Sunhome, Fortress of the Legion

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sunhome, Fortress of the Legion

Land

: Add .

, : Target creature gains double strike until end of turn.

lhetrick13 on Gishath Spared No Expense!!!

5 months ago

Mortlocke - I did not respond to your card suggestions in my initial response but have more time now to do so. You are correct that a 7/6 is not always the biggest threat out on the field but that is the beauty of most commander games, there are three opponents and I only need to hit one of them to trigger Gishath and rain down those beautiful dinos! So generally I have found at least in my play circles that extra evasion is not as helpful/needed as doubling down on Gishath with cards like The Skullspore Nexus, Goring Ceratops, Sunhome, Fortress of the Legion, etc. But I do agree the cards you suggested are clutch and I do run those often in decks. I just omitted them from this deck based on my experience piloting the deck. I do have Roaming Throne in the decklist, it is under the "support creatures" as it tehcnically is not a dinosaur until it enters the field so Gishath can not cheat it out. However, that double triggered abilities effect is wicked good! I could also add in Three Tree City as I have a few copies of that now since the last time I played this deck...between new cards and new cards to my inventory, the fun never ends on the small tweaks to the deck as you are likely very aware!

Apoptosis on Gear Up!

7 months ago

Specific changes. All of these changes optimize card draw, tutoring, protection to board state, create synergies and infinite combos, and optimization to allow instant speed responses.

OUT: Ardenn, Intrepid Archaeologist (thought this would be awesome, disappointed in performance) Assemble the Players (sub-optimal card draw) Aurelia's Fury Bitterthorn, Nissa's Animus (land drops have not been a problem and by the time I draw it, I needed something else) Brimaz, King of Oreskos (love this guy, but had to cut) Chained to the Rocks Elbrus, the Binding Blade  Flip (obtained better equipment) Fellwar Stone Hixus, Prison Warden (never happy when I had this in hand because you need to let the damage land, plus you fail to build board state when waiting to draw a punch) Illusionist's Bracers (I realized there was little in this deck that this could help) Kemba, Kha Enduring (I want the option of where the equipment goes) Kjeldoran Outpost (did help create a chump blocker and spend unused mana, but I didn't like losing the land) Lapse of Certainty (replaced with better options, but I love this card) Lightning Helix Path of Mettle  Flip (never had good results) Prophetic Flamespeaker (under-performed) Puresteel Paladin (tough cut) Purphoros, God of the Forge (under-performed) Rogue's Passage Sea Gate Wreckage Silverblade Paladin (love this guy, tough cut) Sram, Senior Edificer (very tough and recent cut for Leonin Shikari and Merry, who are just better but I may put back in) Sword of the Animist (land drops have not been a problem and by the time I draw it, I needed something else) Wingmate Roc (love it but under-performed)

In: Esper Sentinel (card draw) Leonin Shikari (instant speed equiping is amazing) Merry, Esquire of Rohan (card draw) Enlightened Tutor (great for combos/synergies) Sigarda's Aid (so great) Pyrohemia (this card is a beast with Iroas! Even without Iroas must people don't have easy ways to deal with enchantments and this is a wraith on a stick. I've added it to all of my red decks and it's cousin (Pestilence) to my black decks in a slot I would normally hold for a wraith) Teferi's Protection (protect the board state) Excalibur, Sword of Eden Fighter Class (tutor!) Angelic Skirmisher (lifelink to stretch game and facilitates infinite combos) Splendor Mare (put it on Reckoner or Spitemare, give them indestructable, and gain infinite life, or move it to pyrohemia with nesting grounds to get massive amounts of life as you flamethrower the whole table!!) Mask of Avacyn (better option then shroud from boots, you need to be able to dynamically react/voltron) Mob Rule (this just finishes games) Smothering Tithe (ramp) Sunforger (some say you must build around this, I say you use this as a key tutor for when you need an instant) Nesting Grounds Spitemare The One Ring (card draw, duh) Minas Tirith (card draw) Sunhome, Fortress of the Legion (value engine, mana dump) Phyrexian Vindicator (beefy flier, helps get Iroas online, and difficult to remove) War of the Last Alliance (tutor) Hall of Heliod's Generosity (bring back pyrohemia and flamethrower the world all over again!!) Mask of Memory (card draw) Boromir, Warden of the Tower (protect board state)

KongMing on The Surgin' General [Primer]

1 year ago

Legion Loyalist can be a cheap and effective way to get damage through while attacking.

For getting Satya attacking midgame more without dying, how about something like Frontline Medic, Dolmen Gate, Angelic Guardian, or Spirit Mantle?

Also, including Embercleave and Sunhome, Fortress of the Legion could allow you to get some Commander damage kills.

eliakimras on Dinosaurs go Rawr!

2 years ago

Great build! Dinosaurs are such a fun experience for newcomers.

Some points you might want to consider regarding your ramp package:

1: Ramping with creatures or artifacts is riskier than with lands (boardwipes usually leave lands alone). Also, has many mana doublers that benefit from land ramp:

2: If you're willing to include Cinder Glade and Canopy Vista (or their expensive siblings Stomping Ground, Temple Garden and Sacred Foundry), you open up some more options for you:

3: Then you might want to increase your land count. 33 is too few for Temple of the False God to realiably function.

I recommend swapping out your mana dorks for lands that ramp you (you can never have too much mana with kill-on-sight Gishath, Sun's Avatar):

4: Some card draw:

5: Better combat tricks

6: Broader utility

I'd suggest removing Reliquary Tower. If you have more than seven cards in hand as Gishath, you're already winning hard. In its place, consider one or more of the following:

eliakimras on Equipped Samurai

2 years ago

Since your deck is a fast one, consider running lands that don't enter the battlefield tapped:

You might also want to run some utility lands:

Also, since speed is the name of the game for Voltron decks, consider those swaps in your ramp package:

nbarry223 on Viga-BOOM! (Primer + SB Guide)

2 years ago

Yes, I’ve looked at it before. It doesn’t do enough in my opinion. My baseline for justifying a beefy creature is Primeval Titan which is capable of chaining itself into more (essentially goes off at 7 mana most of the time) and swinging same turn it comes into play.

Ghalta, Primal Hunger is a creature without any protection that costs ~10 mana unless I am already super far ahead. If I am already far enough ahead that it is a comparable cost to Primeval Titan I’d much rather have something that does something the turn it comes down to help win that turn. If my board isn’t already big, I probably can’t cast it.

It’s unfortunately a win-more card, and a less impressive one than something like Mosswort Bridge or Sunhome, Fortress of the Legion is due to the tutorability of lands in the deck.

NV_1980 on Feather (Rebate Included)

2 years ago

Some ideas:

Hope this helped; have fun with the deck.

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