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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Ranger of Eos
Creature — Human Soldier
When Ranger of Eos enters the battlefield, you may search your library for up to two creature cards with converted mana cost 1 or less, reveal them, and put them into your hand. If you do, shuffle your library.
5 months ago
Ok I messed up and can't edit my comment so I'll continue from where I left off:
...Of course all commander decks need some good card draw, and black gives us plenty of options. We have plenty of access to cards like Night's Whisper which is always good, but since we want to kill our creatures we generally prefer to opt for things like Village Rites or repeatable triggers (which Teysa doubles for extra value) like Midnight Reaper or Dark Prophecy. These will help us get to the pieces we need to win. If you start off a combo such as Reveillark + Karmic Guide (a well-known combo that many player will try to stop very quickly. Consider removing this if your opponents tell you that your degenerate deck is only played by beta cucks) with repeatable card draw on board, you'll run into what you need to win eventually.
I personally like to (or maybe need to) run LOTS of removal to make sure our opponents don't trample all over us before we can set up our finishing turns. Targeted removal is my drink of choice, but good board clears like Merciless Eviction (which unfortunately doesn't let our creatures die if we cant sac them all first) and Austere Command can be easily subbed in if you find yourself going against lots of wide boards.
We love our recursion in this deck. All of our petty fodder and nasty big-hitters like Kokusho, the Evening Star (a card that can be subbed out for a tutor for a more combo/high power deck. I decided to leave him to help cope with the loss of Yosei, the Morning Star . I just think they're neat!) and Vindictive Lich are practically begging to be brought back to life to once again experience the sweet touch of death. Killing our creatures once is good, killing them twice is better. Also, if one of your three essential components gets hit by removal early, your opponents with audibly moan when they come back later. Thus, take out some recursion if you become the one at the table who inspires fear and loating.
Our main combo that will win us the game every time it's out (even without Teysa) is Reveillark combined with Karmic Guide. If Reveillark is in your graveyard, put in karmic guide and bring it back, sac karmic guide, then sac reveilllark to bring back karmic guide, rinse and repeat. Of course, we need a sac outlet to kill our combo pieces and our Blood Artist-type cards or card draw death-triggers to get one out to make the most of this. Best of all, we have a tutor card, Final Parting, which tutors out BOTH of our combo pieces! Simply put reveillark in the grave and bring in karmic guide on the next turn, or the same turn if you have 10+ mana from all of our juicy ramp. As I said above, infinite combos are mean and unfun to play against, so be careful. This one at least needs 4 cards, none of which are our commander, to win the game so it's not nearly as bad as others, but if you need to take it out, don't worry! Teysa will still eek out massive value from all of our other cards and get you plenty of wins without tilting your playgroup. Other infinite combos not included in this deck include Nim Deathmantle + a token generator such as Ministrant of Obligation + Ashnod's Altar or alternatively Reassembling Skeleton + Phyrexian Altar + token death-trigger like Blight Mound. There are many variations of these which I won't go into depth here.
Early Game Strategy
In your opening hand, you ideally want to have a ramp spell or two (preferably a creature to be used as fodder later like Loyal Warhound), one or maybe two removal spells, some fodder, some card draw, and lands. We don't want too many basic plains in our hand or we'll stifle our creature ramp cards like Boreas Charger (keep in mind Knight of the White Orchid can tutor our double land Godless Shrine). We won't worry about board clears or heavy hitters until later. Hangarback Walker may not seem like a good opening card at first, but he can quickly become a big threat in the midgame if played on turn 2 (or turn one with sol ring) and used as a mana sink with his tap ability which adds a counter to him for one mana on future turns. Recursion we don't want at all until we start killing our creatures. Tutors can be good, but the tutors I have included in this deck (with the exception of Ranger of Eos who is great in our first hand) are more useful in the mid/late game since they either put things in our graveyard (Unmarked Grave) which requires we have recursion, give our opponents a tutor as well (Scheming Symmetry or Wishclaw Talisman), or scale off of how many lands we have (Beseech the Queen). We won't be needing a sac outlet until later and we can be reasonably sure well run into one eventually if we have card draw; if not we can always use our small sacs like Phyrexian Tower to suffice in the mean time. Our protection spells can come in handy, but only keep these if we have our other good early game cards in hand.
