Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
2 weeks ago
Hey, I just updated the deck.
I played a bunch of matches yesterday against a friend of mine, who plays Kess duel. Unfortunately, I couldn't play with different decks.
His Kess is really control/removal focused. A lot of removals and counters, so it was really tough for me.
My main take was: I need more draw. I don't have much more draw spells that can fit the deck, but I include some cards like Cremate and Dusk Legion Zealot. I also think I had too much ramp spells, so I took off a mana dork.
Made some other changes aswell. And I managed to get a Ranger's Guile, thanks for the suggestions!
Anyway, thanks for the comments! Cheers!
2 weeks ago
I find my Sarulf runs much better with as few permanents as possible. You can use mutate creatures, such as Gemrazer and Sawtusk Demolisher as enchantments on Sarulf, and maybe something big enough you probably won’t be exiling such as Ghalta, Primal Hunger since your commander himself should make dirt cheap to cast, but beyond that I find a combination of ramp, removal, and protection for Sarulf will suit you best. Deathsprout is a great card I could recommend. Ranger's Guile is great because it can protect your commander, making him bigger.
1 month ago
Niko9, I’m glad you dig this list. I agree with you that players have to truly think about and choose what to do in situations when being attacked with infect. They can either risk a creature being permanently weakened or take what is essentially double damage from poison counters (which is the main reason I don’t like it. I like faster decks, but infect can be a bit much). Especially when you’re attacking with a card like Ichorclaw Myr, these decisions can be harder to make than with normal attacks.
I’ve always liked Ranger's Guile ever since it came out in Innistrad. It offers both offense and defense, and it has saved some of my important creatures from burn cards and destroy effects. With running a few less creatures in this deck than I normally do (and most of them only being 1/1), I knew I needed this card for some extra protection.
Thank you so much for checking this out!
1 month ago
I do like the idea of, there are no bad mechanics, just mechanics used badly : ) Because yeah, I'd normally not think much with infect, but this looks like a really fun list with it. I think I like it because your opponent can see the threats. The creatures are there, and they can decide how to play against your infect creatures, and that feels fair even if they have combat tricks and things. It's the infect decks that kind of combo out all at once that feel less fun. I don't know if it's just me, but it's always super awkward to play against a deck where you know they are just sitting there, waiting for a combo win or dying. But this looks active, synergistic, and a lot of fun : )
Also, I really like Ranger's Guile I hadn't seen that before and it looks just great!
3 months ago
How often do you use the Giant Growth? This would be my first pick for switching out for more protection. It buffs your creatures, but it won't help when your creatures get Murdered. With only a single Growth, it's also not going to appear reliably, and single-target pumping isn't really what I see this deck doing.
I'm also going to ask about the Life Goes On. Since this deck doesn't have any lifegain focus or interactions, how often does it change the course of a game? Can you point to multiple matches where it directly contributed to a win? Unless it regularly and specifically protects a win or avoids a loss, it's kind of out of place here, especially as a one-off. Lifegain for lifegain's sake usually just ends up diluting the deck and adding filler.
To go into this next thought, the goal for this deck is to ramp into big smashy creatures and attack, right? If that's the case, maybe switch the Beast Whisperer for Fierce Empath or Mwonvuli Beast Tracker and switch of the Regal Force for a second Empath or Tracker or another big scary creature. The Empath and Tracker will get your finishers in hand faster, and once you hit that stage, you want to be attacking, not drawing cards off a 5/5 without evasion.
If you're trying to stay inexpensive, the Heroic Intervention might be a bit much, Blossoming Defense is reasonable but not super cheap, and Ranger's Guile, Mwonvuli Beast Tracker, and Fierce Empath are all pocket change.
3 months ago
If you're having problems with people killing your mana elves, I would suggest some more protection on top of the Vines of Vastwood, like Ranger's Guile, Blossoming Defense, or Heroic Intervention, depending on how much money you're willing to spend.
What sort of decks do you regularly go up against?
3 months ago
The deck looks very cool! Sporeback Troll caught my attention since I had never seen it in my 9 years of playing magic. If you want to do some easy improvements I would recommend also cutting some of your medium or small creatures and replacing them with copies of Snakeskin Veil or Ranger's Guile since you'll want to protect your big creatures like Yavimaya Wurm from cards such as Cast Down and Mine Collapse.
9 months ago
I have a mono-green deck that cares a lot about commander protection. Here are some of the cards in Green that I've left in, though certainly not all of them are worth a slot here. Anyways, hope this helps: Alpha Authority Ranger's Guile Sheltering Word Stonewood Invocation Vines of Vastwood Alpha Authority Canopy Cover Molting Skin Snake Umbra Archetype of Endurance