tribal deck, you can do that. I would pick though, between soldier/knight/warrior tribal because right now your payoffs are scattered about. Of the changelings, the two that I would keep in regardless of what you end up doing are Mirror Entity and Taurean Mauler. Mirror Entity itself is a wincon (get a big board, then make X huge). If you want to lean into Alesha's ability, I would target creatures to add in that have 2 or less power. So, if I were to break down that gameplan:
- Creatures that you want to cheat into play with Alesha, that otherwise have high casting costs/attacking restrictions, or creatures that have strong ETB effects so you can repeatedly abuse them.
-Master of Cruelties, Ankle Shanker, Archetype of Finality etc.
-Duergar Hedge-Mage, Ponyback Brigade, Gonti, Lord of Luxury
- Ways to get creatures into the graveyard (either from hand or from the battlefield) so you can repeatedly abuse Alesha triggers:
-Faithless Looting, Thrill of Possibility, Cathartic Reunion for draw effects (to get high CMC creatures into the graveyard)
-Viscera Seer, Ashnod's Altar, etc for sacrifice effects. (So you can have them ETB again with Alesha)
- Some evasion effects for attacking and protecting Alesha
-Menace, Skulk, First Strike/Deathtouch, Lightning Greaves to protect Alesha
- Some backup reanimator plans, in case Alesha gets hated out of the game and it's hard to cast her.
-Sun Titan, Living Death, etc.
Then I would generally focus on kinds of cards that you'll generally need, like Removal (for creatures/artifacts/enchantments, etc.), Card Draw, Ramp (in Mardu this is going to be a lot of artifact ramp), and Utility (stuff that doesn't quite fall into the other categories but is useful).
Also, I would look at non-symmetrical board wipes like Dusk, Citywide Bust, and Slaughter the Strong that typically will leave you in a more beneficial position relative to your opponents.
SPOraOra_ on
5 years ago
Honestly instead of Ponyback Brigade you should pick up some Tariel, Reckoner of Souls. Its only 1 more to cast and the ability is much more useful if you make it to the late game.
Ziusdra on
Mardu Attack/Token
6 years ago
I love Alesha, I run a budget Alesha deck. Just a few notes I'd like to share from my experience: Ankle Shanker doesn't work in combination with Alesha's ability, due to trigger timing, so you have to count on getting Ankle Shanker 's ability to trigger the turn after you resurrect him (the same would technically be true with Mardu Strike Leader ). If you want to run tokens as a sub-theme, I recommend Ponyback Brigade and Noosegraf Mob , since you can resurrect both with Alesha and their abilities trigger when they enter the battlefield. Flame-Kin Zealot also benefits you for going wide with lots of tokens. And if you want Alesha's ability to work without her dying all the time, whether due to blockers or removal, make sure to give her some kick@$$ gear: I run Cloak and Dagger , Swiftfoot Boots , Whispersilk Cloak , and Sunforger . Oh, and Hero's Blade , which I think is greedy but she has first strike, so it's pretty good. I think those will work better for you than the auras, especially since they cost colorless mana and allow you a little more flexibility. Relentless Assault would be a fun sorcery for you to run with all your tokens. As you play this, you may find that you need more card draw & more creatures in your graveyard for Alesha to resurrect for you, so I would be remiss to not mention Faithless Looting , Wild Guess , and Tormenting Voice ( Cathartic Reunion and Dangerous Wager also works). Put your expensive creatures with 2 power from your hand into your graveyard so that they only cost 2 mana to put onto the battlefield when you trigger Alesha. So Noosegraf Mob and Ponyback Brigade become instead of their normal mana costs, which is such a bargain. Have fun! Alesha is amazing.
Driemer84 on
Great Khan Punchy McStabbers
6 years ago
Definitely using this deck for my Alesha inspiration!
Have you considered Pia and Kiran Nalaar over Ponyback Brigade to lower the curve a bit? Also, Leonin Relic-Warder over Soltari Visionary or Duergar Hedge-Mage to pull the Fiend Hunter and Tidehollow Sculler trick on artifacts and enchantments?
