Secure the Wastes
Put X 1/1 white Warrior creature tokens onto the battlefield.
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|Commander / EDH||Legal|
Latest Decks as Commander
Secure the Wastes Discussion
3 weeks ago
You can be scary in any color already, even with the social constructs already in place. When the mono white player has a Cathars' Crusade and a True Conviction out, nobody's going to "go easy on me, I'm just mono white". A single Secure the Wastes can be just as scary as a Craterhoof Behemoth on that board, even without blowing up lands.
It's weird how everyone, even Arena loading screen, will tell you that "life is a resource, winning with 1 life is the same as winning with 20" but nobody will say the same thing about cards in hand. Winning the game without cards in hand is just as good as winning with 20 cards in hand. Yes, more options give you more decisions and more to do, and having no cards in hand without winning is terrible, about as terrible as drawing a Read the Bones when you're at 2. But you're not chanceless in a game of commander if you're unable to end up with half your deck in your hand.
If you try hard enough, you'll find a way to enjoy every color combination, regardless of what the internet tells you is bad or good. And even if you don't want to try hard, there's no reason you'd have to play every color in a deck. If you don't like white, and the puzzle of coming out on top even with lesser access to cards than a green deck, then say that. Not that white is abysmal, but that you don't like playing it. I personally hate playing blue, I'm a sucker for cool permanents in play, and I don't enjoy playing on the stack that much. I don't like the table being scared of me just because I have open mana. I get hated out of games because of it, and if people will knock me out because I'm scary, I'd rather actually look scary on board and deserve it, than just die to combat with a bunch of counterspells in hand that can't protect me from it.
When you fight me in a game of magic, fear me, not the unknown!
Your mileage may vary, of course.
1 month ago
As a baseline, you'll need to add lands, which I'm sure you know. Since you're making Treasure and Gold tokens in this deck you'd probably be good with roughly 34-36 lands, leaning more to the most mana color you'll need, say like a 25/25/50 split if thats what you're going for.
While I do like Gisela, Blade of Goldnight and Tariel, Reckoner of Souls they have a high mana cost as most good Angels do, while Tariel synergizes well with your strategy she does have that randomness factor and would advise a more reliable and consistent option. Gisela speeds up the game. As a player this is good and accelerates the game, but as an opponent my first priority would be to get rid of Gisela and that paints an even bigger target on your back.
Restoration Angel is fantastic for your edict effects, at face value. You'd need to run flicker effects to really make it shine. Basandra, Battle Seraph seems really good, forcing people to attack is nice and it prevents players from casting anything in combat, however it means instant speed removal will be used before the combat step. This also stops you from casting spells in combat.
As for Human synergy, I really like Teysa Karlov , Thalisse, Reverent Medium , Queen Marchesa , General's Enforcer and Fain, the Broker . All of them work very well with the token strategy, especially Teysa and Thalisse
Things I wouldn't necessarily include are cards like Juri, Master of the Revue (as good as she is with Fling ), General Kudro of Drannith (incidental unless you go all in on the Human tribal strategy), Devout Chaplain (same reason for Kudro), or Dire Fleet Hoarder (basically a one time effect unless you jump through the Teysa hoop, yes it does give you a Treasure token, but at a cost of 2 mana and the creature dying).
As for Demons I really like the Archfiend of Depravity and Rakdos, the Showstopper , their mass sacrifice effects are wonderful, however Rakdos does effect your board heavily unless you play to his synergies, you wouldn't want Negan to die to his effect would you?
-When it comes to your Dragons, I think you hit the nail on the head, nothing I would really change or take out. Allows for Magda, Brazen Outlaw to have a decent outlet if you don't want an artifact.
-Finally, the other things you've got going. Dockside should just be an auto-include, albeit a heavy price tag, but if you can get one you should definitely include it.
Dark Impostor , while mana intensive is still a decent mana sink that can function effectively as targeted removal. Definitely keep your edict creatures, they are super useful and trigger Negan, and thats what you want.
Starnheim Aspirant is useful if you go super heavy into the Angel theme, but if you skimp on the Angel theme this could very often be a dead card.
Storm-Kiln Artist , I like this a lot for this deck, can be a beater, and generates value.
Vault Robber , seems bad, and bad to do. Synergizes with Magda and makes Treasure tokens, but thats really it... PLUS it requires you to have a creature in YOUR grave. I'd cut this, but if you have a reason to play it I'm not seeing immediately play it in your deck.
Viscera Seer , good card, good sac outlet, not much else to say.
Creatures I'd include based on what I've seen: Solemn Simulacrum , Burnished Hart and Mayhem Devil . Some good ramp and a decent damage dealer if you'd like to play a cheap one. Plus the Devil is great at just 3 mana.
