Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
|Have (2)||abritt , orzhov_is_relatively_okay819|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Prey Upon Discussion
1 month ago
Also, it feels like you’re very all-in on the fight theme - have you considered Hornet Nest as a secondary fight-profiting creature?
1 month ago
You should totally just make this simic. The red adds very little to the deck and just makes your mana base unstable. As for removal, Prey Upon will be ~amazing~ with Flowering Lumberknot since it doesn't need to even be bonded before you can use it to fight :D
3 months ago
Gruul is my all-time favourite colour combo. And fight is just such good removal! I was surprised to see you didn't have many plain ol' fight spells like Titanic Brawl , Prey Upon , or Savage Smash . Domri's Ambush is great straight up damage too, no fight required - same with Thrash / Threat .
Mage Slayer is also an excellent artifact for getting damage through any blockers. Doesn't even have to connect. Just declare attacks and hit face.
Rhythm of the Wild is great protection for your creatures, and can make them come in faster or stronger.
Overwhelming Stampede is a great finisher that has won many gruul matches for me, and would work awesome with your pump spells.
Your deck is very creature heavy (I approve!) but trimming it back by a few mooks could give you room for epic moves like Dictate of the Twin Gods which in your deck would certainly be worth the risk.
Your deck obviously works the way you want it to, but I think adding just a few more non-creature spells would allow you to hit even harder with the creatures you keep. Good luck!!
5 months ago
Cool idea, I've never seen wolf tribal before! :-) I'm not familiar with wolf tribal, so I won't recommend specific tribal cards. But I will comment on the general deck structure:
I count 15 Ramp spells, but 10-12 are enough. Since you have access to green, you might prefer land ramp over artifact/creature ramp. (Lands are less likely to be destroyed and fetching lands out of the library waters down the odds to draw something more usefull.) I recommend cutting out Selesnya Keyrune ; Selesnya Cluestone ; Skyshroud Claim ; Heraldic Banner ; Elvish Mystic and Fyndhorn Elves . (Maybe keep the evles, if you use them for combat in the late game). Then add Myriad Landscape ; Kodama's Reach and Cultivate .
I count only 3 card draw spells / card advantage effects. Again you should aim for 10-12, but that's though in Selesnya colors on a budget, so maybe 8ish do the trick?! Some suggestions: Garruk, Primal Hunter ; Shamanic Revelation ; Regal Force ; Beast Whisperer ; Yavimaya Elder ; Return of the Wildspeaker . None of these are super budget friendly, but thats as cheap as it gets. You can cheat a little by counting Tranquil Thicket + Secluded Steppe + New Benalia as 1.
I count 6 single target removals and 3 board wipes, which generally is good. But since you play lots of creatures yourself, you don't like board wipes too much. Make it 9ish single target removals and 2 board wipes. I recommend removing Akroma's Vengeance and adding some of the following: Prey Upon ; Collector Ouphe ; Ghost Quarter ; Beast Within ; Scavenger Grounds .
I like the ammount of wolf creatures (and wolf token generatores) and I like the ammount of pump spells (like Collective Blessing ) too. However if you must cut some cards to make space for more card draw/removals/lands, then better cut some pump spells rather than cutting wolf creatures.
5 months ago
5 months ago
TheVectornaut Thanks so much for the help once again buddy! I've taken a bunch of your suggestions and love how it's looking. I was thinking about taking out both copies of Prey Upon out and adding another copy of Setessan Tactics , and use the other space to start making some room for like 3 copies of Vines of Vastwood . To fit in the vines I was going to put one in place of one of the other Prey Upon and then remove one copy of Asceticism , then either one copy of Lightning Bolt or Giant Growth . I'm kind of stuck between which one to remove, because bolt offers good versatility, but I also would not really missing the effect of the giant growth because I would still have three copies of it and could also kick the vines. Maybe drop a copy of bolt to sideboard and bring it in for instead of a copy of vines if I feel I won't really need it?
6 months ago
Sorry I'm a little late responding, but I didn't see you had created an entirely new version yesterday. As a follow-up to my prior suggestions, it looks much stronger without so many vanilla creatures. I will say that I'd probably have kept the Young Wolf . Having creatures to curve out with is pretty important, even in slower midrange decks. Young Wolf specifically is also much better than it first appears and can often be treated as a sticky creature that's a 1/1 and 2/2 bundled together. The games where you can play T1 wolf, T2 wolf, T3 Partisan are much better than the games where you play nothing on turn 1 (except maybe a Bolt) and then only have 2 wolves to target on T4+. If I had to swap something for it... I'd maybe pick Lone Wolf . Its effect is functionally similar to the cheaper Wandering Wolf and both cards have gotten weaker with the removal of Wolfir Silverheart and Might of Oaks . Or, you could move the Asceticism to the sideboard depending on how much creature hate you're expecting to run into. If you need earlier defenses in the main, I'd look into Blossoming Defense and Vines of Vastwood . As for adding more targeted combat tricks, the first card I'd cut would definitely be Moonlight Hunt since unlike a more standard Prey Upon fight spell, it doesn't actually target any of your own wolves. In the absence of Partisan, the Hunt is probably better. But, I'd say the potential to generate an overwhelming number of tokens shifts the delta in the favor of multitarget spells. Technically, you could also run Zada, Hedron Grinder to go crazy with Might of the Masses , Confront the Unknown , Temur Battle Rage , etc., but I assume that you don't want any goblins polluting your tribal purity.
6 months ago
just gonna go through some hard stats real quick cards that give you card advantage ie gets a card from your library into play or into your hand: 7 cards that ramp you ie gets lands into play, produces mana, makes creatures cheaper: 17 cards that can destroy your opponents creatures/artifacts/etc :5 of those 5 cards they only deal with creatures and most need to be dealt damage first. so an opponent plays a proaganda/ghostly prison you cant attack your deck is useless. green, red, white have some of the best removal for almost any permanent. problematic artifacts and enchantments get the Wilt , Nature's Claim , Return to Nature , Krosan Grip , Crush Contraband to name a few. opponent has a magus of the moat or another problematic creature? Path to Exile , Swords to Plowshares , Abrade , Lightning Bolt , any number of efficient fight spells like Domri, Anarch of Bolas , Prey Upon , Inscription of Abundance , Primal Might . opponents threatening to cast a board wipe? Eerie Interlude , Cosmic Intervention , Unbreakable Formation .
In short, a bit less ramp, a bit more card draw, and you really really need interaction. You can't expect to make a dino army and not have anyone try to interact with that. I know dino smash but dino can be smart too, dino can be clever girl.