Rhonas's Stalwart

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Legality

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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rhonas's Stalwart

Creature — Human Warrior

You may exert Rhonas's Stalwart as it attacks. When you do, it gets +1/+1 until end of turn and can't be blocked by creatures with power 2 or less this turn. (An exerted creature won't untap during your next untap step.)

Skinken on Selesnya Exertion

6 years ago

Wow, I haven't been on untap lately, but the arguments about this deck turned pretty interesting. I would like to state my opinion.

First off, HeavyR, Shapers' Sanctuary does work with Blossoming Defense. Your opponent casts say Lightning Strike on your creature, then the sanctuary trigger goes on the stack. You can respond to the trigger by casting Blossoming Defense on your creature. Now let's resolve the stack: first the Blossoming Defense grants the creature +2/+2 and hexproof, then you draw a card from Shapers' Sanctuary, then the Lightning Strike looks to see if it's targets are all still valid. They aren't since the creature has hexproof and thus it fizzles.

While we are at it, let's make another correction: FlabbyAbs said there are no Overruns in standard. We actually have exactly a powered down overrun in Overcome. Is this something you want in your deck? I don't know how your deck tends to play out when facing other standard decks, but if you often sit on 3-6 creatures but no window to attack, then sure. If you have trouble sticking more than 2 creatures on the board don't even consider it. I would also like to think Overcome is simply better than Engineered Might.

Personally I'm a huge fan of Heroic Intervention, but only as a 1 or 2-off. I was lucky enough to draft two of them in an Aether Revolt draft last year and I went undefeated. The strength of the card lies in it's ability to take care of a lot of problems your creatures might encounter: Blockers, Attackers, Removal and Wraths. I would include a copy mainboard, and maybe one in the sideboard as well. Blossoming Defense just keeps perfoming in the games i've seen it. In my opinion it's the only card worth splashing green for, and I would prolly run the full playset if you don't run Heroic Intervention. If you run heroic, I would run a 3-1 split between the two. Cut Sheltering Light, it's just a way shittier card than the two great green options.

Lifecrafter's Bestiary is a really good card, and in a slow control game it's totally insane. It's a sideboard card for sure, but a VERY good one. The scry is already great and the card advantage is completely stupid after drawing 4-10 cards. It also synergizes with Oketra's Monument. How? Well, both cards big weakness is Abrade. The way to counter a specific removal type is to run no targets for it or way too many targets to handle anyway. While we are on the topic of Oketra's Monument, i see no reason not to run 4. The only downside is the legendary tag, but I can't think of a case where you wouldn't want it. With bestiary it becomes "Whenever you play a creature, put a 1/1 warrior token onto the battlefield, then draw a card", since the discount and extra price counteract eachother. Good stuff.

I guess I have to state my opinion on Shapers' Sanctuary and Authority of the Consuls. I don't agree with the point that bringing down the curve makes the deck more aggresive. When neither of the cards impact the board, it's a no-tempo play. Authority is great against mono-red but the purpose HeavyR presents is to delay every blocker your opponent plays by one turn. While I agree with HeavyR that you should have a way to deal with blockers, there are honestly tons of ways to do this. Angel of Sanctions removes a blocker twice, while also developing your own board. Surprisingly many decks don't play a lot of creatures early anyway. And you deal with counterattacks very well by having vigilance from Radiant Destiny and tokens form Oketra's Monument. I would say that blockers is not really your big concern with your current list. Shapers' Sanctuary is a little more tricky. Remember that it's only good if it draws 3+ card. Drawing one you might as well just play a card with cycling, and two cards for is fine but not really impressive. And this is if you draw it on turn one, wich you are unlikely to only do. Ask yourself: If I play this on turn six, can I still expect to draw at least 2 cards? If that's the case it's awesome. If not it's a lot worse than just running Dissenter's Deliverance or something like that.

I will move on to the maybeboard and some mainboard creatures now, since you asked for it. But first remember this is my opinion on your deck. Whether to run one creature or another comes down to three things: How much you should play it, how well it actually performs and how much you want to play it. If you are really competitive the last one doesn't apply but either way I can only supply you with the first one. Here are my thoughts either way ;)

Tocatli Honor Guard is amazing... If you were your opponent. But you are unlikely going to damage your opponent more than yourself. In fact, this is the kinda deck I would love to play Torpor Orb against, seems stupid to develop it yourself.

Maulfist Revolutionary is usually a surpricingly good card, and the 3/3 trample is pretty nice in itself. If you stack the triggers right you can even play it as a followup to a turn 2 Metallic Mimic to get a 5/5 trample. However, it seems very inconsistent especially with the . I would not play this.

Narnam Renegade fits into the same caterogy: pretty good when it works, but it doesn't so it's not good enough. You don't trigger revolt often enough to make it worth it, and your deck does not need a deathtoucher (no Pounce/Prey Upon/Nature's Way to abuse it).

I like the idea of Trueheart Duelist. It's a good blocker, but mostly it's a recurring creature and a token. If you include a playset you might wanna consider running a single Anointed Procession as well. By now you have enough good tokens to justify it.

Rhonas's Stalwart is a pretty cool idea, but the card is mediocre. If you want to play warriors, Bitterblade Warrior used to be a powerhouse in limited. You know what else used to be a limited powerhouse though? Gust Walker. It's sadly not a warrior but on every other level it's almost strictly better than Stalwart. This would be my choice for two-drops 9 and 10, after Metallic Mimic and Glory-Bound Initiate.

