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- Nacatl War-Pride + Rhys the Redeemed
- Intruder Alarm + Llanowar Elves + Rhys the Redeemed
- Intruder Alarm + Llanowar Tribe + Rhys the Redeemed
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Rhys the Redeemed
Legendary Creature — Elf Warrior
, : Create a 1/1 green and white Elf Warrior creature token.
, : For each creature token you control, create a token that's a copy of that creature.
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6 months ago
Luminarch Ascension is just slow. I used to run it in my Sythis, Harvest's Hand enchantress prison deck as a backup method to get beaters out, and most of the time I'd play it and it'd just sit there as I'd use my mana for other things. It's not worth it most of the time.
I do not know why you aren't already running Esper Sentinel. In your deck you're running a bunch of anthems, and Esper Sentinel can easily draw you a ridiculous amount of cards rather quickly if his tax gets up to 4~5 mana. He's easily one of the best white cards in Magic, and your deck seems likely to support him. Plus he's only one mana, and you have an absolutely ridiculous CMC of 3.87 with only seven mana rocks - two of which are 4+ CMC.
My advice? Fuck Smothering Tithe. I personally think the card is overrated and is one of the most "kill on sight" cards in Magic. A quarter of the time you play it and it's countered. Another quarter of the time you play it and it gets blown up immediately. Another quarter of the time you play it and it does nothing. The last quarter of the time it does something. If you wanted to play some cheaper "kill on sight" cards to bait out counter magic and kill spells, Food Chain, Survival of the Fittest, and even something like Grafdigger's Cage against certain decks. But, take what I say here with a grain of salt - I just don't like Smothering Tithe, and I think the CMC of it won't help you that much since you don't run a lot of ramp. I'd honestly rather run Yasharn, Implacable Earth over Smothering Tithe in your deck right now.
Now, you asked for feedback and suggestions, so here are my main suggestions. I'm not sure your budget, but considering you're asking us to decide between two $20~$30 cards, I'll assume it's higher than the average Magic player's. Here is a basic list of things you can do to improve your deck:
- Go through your deck and individually look at every card in it. Think to yourself "How often do I play this card? Does this card make an impact whenever I play it? Is it just immediately answered? How does this fit into my game plan?" etc. Cut cards that you think aren't up to par or properly fit into your deck.
- Your deck seems to lack a proper direction. You say you want to pillowfort and focus on building up an army. Cards like Windborn Muse and Ghostly Prison can help you prevent people from swinging at you. If you wanted to prevent people from swinging at all, Crawlspace and Dueling Grounds can work, and you can just pop them with a Nature's Claim or something before you want to start attacking. If you wanted to focus more on the army aspect, you could go with stuff like Avenger of Zendikar, Rhys the Redeemed, or Tendershoot Dryad.
- Lower your Converted Mana Cost. You currently have a CMC of 3.87, which is rather high. In addition, you are only running seven pieces of ramp - all mana rocks - and two of them are four or more CMC, which does not help you much. Cut cards that don't do much and replace them with either cheaper mana rocks or mana dorks. A few that I immediately see that I would cut are cards like Treva, the Renewer, Skyward Eye Prophets, Empyrial Archangel, and Archon of the Triumvirate. Cards you should add are like Avacyn's Pilgrim, Birds of Paradise, Sylvan Caryatid, and Noble Hierarch. This will lower your CMC and provide additional mana ramp.
- Lands. You are currently running 38 lands, which is definitely on the high end. However, I think this is a product of having a CMC of 3.87. I think should you end up reducing your CMC to around 2.75 to 3.00 while adding in at least ~7 sources of mana acceleration you can go down to 32~33 lands, which is much more reasonable. However, I also want to talk about your land choices. You aren't running any fetches and many of your lands have a chance to enter tapped. I would look at adding in more fetches such as Prismatic Vista, Windswept Heath, Misty Rainforest, and Flooded Strand at least. In addition, I'd also look at lands such as City of Brass, Mystic Confluence, and the Battlebond lands such as Bountiful Promenade, Rejuvenating Springs, and Sea of Clouds should you reliably play with 3+ people pods. Cut cards like Seaside Citadel and the check lands, as they're kind of feelsbad turn one plays.
- Removal. You aren't running much removal to deal with threats. Cheap removal such as Nature's Claim, Swords to Plowshares, Path to Exile, Return to Nature, and On Thin Ice are all super good in EDH. I would definitely look at improving your removal suite outside of 3+ mana counterspells. Also, look at cheaper counterspells. Cards like Mana Drain would be super good here as it provides you mana acceleration while stopping your opponents.
