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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creatures you control get +0/+5 and gain reach until end of turn.
4 weeks ago
Thanks for the comment wolfhead! Ensnaring Bridge seems great in this deck, unfortunately I don't own any copies. I would love to go more blitz with Tower Defense, but I feel like I would need more 1 drops. Any suggestions?
1 month ago
catapult fodder is sweet. makes me want to turtle up with Ensnaring Bridges,
or maybe more blitz-ey with a bunch of 1-drops and 4 Tower Defense?
anyways, hell yeah keep rocking the siege tower!
2 months ago
I get what you're saying. Vanilla creatures can be pretty hard to get excited about. I'd probably be inclined to cut them as well, especially since flat-out better cards like Nyx-Fleece Ram are already in there. Other cuts you might want to consider include Charging Paladin (he's just a worse version of the Leotau!), Scaretiller (you have a pretty low number of lands and no fetch lands, so I can't imagine either of his abilities doing much by the time you can play him), Totem-Guide Hartebeest now that you only have four auras, and Unstoppable Ash - his ability looks amazing, but you only have five creatures he can champion in the whole deck. Probably he'll be stuck in your hand more often than not!
Speaking of auras, it's occurred to me that Warbriar Blessing probably won't work as well as you're hoping! Rasaad and other cards that grant buttstrike only make creatures deal combat damage using their toughness, and the fight triggered by Warbriar Blessing isn't actually "combat damage." Seeing as a lot of your guys have 2 or less power, most of the time they won't be able to kill anything.
I do hear you about the lure of the extra damage. Cards like Solidarity and Bar the Door could potentially blow your opponent out, for sure, but in the example you gave - having four creatures including your commander as well as the initiative - well... probably if you have that out you're already doing great, ha ha. Where they aren't good is if you have one creature or even no creatures, and despite your best efforts, that is probably going to happen sometimes. Tower Defense is cheap and has a huge payoff, but you don't want TOO many cards that basically only work when you're already winning. It's important to have stuff that will help you catch up if you're on the back foot!
Hmmm... that's an interesting point about the ramp. It hadn't really occurred to me but I can see where he's coming from. Your curve is quite low but at the same time I'd say you're running less lands than usual, too. It looks to me like you're only running a couple ramp cards, and I don't think that should hurt. They basically pick up the slack where your low land count leaves off, assuming you stick to ones that are two mana or less. This might be one of those questions that only playtesting can answer! You'll have to see how often you find you're able to get your mana in time to play everything.
2 months ago
Looks like a great start! I like the idea of combining Rasaad with Raised by Giants to potentially attack for 20... not to mention the mess the rest of your critters will do. I sympathize with having to make cuts. I'm seeing a few cards that I think you could safely cut without missing them too much, though!
For one thing, I think you're a little too heavy on the auras... and of the ones you have, most are kind of subpar. The real problem with auras is that if the creature they're on is killed by anything, you're suddenly down two cards to their one, just like that. I'd say Carapace, Chosen by Heliod, Ritual of Steel and Web are all just very piddly effects. You should aim for enchantments that really make a difference (like Stoneskin!) if you're going to run them... 2 or 3 more toughness isn't really worth a card.
Likewise, I don't really think Animate Wall is worth running. You have seven possible targets which isn't bad, but the problem is that you need to draw a wall and a way to make it able to attack and a way to let it use its toughness for damage. That's kind of a lot of steps. For that reason, probably you could cut most or all of your walls while you're at it. Meanwhile, Treefolk Seedlings will probably never get that big in a two-color deck, and Shield Mate and Snubhorn Sentry don't feel like they'll do enough by the time Rasaad's out and they're usable.
As far as instants go, I'd venture you probably have too many pump spells. Tower Defense is probably strong enough to warrant using, but Solidarity, Iron Will and Bar the Door are mostly overpriced. Your deck's curve isn't so bad, so Great Defender will usually be weaker than you might think, too. If anything, you'd probably prefer having more removal and ways to deal with stuff rather than combat tricks!
Lastly, a lot of your equipment just feels too underwhelming. Slagwurm Armor seems respectable, but Kite Shield, Endoskeleton, Paladin's Shield and Warmonger's Chariot don't do much considering how much mana they ask for.
Overall, the theme is solid and the commander choice is a neat one! I hope these cuts help make your deck the best it can be.
4 months ago
5 months ago
Arcades, the Strategist edh is a great deck. I've lost to it lots of times. They win with board wipes like Fell the Mighty and overrun effects like Tower Defense. The card advantage is very strong too. Very fun very cool deck.