|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Common|
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Creature — Elf Warrior Ally
Rally — Whenever Tajuru Beastmaster or another Ally enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
Tajuru Beastmaster Discussion
2 years ago
Just having a look at this now, Duggan.Got a fair few allies, but sadly not all of them!
Looks like you may be a couple dollars over budget too, so might have to make a replacement somewhere
Initial thoughts are lose the non-ally ramp creatures Avacyn's Pilgrim, Elves of Deep Shadow, Alloy Myr and to a lesser extent Joiner Adept (since her ability is quite special) and replace them with mana rocks, as artifacts can survive a board wipe much better.
You're probably also going to want to put in some more removal. Board wipes are tricky in heavily creature based decks, as you damage yourself as much as anyone else, but In Garruk's Wake or Plague Wind can provide the solutions you need. Another good wipe for you is Aligned Hedron Network, since most of your guys will be under 5 power.
Zendikar Resurgent might be a good shout for card draw and mana efficiency. Since you'll be playing regular creatures it's a reliable source of draw... although I haven't checked the price... even so you may not even want to put it in as there are probably more pressing options ahead of it.
Cheap removal like Angelic Purge or Journey to Nowhere might be good and perhaps even Oblivion Ring. You could really go with anything cheap, but a good guideline is usually 7-10 removal options (not including board wipes), however I see lots of your creatures can serve as forms of removal themselves, so you may not need to cut that much stuff?
The tricky part is knowing what to axe from the list, so I'll just see if I can short-list what I would consider to be the most redundant, or least efficient cards:
Felidar Guardian - More or less a one time effect unless you can reliably flicker him over and over again and for 4 mana you have better stuff to do.
Coralhelm Guide - The activated ability is quite costly, and usually in a smaller creatures deck you tend to be swinging wide rather than tall. Unblockability is attractive, but is it worth not including more removal for?
Tajuru Beastmaster - It's a good ability to be sure, but you need to be playing in lost and lots of allies pre-combat to make it worth it, and there are strictly better versions already in the deck. If you have to make a cut, perhaps this guy?
Prismatic Geoscope - Reads very well, but even in a 3 color deck, it's hard to tease those basics out of the deck. You might end up paying for a 5 mana slow rock that only taps for 2 or 3, in which case Market Festival becomes a slightly better option. Generally speaking by the time you've manged to get one of each basic out, you'll already have more than enough mana.
Allied Reinforcements adds up in terms of mana efficiency, but that's all it does. If it cast at instant speed it would make a nice combat trick or instant rally trigger, but as a sorcery it's a little lackluster. One pop of two extra allies is nice, but I'd priorities some removal ahead of this, especially considering the volume of creatures you already have. I'd argue the same point to a lesser extent for Unified Front, but four simultaneous rally triggers, is nothing to sniff at on the other hand.
Also you can definitely afford to cut a couple of lands. 37 is usually what I would consider a max amount, but with your curve topping out at 6 mana cost (low for EDH) you could probably afford to go down to 35 if you needed to.
Stoneforge Masterwork a good card for this, if you end up having room, maybe not though?
That's about all my thoughts on this for now. The main thing is probably just more removal though. Other than that the prospect of all those stacking rally triggers looks really scary and intense! Nice job! =)
2 years ago
Makindi Aeronaut dosen't seem strong enough
Ondu War Cleric not strong enough
Sylvan Advocate not good enough for commander
Drana's Emissary not strong enough
Heartbeat of Spring wayyyy to risky
Vampire Envoy not strong enough
Veteran Warleader too all in, no etb not good enough
Drana's Chosen too slow
Goblin Freerunner not strong enough
Odric, Lunarch Marshal out of place i think
Munda's Vanguard cohort dosen't seem strong or fast enough for commander
Shatterskull Recruit dosen't do enough
Tajuru Pathwarden dosen't do enough
Angel of Renewal not strong enough
Tajuru Beastmaster too expensive for effect
I think you you add some board wipes, card draw, and recursion.
just do a gatherer.magic.com search for allies.
3 years ago
Okay man, here's the thing that few people realise about Panharmonicon: regular ETB effects don't trigger twice off of it. So like the entire idea of more draw power off your artifacts ETB isn't quite accurate. The way Panharmonicon works is based off something triggering the ETB effects of a card you already control i.e.: Ally Rally effects. So if say you control Tajuru Beastmaster and you get another ally coming in Tajuru's effect triggers twice.