Angelic Renewal is basically a one time effect. While good, there are better recursion spells out there, but this one does fit the Angel theme so thats really cool. :D
Aside from that, I think that's a decent spread of enchantments. Nothing to add really, love the inclusion of the Sagas and Revel in Riches .
- Shiny Impetus is good for token generation, but don't play a sacrifice creature to have that player just get rid of it, deceptively good and bad.
The Eldest Reborn is also another good saga to include if you want another edict type effect, and when it does go off you can get what you want from players' graveyards.
The three signets for your colors, Arcane Signet as well.
Panharmonicon to double up on edict effects.
- Approach of the Second Sun : Does provide you an effective way to win, very good card for a deck like this especially if the game goes long.
- Brass's Bounty . Love it, not much else to say.
- Contract Killing fits the theme and the flavor. Love it.
- Damnable Pact is good card draw for you, and useful against someone who flies too close to the sun.
- Debt to the Deathless / Entreat the Angels . While both good, is not something you want to draw into early game or open with. I would highly suggest playing less finisher cards like these, but if you wanna play em don't let me stop you.
- Killing Wave . Love it, super good.
- Necrotic Hex . Expensive, but great effect.
- Excavation Technique is actually a really good spell. Synergizes with Magecraft like WoTC intended and is deceptive for your opponents.
- Increasing Devotion / Finale of Glory . One of these is better than the other. I'll let you decide which is which.
- Heartless Pillage / Seize the Spoils . I really like both of these cards as spells and thematically. They work well for Negan and as spells for you to Pillage and Loot with as you please.
- Ruinous Ultimatum / Tragic Arrogance : Both are fantastic, especially as finisher spells. I'd make a point to include both so you have an option when you're ready to win(IE: Revel in Riches in play with a ton of creatures on board, its akin to vandalblasting with a lettuce on board).
1 month ago
cfost827 Secure the Wastes is pretty good. I've run it in the past, but I prefer my token-makers to be from death triggers. That way, there's potential to get a lot more tokens with Teysa for very little investment.
1 month ago
Oh and lastly, what about Secure the Wastes ? I feel this card is great especially if you get your opponents to swing into the tokens, either just as defense or with an aristocrat out - as it's an Instant.
2 months ago
Too bad you can't run Lurrus of the Dream-Den . Oh well, it would break the theme anyway.
I would also think you might want some more X spell token creators. Cards like Secure the Wastes and Gelatinous Genesis . Even Sylvan Offering and Alliance of Arms could be good since your commander doubles up your tokens. The new Pest Infestation might be good as well. Overall, I like the idea and the list.
2 months ago
Have you consider Sengir Autocrat ? Or the instant Secure the Wastes ? What do you think about Goblin Assault , Dreadhorde Invasion or Assemble the Legion ? What about threat effect like Mass Mutiny , Molten Primordial or Mob Rule ? Other token generetion like Field of Souls or Ogre Slumlord ? Have you consider Fury Storm ? If you don't have price budget, what about Bitterblossom or Preacher ?
2 months ago
Grubbernaut you certainly could, and I considered it, but the deck is actually pretty hungry for white mana. The Raise the Alarm , The Birth of Meletis , Omen of the Sun , and Secure the Wastes give so many reliable tokens already that it isn’t really worth making the mana potentially worse for 1 token. If this were a heavier red spells build, then I’d say for go for it. But as is I can’t afford any other lands that mostly ETB tappedand only produce one color. I even cut out Castle Ardenvale for that same reason.
3 months ago
Bttlecruiser should still focus on multiple creatures, not just one. Otherwise you're effectively playing crappy voltron where you don't get the commander damage discount.
The inherent flaw with battlecruiser is that basically, the creatures are what they are. While you can pump a few big creatures, you get a lot more bang for buck with a swarm of tokens. At the end of the day, hitting a Worldspine Wurm on curve is great and all (after all, it's a 15/15 Trampler), however dumping a bunch of mana into Secure the Wastes and then putting a +1/+1 counter on each of the creatures will do a lot more than putting a +1/+1 counter on the wurm. So unless you're playing Xenagos, God of Revels then you'll get more bang for buck going wide, since buffing a bunch of 1/1's doubles their power.
I've found (and I'm not an expert on beatdown, after all I'm a combo player, though I would like to think I have enough experience with it) that going square is generally better than just going wide or just going tall. just going wide makes your stuff to fragile, but just going tall makes you to susceptinle to single target removal. Having a mix meanas cards like Craterhoof Behemoth do solid work, but you're not entirely relient on craterhoof to close the game out.