I noticed in your write up you mentioned you were considering Wrath of God or Merciless Eviction. Have you considered Retribution of the Meek or Austere Command? Both of these give you a little more flexibility over what dies.
DrukenReaps on Death by tokens
6 years ago
phosphorous? Purphoros, God of the Forge?
Alesha, Who Smiles at Death is pretty good for this kind of idea. use creatures that when they etb they make tokens like Grave Titan or Ponyback Brigade. Thesquishy has a solid example of such a deck Alesha Re-animator.
catrule3564 on
Alesha Who Smiles at Your Death #70
6 years ago
First impression of the deck is that you don't have enough lands. I would add 2-3 more. Nomad Outpost and Command Tower are both cheap, must-have tri-lands. You could also consider utility lands like Ghost Quarter and Bojuka Bog
I would also play something like Ravenous Chupacabra instead of Unmake unless the exile/instant speed is really important to you.
If you are interested in another combo, Nim Deathmantle combos with your Ashnod's Altar and token producing creatures like Siege-Gang Commander for infinite death triggers/tokens/mana. Pia and Kiran Nalaar and Marionette Master are other good token makers. I think both are probably better than the Ponyback Brigade you have now.
Some cards that I think you could cut are Archfiend of Depravity, Death Denied, and Anarchist. You could also stand to trim a couple of your Alesha protecton/enablers because you don't always need one and they are poor in multiples.
Gypsyhatten on
alesha testtest
7 years ago
Switching to English, thanks Tappedout.
None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.
You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.
Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.
Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.
Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.
I would recommend going for either aggro-control or combo-control.
Utter End - being able to target anything is very strong
Duplicant - one of the best creature-based removal cards
Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed
Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win
Painful Truths - very good card draw in 3 colors
Toxic Deluge - the best creature board wipe in the game
Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else
Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right
Fellwar Stone and Talisman of Indulgence - good mana rocks for 2
Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan
Path of Ancestry - it's a strictly better Nomad Outpost
Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land
Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter
Clifftop Retreat - only checkland you're missing
Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong
Fervor - good source of haste, not as easy to remove as Lightning Greaves
Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff
Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation
Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable
Ankle Shanker - good for getting damage past blockers
Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt
Harsh Mentor - very strong hatebear, can stop some game plans entirely
Mirror Entity - strong anthem when most of your deck is power 2 or less
Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal
Drana, Liberator of Malakir - decent anthem for cheap
Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff
Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha
Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage
Swiftfoot Boots - an extra pair of Lightning Greaves
Cathars' Crusade - very strong anthem when going wide
Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through
Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state
Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB
Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage
Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker
Liliana, Heretical Healer Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated
Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks
Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries
Feldon of the Third Path - slow without haste but a very strong effect once online
Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways
Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library
Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else
Vampiric Rites - one of few sac outlets that provide solid value from its own effect
Flameshadow Conjuring - lots of extra value for only one mana per creature
Panharmonicon - doesn't work with some of your creatures, but solid value when it does
Assemble the Legion - decent wincon when your opponents are running out of gas
Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state
Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins
Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan
Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap
Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade
Geralf's Messenger - combo with sac outlet + Solemnity
Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites
Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite
Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat
Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable
Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return
Enlightened Tutor - another tutor for finding wincons
Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more
Reanimate - cheap reanimation in any archetype
Sword of Feast and Famine - ramp that lets you dump your hand as aggro
Vampiric Tutor and Demonic Tutor - tutors for combo
Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades
Archetype of Finality - way too expensive
Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place
War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets
Mortify and Return to Dust - good removal cards but you have better options in your colors
Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable
Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack
Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos
Karmic Guide - you don't want to pay echo cost so it will rarely get to attack
Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro
Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos
Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons
Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks
Angel of Invention - anthems don't really do much outside of aggro
Big Game Hunter - you don't need that much spot removal
Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place
Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump
Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.
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