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|Commander / EDH
|Commander: Rule 0
Creatures you control get +0/+5 and gain reach until end of turn.
7 months ago
8 months ago
I'd diversify by adding cards like Assault Formation and Tree of Redemption or Tree of Perdition. I run a similar deck based around toughness and I have 8 copies of cards that change the way creatures interact with power and toughness with some draw and I still struggle some games. Some other good cards for you would be Tower Defense and Huatli, the Sun's Heart hope this helps.
1 year ago
Whoops, my bad Pyruscreed - just realizing I never responded to this.
So while Serra is a cool card I have never seen before tbh - the way I play the deck - really low to the ground - it doesn't quite make the cut.
1) My wincons are instant wins, and most of them less cmc than Serra. See below. So the play pattern is: I ramp into Arcades, I protect him, I play a bunch of walls and draw a bunch of cards. And then I play one of these on a developed board.
2) I play a bunch of one-sided board-wipes that rely on my walls having low power. So the counters funk these up a bit.
Thanks very much for commeting!
1 year ago
Hey, good changes so far. Looking nice with a really low avg. CMC.
Some budget defender upgrades to consider.
- Orator of Ojutai --> Hover Barrier
- Sunscape Familiar --> Gatecreeper Vine
- Wall of Roots --> Cathedral Membrane
- Shield-Wall Sentinel --> Geist of the Archives
- Wall of Stolen Identity --> Marble Titan
- Wall of Junk --> Fog Bank
- Walking Bulwark --> Consider
- Crashing Drawbridge --> Suspicious Bookcase
Orator of Ojutai is another two drop defender who can draw ETB if you control Arcades and it has flying. Sunscape Familiar and Wall of Roots are more defenders who ramp. Shield-Wall Sentinel is a defender tutor. Wall of Stolen Identity is good in multiplayer Commander and it ETB as the creature you choose with defender. Identity and Shield-Wall are some higher mana cost defenders, but their ETB abilities are worth it.
Wall of Junk has been errata to have defender, it can return itself to your hand if it blocks making it bonus good with vigilance. Walking Bulwark and Crashing Drawbridge are low mana cost defenders who can give other creatures you control haste.
- Tetsuko Umezawa, Fugitive --> Aegis of the Heavens
Tetsuko Umezawa, Fugitive makes your defenders unblockable. What makes Tower Defense good here is it gives all creatures you control the instant pump for two mana. Aegis of the Heavens only targets one creature for three mana.
Because Arcades triggers to draw when a defender ETB then blink can be a powerful effect. Blink can also enable an infinite turns combo where attacking Arcades and/or defenders are the wincon.
Eerie Interlude can protect all your creatures from a board wipe since your creatures return to the battlefield at the next end step. If Arcades is exiled along with defenders then when the creatures come back you draw. To price match for a possible cut, Eerie could replace Voidslime? Cutting Voidslime will also clear some budget to add some of the more price defenders I suggested above.
At your end step Soulherder can be repeatable blink of any creature you control. With Arcades blinking a defender is draw, if the blinked defender has an ETB ability it triggers again and gives the defender pseudo vigilance since it will ETB untapped. Blink can also reset Shield Sphere and Wall of Roots.
Cast Aeons and at your end step Soulherder blinks Mnemonic returning Aeons to your hand. On your extra turn cast Aeons and repeat. If you control Arcades then you also draw at your end step, but you only get extra turns equal to the number of cards in your library.
1 year ago
1 year 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 year 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!
1 year 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.