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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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Sandstone Bridge
Land
Sandstone Bridge enters the battlefield tapped.
When Sandstone Bridge enters the battlefield, target creature gets +1/+1 and gains vigilance until end of turn.
: Add .
nuperokaso on Pauper Vanilla Creatures
3 months ago
- Sandstone Bridge gives vigilance, and as such should be removed.
- Many tokens also don't have abilities, making them a good addition to the deck.
- You missed a lot of playable creatures such as Savannah Lions
- Play some Equipment which doesn't grant abilities, such as Bonesplitter.
- Multiple cards you play are simply bad and can be easily replaced by more powerful alternatives, such as Folk Medicine by Congregate.
TheoryCrafter on Angel Idea for a Friend
1 year ago
Have you considered Revoke Existence? It's a great way to get around the indestructible.
Another card you may want to consider is Scroll of Avacyn for some card draw.
Lands you may want to consider for this deck are Kabira Crossroads, Sandstone Bridge and Scavenger Grounds.
Some other graveyard hate you can put into your deck are Calamity's Wake and Tormod's Crypt.
I hope this helps. Happy Hunting!
slasherturtle on Equip Me Daddy
1 year ago
This will be long, probably.
The first thing I notice is your land base. It's pretty important for this deck to reliably get Jor out on turn 2 consistently, and you may be a bit short on lands for that. To that point, you also want to limit lands that tap for colorless or enter tapped to only the ones you absolutely need. While the lands that tap for both and enter tapped (like Alpine Meadow or Sacred Peaks) are nice for fixing, they are slow and ultimately it's up to you whether to run those or not. The biggest one that pokes out to me is Reliquary Tower. Not only does it only tap for colorless, I'm also not sure you're going to be drawing enough cards for it to be any better than a basic Plains or Mountain. I'd keep an eye out for Slayers' Stronghold and Sandstone Bridge in playtesting, depending on how often they go off they might also be worse than a basic. All in all though, land base is pretty good, you just need more. Maybe 2-3 more of each basic to get started and tweak from there.
I really like the amount of nonland cards that grab you lands you have (like Wayfarer's Bauble and Navigation Orb). They're better than Evolving Wilds and cheaper than fetch lands, but if you ever do get the chance to pack some fetches in here, I think you could take one or two of those out and replace them with some more equipment or creatures that like them. You can also never go wrong with adding a Solemn Simulacrum.
I really like almost all of your nonland cards and can think of very few cards I'd want to swap for better alternatives, but I think some are pretty safe cuts if you're trying to trim down to 100 cards.
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Some of your Living Weapon cards are really expensive and don't do much other than make an equipped creature, but their cost is so high that you should already have enough to trigger Jor by the time you can even cast them. Others just feel like they won't impact the board enough to warrant a spot in the 99. The ones that stick out to me are:
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Mortarpod, which takes up a 2 drop spot and conflicts with casting Jor
- Sickleslicer, which just feels a bit underwhelming
- Skinwing, which feels exceptionally steeply priced, even for an equipment that grants flying
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Strandwalker, which is also very steep
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There are also some cards which I think either hurt more than they help or don't do you much at all:
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Prophetic Prism doesn't offer you any ramp and takes up a 2-drop spot. As someone with a 2-drop commander, you want to minimize the amount of other 2CMC cards in the deck because they get really awkward, especially in the first four turns. Turn two you're forced to choose between playing your 2-drop and your commander, and then turn 3 you have to decide between whichever you didn't choose and whatever good 3-drops you may have access to. It fucks up your whole curve.
- Shuko equips for free but basically does nothing else after that. The same is true for Leather Armor. It may or may not be worth it, up to you.
- Invulnerability may be slightly overcosted with buyback and you may be better running retroactive protection like Norn's Annex or Ghostly Prison.
- Keen-Eared Sentry may not do as much as it seems. Having Hexproof is nice and makes you feel safe, but I ran Aegis of the Gods in Azor for years and it almost never saved me from anything, not only because having hexproof isn't as strong as it seems but also because people will want to kill it very quickly if they do need to target you.
- I love the amount of repeatable combat effects in this deck, but they are worse than nothing if you don't have a board state that can take advantage of it. Some of those slots may be better used on other equipment or cards that care about them. If I were to cut any, it'd probably be Relentless Assault because it's not repeatable like Akki Battle Squad, Aurelia, and Waves of Aggression. This may also apply to Response / Resurgence since you can't fetch it with Sunforger and it's other half isn't super great.
- As wonderful as Lightning Greaves is for commander protection, it also prevents you from being able to attach any more auras or equipment to whichever creature it's attached to due to Shroud and I tend to not recommend it in Voltron decks. It's also a 2-drop. That one is just personal choice though.
- You may have one or two too many cards that reduce the cost of your artifacts. Yours are all so cheap and you may find yourself better off having something that draws you cards or cares about equipment than a card that only helps if you're trying to cast expensive artifacts. Since it's easy to kill and doesn't do much else, Starnheim Courser may at least be worth a cut, if not also Jhoira's Familiar due to mana cost alone.
- Quietus Spike and Scytheclaw have the same effect, which also isn't good enough to win the game on it's own since the damage cut happens after you deal damage, meaning you can literally never kill someone off of that trigger alone unless you leave them with exactly one life. Since Scytheclaw at least has Living Weapon, you may want to consider cutting Quietus Spike.
- Sword of Feast and Famine is good, but it isn't insane. If you don't already have one it's probably not worth spending 50 bucks on.