There is more I would like to add, such as talking more about card advantage, but I've spent damn near close to an hour typing this so I'm gonna call it here. Now, take what I've said with a grain of salt. I'm a high-powered player; I like to optimize my decks, and with optimization comes homogenization. I.e; your decks become less unique. You've got a pretty unique deck here, and if you like it then you like it. Ultimately it's up to you on making that call of whether or not you want to optimize and change everything. If you need more help, feel free to ask. Good luck, and sorry for the wall of text.
7 months ago
edbird0226 Rhys the Redeemed doesn't seem to fit too well, since I'll be making non-creature tokens, so its big token effects won't do anything most of the time. As for Halsin, Emerald Archdruid, I don't think turning all the enchantment tokens back into vulnerable creatures would be worth only a 4/4 body.
7 months ago
8 months ago
Cryptolith Rite, Nature's Will, Druids' Repository, and [Bear Umbra] will give repeatable combats. Nature's Will is a bit expensive, so keep Song of Freyalise instead. You can remove Battle for Bretagard, Goblin War Drums, and Mask of Avacyn to use the other three enchantments if repeatable combats is your goal. Otherwise, here are some other great additions:
Cathars' Crusade will make HUGE creatures very quickly. Brave the Sands gives the vigilance needed to take advantage of Cryptolith Rite or have blockers. Impact Tremors will cause lots of pain over time. Raiders' Spoils card draw on steroids. Something you are SORELY lacking.
Kaya, Geist Hunter a great addition that will mostly be used for her -2 ability. Rhythm of the Wild is a good card to be replaced since most of your creatures will be tokens, anyways. If you don't go with Kaya, Cathars' Crusade would probably be a better replacement for Rhythm of the Wild.
Trollbred Guardian and Hamza, Guardian of Arashin requires +1/+1 counters but you don't have very many +1/+1 counters in the deck to take advantage of this. You can remove them and instead use Mindblade Render and Oakhame Adversary for card draw. You need card draw.
Usher of the Fallen and Imperious Perfect are fairly underwhelming. Imperious Perfect is a little better, but I'd at least replace Usher of the Fallen with Rhys the Redeemed. Honestly, I'd use Ogre Battledriver over Imperious Perfect.
Tuya Bearclaw and Hamletback Goliath get big, but they can be chumped VERY easily. Lovisa Coldeyes will buff all your tokens that are harder to chump. You could maybe keep the Hamletback Giant, but Zurgo Helmsmasher or Samut, Voice of Dissent is a good choice in your deck if you decide not to.
Blaring Captain and Blaring Recruiter are also very underwhelming. Chief of the Edge can easily replace the captain, and the recruit can be replaced be literally anything (my vote would be for Impact Tremors if you haven't added it already).
You have A LOT of mana ramp in your deck, but your lacking card draw and removal. I'd maybe remove the Diamonds and add two or three mana rocks that tap for one of any color. That'll give your deck 10-11 forms of mana ramp. If you add three, that'll give room for two forms of card draw. Reconnaissance Mission, Bident of Thassa, Skullclamp, and Vanquisher's Banner are great options.
Be aware that you're sitting at only 30 lands. If you find your have a mana-base problem, I'd take out Radha, Heir to Keld, Duskwatch Recruiter Flip, or ANY of the previously discussed cards and add 3-5 lands. Out of the lands you should also add, I recommend Savage Lands, Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Nomad Outpost, Mystic Monastery, Path of Ancestry, and Unclaimed Territory.
9 months ago
The absurd value from a density of fetch lands is omg, lol.
3 colors, I believe you can use 9 of the 10 fetch lands. Only one you don't have access to is the Izzet one.
Grab shock lands and Vilis, Broker of Blood so you get immense card draw. You can use K'rrik to pay less for Vilis so he ETB faster.
Harsh Sustenance would be amazing in this deck.
Lots of fun Timmy builds to explore here. I may do it this weekend <3
10 months ago
10 months ago
Rhys the Redeemed, Sundering Growth, and Growing Ranks are al white cards, making them illegal in your deck. for replacements, I can recommend Abomination of Llanowar, Reclamation Sage, and Sylvan Offering.
10 months ago
Rhys the Redeemed counts as a white creature and is illegal with this commander.
Beastmaster Ascension or Vigor could help make your guys stronger. Sylvan Offering gives you enough elves to pop off your commander's ability. Vitalize and Curse of Bounty allow you to use your commander ability twice.