The reason to play Sunscourge Champion would be to gain life while playing creatures. Ask yourself: Why do I need 2-6 life? The answer would most likely be: I don't. There is another reason to play it, but that would require a different deck. However, if we for a moment pretend you already play 4x Oketra's Monument instead of two and also choose to play 4x Trueheart Duelist and 1-2x Anointed Procession it is very good. It helps avoid getting flooded with legendary Monuments, and it also has the potential to be doubled, wich is insane. This would be a big detour from your deck, so I'm not sure this is something you want. It's a great sideboard card though, because you might suddenly be in a spot where lifepoints are very dear to you.

Last note: some sideboard cards seem odd. Ahn-Crop Champion seems weak, even though it does help combat enchantment-removal by being a creature version of Radiant Destiny. Ashes of the Abhorrent is only good against Torrential Gearhulk since it also hurts your own angels. Engineered Might I already mention, and lastly Restoration Specialist seems bad. I get the idea, but you might as well just run some more of the enchantments you want back from the graveyard, and it's not a human nor a warrior.

The deck has improved greatly already, so great job! I hope my suggestions are less of an annoyance than a help, I know my comments tend to be on the long side ;)

Errast on Samut, The Warrior Queen!

6 years ago

Looking back on previous comments, I realize I've made the mistake of not actually including early game warriors, which is a crying shame, as it's likely the best strategy with such a poorly supported tribe (poorly supported in these colors).

So here GemKnightDante, is a long list of creatures that cost 4 or less (one exception), that would fit quite well in a warrior themed deck. Unfortunately, the way warriors work, you'll likely be going heavy into boros, and splashing green, but I'll try my best.

Exert Creatures: Missed quite a lot of these on my first search, which is why I was so biased against them at first, but now I realize there's an Exert lord! Throw as many as you can in, they're a great subtheme for the deck. Also include Ahn-Crop Champion here.

Any creature that grows bigger: Just what the deck needs, as I mentioned in my first post. These cards are cheap in the early game, and only get stronger as the game goes on. Lord of Shatterskull Pass is an honourable mention, as he can wipe boards clean for your warriors late game.

Voltaic Brawler: An un-assuming enough creature. Doesn't really scale, but he can brawl with the best in the early game. As with any good warrior, he's efficiently statted, and costed. His energy ability makes him a beast against superfriends, as he'll kill any early game 'walkers before they can get going.

Dragon Hunter was a strange ommission from the first draft considering you said you were facing a dragon deck. Throw him in and he'll block the big nasties for you all day.

Neheb, the Eternal: The minotaur, the myth, the legend. This card is leading my current favorite edh deck, and so I'll vouch that this will easily pay for itself in a very short amount of time.

Hunted Troll: But this card gives my opponents blockers! Yes, but not all of them, and it's an 8/4 with Regenerate. Other than being a fantastic creature, this guy doesn't do much, but isn't being an 8/4 warrior with regenerate enough?

Anyways, the goal of this 3rd (and hopefully last) list was to give you some early game cards so you could drop your cuerve down a bit. Cards like Furystoke Giant, and Gisela, Blade of Goldnight only get better the more creatures you can field after all.

Oloro_Magic on Naya Exert

6 years ago

If you are only playing green for Heroic Intervention you may as well cut green altogether as splashing is generally something you do in limited not standard, that said there are some other pretty good green cards you could consider: Rhonas's Stalwart (in a world of Monument decks he can be pretty good), Appeal / Authority (a cheap buff that also frees up some ataacks), Blossoming Defense (Heroic Intervention's cousin), and Bitterblade Warrior (deathtouch is always good). Of course these are only a few examples but if you only play green for one card you may as well cut it seeing how Selfless Spirit serves the same purpose, adding the third colour right now is only spreading thin the manabase.

Vaan on My first deck.

6 years ago

I recommend the following changes:

Cut 2 Colossapede, 2 Bitterbow Sharpshooters, 2 Wall of Forgotten Pharaohs, 4 Aven of Enduring Hope, 2 Winged Shepherd, 1 Sandwurm Convergence, 1 Greater Sandwurm, 1 Mirage Mirror, 2 Life goes on.

Add 3 Rhonas's Stalwart, 1 Resilient Khenra, 1 Gideon's Defeat, 1 Dauntless Aven, 1 Tah-Crop Elite, 1 Vizier of the True, 1 Rhet-Crop Spearmaster, 1 Trial of Solidarity, 1 Sunscourge Champion, 2 Bitterblade Warrior, 1 Unwavering Initiate, 1 Initiate's Companion , 1 Naga Vitalist, 1 Act of Heroism.

The biggest problem of your current version is the mana curve, you have way too many mana intensive cards and very little ramp, so i would cut the 5+ CMC cards for the aggressive 2 and 3 drops from your card pool and play a more aggro version of the deck.

JakeBreake on Selesnya Standard

6 years ago

You have a pretty low curve- I honestly think you could take Attune with Aether completely out of the deck, even though it did provide energy for the Bristling Hydra. I would rather replace it for adding in more Cast Out and Aerial Responder. Try adding a few more low CC aggro cards like Rhonas's Stalwart