3 years ago
Well if you want to get a lot of allies onto the battlefield i'd suggest getting a ton of mana and a Genesis Wave but that can get pretty boring fast. Why not replace Drana's Emissary with a Tajuru Warcaller or Tajuru Beastmaster for a finisher?
3 years ago
Intruder Alarm is also an infinite combo with Kiki-Jiki, Mirror Breaker and Splinter Twin, and you're already running Twin so you might as well keep it in. Since you've got Conspiracy, you might as well throw in the rest of the Twin package (Pestermite, Deceiver Exarch, Zealous Conscripts) for an optional combo kill.
As for cuts, which is probably your more pressing issue - brace yourself, this is going to be long.
The general rule of thumb is "my Allies should generate significant and immediate advantage when I play them." This means that all of the Allies that don't do anything except get bigger are out, and all of the random creatures that are just Allies are also out. Adaptive Automaton, Angelic Captain, Cliffhaven Vampire, Drana's Emissary (unless you wanted to throw in the Exquisite Blood/Sanguine Bond combo, which frankly I wouldn't bother with in this deck), Graypelt Hunter, Halimar Tidecaller (you're not running any Awaken cards, or a significant number of land creatures), Halimar Excavator, Joraga Bard, Kazandu Blademaster, Kor Bladewhirl, Kor Entanglers, Highland Berserker, Joraga Auxiliary, Makindi Patrol, Serene Steward, Tajuru Beastmaster, Ondu Champion, Umara Raptor, Veteran Warleader, Vastwood Animist, and Zada, Hedron Grinder can all safely go.
Noyan Dar, Roil Shaper is not adequately supported in this deck, and doesn't really further its design goals, so imo you can cut him. Most of the other random value creatures just aren't worth it either - Dragonmaster Outcast, Felidar Sovereign, Kazuul, Tyrant of the Cliffs, Maelstrom Archangel, Thada Adel, Acquisitor, and Wrexial, the Risen Deep may be sweet cards, and arguably flavor wins, but, like...the deck right now is trying to do too many different things.
Abzan Ascendancy, Jeskai Ascendancy, Mardu Ascendancy, and Sultai Ascendancy don't do your deck any real good. Ditto Archmage Ascension and Bloodchief Ascension (again, unless you wanted to include it as a combo piece) - they're strong cards, but they're build-arounds, and IMO this deck doesn't have the space to build around them.
Prismatic Omen + Last Stand is cute, but I'd just cut Last Stand. Throw in a Chromatic Lantern to double up on the mana-fixing effect, though. It's a must for any 3+-color deck. Since you are running Omen, though, you might as well run Valakut, the Molten Pinnacle, Emeria, The Sky Ruin, and Cabal Coffers (probably also Urborg, Tomb of Yawgmoth).
Shard Convergence doesn't actually accelerate your mana, it just draws you a bunch of lands that you then have to play one at a time. I'd say cut it - really, I'd say "replace it with actual ramp spells, like Cultivate, Kodama's Reach, Skyshroud Claim, and Sol Ring."
Realms Uncharted, same criticism - it gives your opponents choices, and it doesn't actually accelerate your mana production.
3 years ago
In my opinion you could cut:
- Bloodbond Vampire
- Dragonmaster Outcast
- Halimar Excavator
- Halimar Tidecaller
- Joraga Auxiliary
- Jori En, Ruin Diver
- Kazandu Blademaster
- Kor Entanglers
- Stoneforge Mystic
- Weapons Trainer
- Sylvan Advocate
- Tajuru Beastmaster
- Tajuru Warcaller
I'm not that keen on the Cohort Allies as what they do seems like it won't have much impact on the game.
You seem to have an Equipment sub-theme and what I would consider far too many Enchantments.
Remember, for each of those you are playing or equipping, that is one more Ally you could have put on the field.
Try to get rid of all but the most essential ones.
3 years ago
3 years ago
Veteran Warleader is incredible in allies decks, though I may be biased as I myself play an allies deck. Veteran Warleader can quickly spiral to ridiculous levels of power, and has the added bonus of gaining abilities from tapping allies. Very useful if you don't have Chasm Guide in play. Maybe drop one of the Retreat to Emeria as once you get 2 out, there isn't a huge need for a second, and drawing them at once well lead to dead cards in hand. I also suggest adding 1 Hero of Goma Fada for indestructible purposes, as well as up your Ally Encampment to 4, there is no downside for them. If you do decide to add Tajuru Warcaller or the other P/T buffer Tajuru Beastmaster then I would strongly recommend Ondu Champion otherwise decks can chump with their tokens or other weenies. I hope these suggestions are good and Happy Decking!
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