- The Ward you get from Amulet of Safekeeping in your Maybeboard might not be worth making all of your living weapon and Assemble the Legion tokens weaker.
- I love Assemble the Legion so much. It is one of my favorite cards in Magic. It may be my favorite enchantment period. It is also balls ass slow, expensive to cast, and doesn't synergize with your strategy. That one is up to you. I'd run it just because I like it, but it'd be the first card I cut if I needed to trim some fat.
- Mask of Immolation gives you an equipped creature, but it doesn't do much else for 2 mana. If it equipped for free it'd be different, but it's equip cost isn't cheap given how weak it's effect is. It's also a 2 drop.
- Toggo, Goblin Weaponsmith is much better when you can throw his rocks, which you don't want to do in this deck because you want to keep them attached to things for Jor - meaning you're spending three mana for a guy who gives you one equipment that does nothing a turn.
- Leonin Shikari isn't something I'd say you should take out immediately, but you should keep an eye on it during playtesting. If you find you aren't taking advantage of her ability enough, cut her and replace her with something that isn't a 2-drop.
- Wrath of God may be better than Vanquish the Horde. That's just my opinion though.
All in all, what you keep and what you cut is up to you, this is just what sticks out to me personally. The closer you get to 100, the better. If you're able to cut it down to at least 104 or 105, try just playing without 4 or 5 of the cards you aren't sure about and playtest from there, then use those 4 or 5 as your maybeboard. Also this deck is really cool and I like it a lot.
Kazierts on Lifelink Cats
2 years ago
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Since you're playing all cats, Kaheera, the Orphanguard is a must include.
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I personally believe Leonin Warleader and Regal Caracal can be a bit too heavy for the curve. Maybe consider cutting two of each and replacing those cut for four copies King of the Pride.
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Even though it costs just , Outflank is a but too condition. A good replacement would be Kabira Takedown Flip. It's more expensive, but you can cast it at anytime and it can serve as a land if you need.
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Because you're Monowhite, Sundering Growth is better than Disen Disenchant. You can use Populate to get copies of Embalm tokens.
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Since you want something for the side, two or three copies of Watchers of the Dead should be great against graveyard decks.
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Maybe cut a bit of removal to include any amount, depending on your preference, of Leonin Relic-Warder, Felidar Cub or Enlightened Ascetic. They may not be as versatile, but they can benefit from the lord and the anthem.
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As for lands, I'd recommend Shefet Dunes as a high priority. Secondarily, you could think about Sejiri Steppe, Sandstone Bridge, Windbrisk Heights and Idyllic Grange. Don't if any of these will interest you, but I hope at least one can be useful.
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If this deck goes against a lot of removal, maybe Abiding Grace could be a good sibeboard card to reanimate Charmed Strays.
Hope this wall of text doesn't bore you to death!
TheoryCrafter on
2 years ago
Personally, I'd replace an Ajani with an Starnheim Unleashed and keep Shalai as it offers mid to late game protection for your creatures Renewed Faith can't, such as colorless artifacts. With her activated ability being the only green in the deck, You should be able to reduce the number of green producers. Perhaps keep Overgrown Farmland since it offers more mana flexibility.
If you're dead set on removing Shalai may I suggest Angel of Destiny? It will give you an extra path to victory in case attacking isn't enough. I'd also then recommend adding Sandstone Bridge to your deck.
If nothing else Starnheim Unleashed can offer late game life gain. With a full playset of Bishop of Wings it would be a matter of if, not when it becomes a huge lifegain windfall.
I hope this helps. Thank you for reading me out. Happy Hunting!
BringerOfStorms on Fellowship of the Towering Forest
3 years ago
Most recent updates... 17 October 2021
Out Eidolon of Blossoms , Mesa Enchantress , Austere Command , Return to Dust , Selesnya Cluestone , Helm of the Host , Ajani Unyielding and Ajani, Mentor of Heroes. Lands Gavony Township , Turntimber Grove and Sandstone Bridge .
In Sythis, Harvest's Hand , Starfield Mystic , Garruk's Uprising , Seal of Primordium , Rishkar's Expertise , Vanquish the Horde , Return of the Wildspeaker , Talisman of Unity , Branchloft Pathway Flip , Arctic Flats , Overgrown Farmland.
~BoS
kamarupa on Check Meowt
5 years ago
If you're going to run a slew of enchantments: Journey to Nowhere , Oblivion Ring , Nevermore , Ethereal Armor .
Brave the Elements should help you swing for lethal or just block the heck out of attackers.
If you're going to gain that much life, Chalice of Life Flip would be another weapon for your arsenal.
Some added utility to your mana-base might add some range: Ghost Quarter , Scavenger Grounds , Sandstone Bridge , Sejiri Steppe .
Sideboard: Pithing Needle , Ratchet Bomb , Elixir of Immortality , Immortal Servitude , Sanctimony , Teyo, the Shieldmage , Witchbane Orb , Tormod's Crypt , Disenchant , Generous Gift , Revoke Existence , Silence
eyes2sky on White Weenie Enchanted Warriors
6 years ago
Hello, I really like mon-white builds! A few things to consider for your deck: 1) 16 plains is very low, I would run no less than 19 (Add a couple Sandstone Bridge or Secluded Steppe). 2) For better synergy, I would choose either Warriors OR Soldiers. If you choose Soldiers then add cards like Veteran Swordsmith and Elite Vanguard. 3) Your creatures need evasion. Move Angelic gift to your main-board and consider moving Lumithread Field to the side . 4) White is weak in draw, so you might want to consider adding some cantrips like Guided Strike or Shelter. Good luck with the build!