In the mid game phases (~turns 4-6), don't get too hasty and play Teysa early if you have something else that is part of our 3 essential components (fodder, sac outlet, blood artist-type) which you don't already have on the board. It's often advantageous to instead opt for more card draw or removal on these turns to prolong our window of opportunity to pop off our game winning turns instead of playing Teysa before she is needed. Even though she does double the value of nearly everything we do, we dont necessarily need her on board to win, and we really only need her on the turn or two before our winning turn.
All that's left to do once we have our three basic components is to start getting out as many token makers as we can to start reaping what we have sewn. Ideally we want repeatable card draw and recursion to draw into more and more creatures that we can sac on every turn. Even without our infinite combo we can do massive damage just with our tokens and by bringing back our creatures. Graveyard hate from our opponents can really hurt us, but with any luck we can out-pace our opponents with our ramp/card draw.
If you're about to have something exiled, sac it! Let no fodder go to waste. You can also sac a creature as it is about to take combat damage after blockers are assigned without having any damage go through to you.
Have fun with Teysa! Add your own spin to things and let me know what card you love/hate. This deck is still in developement and will be changing bit by bit in the future. If you have any questions, let me know in the comments and I'll do my best to get to them. This is my first deck that I've posted on any platform and I'm excited to see what y'all think!
9 months ago
Seeing as you're running both Soul Warden and Soul's Attendant, do you think maybe Ranger of Eos would be worth it? He could also fetch Weathered Wayfarer to grab nonbasics, as a nice bit of utility. I think most white decks would appreciate the card advantage.
9 months ago
9 months ago
Foster_I_Am Academy Rector is alright, but remember Teysa can't double her death triggers. When she dies, you can only exile her once, so you only get one enchantment. Bolas's Citadel would be a great target, but it's an artifact. Otherwise, we don't have great single-enchantment targets. Sure, we have some good ones like Necropotence, but paying 4 mana and killing a creature is a lot of hoops to jump through for something that isn't a wincon for our deck. Ranger-Captain of Eos is alright but definitely worse than Ranger of Eos and Recruiter of the Guard. I'd play it if we had more slots. Right now, it's a fine budget replacement for recruiter.
You can definitely play Generous Gift over Vanishing Verse. It's mostly personal preference, but I like having access to a 2-mana catch all removal spell for tutoring reasons. We already have Anguished Unmaking to tutor for when we have 3 mana, but if we need to remove an enchantment with 2 mana for example, we have no tutor targets. That's why I play verse. Personally, I think verse is better than Baleful Mastery in most situations. It doesn't draw your opponents a card and can hit enchantments or colored artifacts. However, removal spells are pretty similar and situational anyway, so play whatever you like best.
Vintrastorm I like Martyr's Cause, and it's especially good if the main way you're dying in your meta is to one source, like a voltron commander. Being 3 mana though, it's not the most efficient sac outlet, so I prefer cheaper creature-outlets, altars for mana generation, or something like Spawning Pit for guaranteed value. I haven't tested it a ton, and maybe the damage prevention is stronger than I'm giving it credit for. It's definitely a fun political tool at the very least. I think I'll try it instead of spawning pit next time I playtest the deck.
10 months ago
I’m not hugely knowledged in frog-related-happenings, but i feel like it could work in a combined build with Maytr. By adding Frog, Kami, and Abiding Grace to maytr you’re not particularly losing much of anything (aside from maybe an additional 3 life when you sac Maytr), and you gain a much more hard to disrupt boardstate.
Not sure how viable the plan is, or what these decks would be like mashed together (i’m just imagining typical Maytr with the above-mentioned Frog/Kami/Grace tbh), but it feels like it has promise
1 year ago
Seconding zapy, the most effective soul sisters stuff I've seen has been built around cmc 1 matters - Ranger of Eos is notable.
