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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
, Sacrifice Traveler's Amulet: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
wisegreenbean on Defender 2.0
6 months ago
Decisive Denial works based on power, not effective power, so you're only really using the counterspell mode. In that case, I'd suggest Dovin's Veto or Disdainful Stroke or Bant Charm.
Archetype of Courage and Archetype of Endurance aren't super good value for the mana you put in. If you want increased combat effectiveness, there are toughness buffs, and if you want protection, that are counterspells or targeted protections like Ephemerate or Dive Down or Simic Charm or Resolute Watchdog
Turn to Frog is not a very exciting removal effect if you're in white and could just be running Swords to Plowshares. Same for the tapdown of Winterthorn Blessing, or the delayed value of Fall of the Impostor. Beast Within or Generous Gift are also premier removal.
You have a few off-theme creatures I think you won't much like: Disciplined Duelist works off power, Horizon Chimera gains a little life which is pretty low value overall, same for Lunarch Veteran Flip. Rootcoil Creeper and Llanowar Scout aren't too bad, but I think there are probably better ramp effects for you.
Into the Wilds is kind of a slow and unreliable card advantage effect. I would usually prefer something like Shamanic Revelation or Collective Unconscious or Lifecrafter's Bestiary.
Aqueous Form and Staggering Insight are best on little creatures that attack a lot. You will often struggle to let your creatures attack at all, so I don't recommend them.
Cathar's Shield and Spidersilk Net are pretty low impact buffs. If you really want this effect, there's Slagwurm Armor.
Traveler's Amulet or Dromoka Monument aren't too exciting when you're in green and could have Vine Trellis or Wall of Roots or Rampant Growth.
Pledge of Unity and Brave the Sands are okish team buffs, but you can do better. Bar the Door and Solidarity are a little more on synergistic for your deck.
Slaughter the Strong is crazy strong in your deck!
shadow63 on The First
10 months ago
Solid start! I would take outCleansing Nova as you can cascade into it and screw yourself pretty hard or take out your 6 drop slivers. I'd also take out Traveler's Amulet for Wayfarer's Bauble and Sliver Construct is just a bad card
patmurphy1986 on Lathliss Commander
11 months ago
Ok here is my take on the budget side. TLDR: Land total and Ramp increased. A lot of subpar removal taken out, and better ones put in. Some cheaper dragons/shapeshifters added to smooth out curve and provide cheap dragon drops for commander ability. Most importantly is added some value for getting extra dragons from cards, either by creating tokens or playing them for free from hand/deck. Added in 3 additional wincons similar to Terror of the Peaks to make it easier to win just by populating board and swinging in. Note that the wincons also can serve as creature removal, which is why so many of the outs are instant/sorcery removals
In: Haven of the Spirit Dragon (creature recursion), 3 Mountain (31 lands is not enough - will miss land drops too often and its vital that the commander come down ASAP - nick loses too many times by not getting threats out in time)
In: Cinderclasm (better than blazing volley), Shenanigans (reusable artifact destruction, combos with Liquimetal Torgue), Chaos Warp, Mizzium Mortars (one sided boardwipe)
In: Gadrak, the Crown-Scourge, Taurean Mauler, Dragonkin Berserker, Dragonmaster Outcast, Molten Echoes, Minion of the Mighty, Sunbird's Invocation
Grubbernaut on Aces in Exile
1 year ago
If you're willing to deviate from the Angel plan, this deck is screaming for Squadron Hawk. Stalwart is decent, but the rest of the angels here are pretty behind the curve for pauper; you could consider Guardian of the Guildpact, but even that is probably more of a sideboard card. If you're going to stick to angels, I'd strongly advise going mono white; the splash just isn't worth it for a 4-mana 2/2 flyer that you can dump extra mana into to give protection temporarily, generally.
Also: Journey to Nowhere is going to be a better card most of the time over O-ring.
Potion of Healing isn't doing a whole lot, either; it replaces itself, but the deck doesn't have a method of taking advantage of the lifegain. If you're going to stick to a high mana curve, I'd suggest something like Traveler's Amulet, Wanderer's Twig, or Renegade Map - or better yet, just up the land count. 20 is very low with the amount of 4-drops you've got.
Some other random cards that might fit the general idea: Doomed Traveler, Sunlance, Battle Screech, and Holy Light for the sideboard.
There's not really any other good real angels in pauper, but there are some changelings you could consider, like Impostor of the Sixth Pride, or Avian Changeling.
Squirrel_of_War on Nezehal, Primal Tide
1 year ago
- Cobbled Wings
- Traveler's Amulet
- Spined Megalodon
- Learn from the Past
- Summary Dismissal
- Clear the Mind
That's all I can think of for the moment.
TempestArmor on Grave Tidings
1 year ago
It almost looks like you want to play some Battlecruiser magic! Battlecruiser is a strategy where your first half of the game is spent ramping and playing tight threat removal. Cards like Plaguecrafter , Mire in Misery , and Tribute to the Wild , or even Sedge Scorpion or Foulmire Knight play into this strategy super well... as long as you're ramping, too.
The second half of a Battlecruiser strategy is preparing for an alpha strike: that means waiting until the moment is right to play Muldrotha and not allowing her to be killed or countered before you're ready (she's expensive enough that you can ramp past her cmc and wait it out). You've got a couple effective synergies that become insanely powerful if you can do them the same turn you drop your commander, which is totally possible with cards like Daring Apprentice . Preparing for that alpha strike becomes a game of setup: you gotta be ramping, self-milling, getting those combo pieces into your graveyard while taking out the most dangerous threats. It's fun if you do it right! Just ramp ramp ramp!
Consider Renegade Map , Traveler's Amulet , Horizon Spellbomb , or similar!
StopShot on Opposition Agent needs a preemptive …
2 years ago
skoobysnackz, What about Evolving Wilds, Terramorphic Expanse, Ash Barrens, Fabled Passage, Prismatic Vista, Armillary Sphere, Bant Panorama, Esper Panorama, Grixis Panorama, Jund Panorama, Grixis Panorama, Blighted Woodland, Burnished Hart, Expedition Map, Myriad Landscape, Renegade Map, Sakura-Tribe Elder, Solemn Simulacrum, Sword of the Animist, Thaumatic Compass Flip, Thawing Glaciers, Traveler's Amulet, Wanderer's Twig, Wayfarer's Bauble, or Wood Elves?
For some of the casual play groups I’ve been in Opposition Agent would really hose their ability to mana-fix and I can’t think of anything more annoying than sitting on removal you could use to take it out, but not having the right mana to cast it.
Omniscience_is_life on Faster Commander Games
2 years ago
Hey, great deck you've got here! Especially like the use of Hour of Devastation, such an underused card. One thing: Traveler's Amulet isn't ramp, sorry buddy. Nor is Armillary Sphere. A card has to put extra mana into PLAY for it to count as ramp--and unless you get your Ghirapur Orrery out those cards are actually more like card draw.
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