Arcangel of thune sounds like a great top-end to the package, but 5 cmc is a lot compare it to say, Aetherflux Reservoir, which is often set up to win in similar situations while being harder to remove. Heliod offers similar pressure at 3 cmc while threatening Spike Feeder combo.
Cleric Class is a cool tool from the most recent set, which alongside Trelasarra, Moon Dancer points to a green/white build. I could see Gaddock Teeg maindeck to fight against a lot of more recent high cmc cards- shutting down the x cost path is nice.
1 year ago
Hey blessrain -- Walking Ballista is definitely at it's most fair in this deck but it serves a few cool use cases. It has a unique role in the deck where it can act like Umezawa's Jitte w/ counters and ping off some creatures or act as just a bear that can send a few points of damage at the opponent if it is about to be removed. In both cases it is pretty solid, mono-white can use the extra reach sometimes.
a) Tutor target for both Recruiter of the Guard and Ranger-Captain of Eos , and also Ranger of Eos that is in the maybe board. It's usually the best target for Ranger-Captain if the game is going to go long at all or I have some excess mana that I can feed into the Ballista the next turn. Would likely add Ranger of Eos if I was going into the Heliod combo just to maximize on ways to find Ballista.
b) Can help mana denial strategy. Pinging off x/1 creatures is really helpful when half of the payoffs in this deck involve removing the opponent's resources. Pinging their Noble Hierarch or Birds of Paradise leading into an Armageddon / Wasteland to choke out certain colours or an early 3 drop is exactly what we want to do to maximize our disruption.
c) Goes well with the fast mana draws, whether it is Mana Crypt or City of Traitors , Ancient Tomb , getting an early Ballista against creature decks is great for the reason described above, plus it can be a mana sink later while fitting the curve early.
I've been looking to add more +1/+1 counter synergy as well, both Anafenza, Kin-Tree Spirit and Luminarch Aspirant are underrated and there are a few other cards I have been looking at too. I think in a slower meta including the Heliod, Sun-Crowned combo is a very valid build, too. Heliod is just a little bit weak on his own but it is a good card to slam early off a fast mana start. Ballista is just a good enough card on its own that I have really embraced playing it in a deck like this!
1 year ago
Lord_Rivandere: I'm glad this deck inspires you, in all its MANY incarnations!
Yeah, the current version is definitely much more complex to pilot than the early versions -- the synergies are less obvious, but they're still there!
There's a few more ways to flip Avacyn you might have missed! Beyond the four obvious self-sacrifice creatures ( Benevolent Bodyguard , Ranger-Captain of Eos , Selfless Spirit , and Remorseful Cleric ), we also have two other controllable death triggers in Solitude 's evoke ability and the germ when we unequip Nettlecyst . Also, Ranger of Eos almost always retrieves Benevolent Bodyguard as one of its two creatures, so that's essentially a guaranteed flip as well :)
And sometimes it's worth just using a Sword of Fire and Ice or Umezawa's Jitte trigger to hit our own things in a pinch ;) But yeah, the flip damage has become a bit less of a true FOCUS and more of a... deterrent? "You'd better not block/kill/attack my hatebear, otherwise Avacyn will Purify your battlefield with deathtouch!"
I don't quite understand something you said: why can't I use Fiery Emancipation without flipping Avacyn?
And yeah, there are SO many things I want to add to this deck... Hope of Ghirapur seems playable again given Urza's Saga , I want to find a slot for Kaldra Compleat so I can cheat it out with Stoneforge (and get another death trigger off the germ), and there's at least 4 cards I'm definitely testing in Avacyn from the new set ( Share the Spoils , Fighter Class , Oswald Fiddlebender , Mantle of the Ancients) and like 20 more I'm considering (including Robe of Stars)... This deck does so many things, though (voltron-control-hatebears-combo), that it's really hard to find slots...
I'd love to talk further about Avacyn whenever you want! You can either ask me here, or reach out on Discord: daedalus#8885