Veteran Warleader

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Legality

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

Veteran Warleader

Creature — Human Soldier Ally

Veteran Warleader's power and toughness are each equal to the number of creatures you control.

Tap another untapped Ally you control: Veteran Warleader gains your choice of first strike, vigilance, or trample until end of turn.

SirChancelot on Allied Chain Gang

1 year ago

Just two small fixes I think should be made: Change Ondu Cleric and Veteran Warleader out for Eternal Witness and Regrowth for more redundancy.

libraryjoy on Least favorite color or color …

2 years ago

passimo. Interestingly enough, I can't seem to play black at all - I struggle so much with the balance of sacrifice for gain. I don't want to give up my things. ANY of my things. So pretty much none of the decks I play that aren't 5 color include black. And what is my favorite color combo? I have Elf decks, wolf decks, a goodstuff token deck, a deck that is filled with creature lords like Veteran Warleader , a lifegain deck, and a unicorn deck that has no tokens at all. I at one point had a GW Assault Formation infinite combo deck that has since been retired due to unpopularity in my playgroup. I do think you're on to something, though, with the disconnect between black and Selesnya!

War_Machine_800 on Army of Allies

3 years ago

This looks like a fun deck! I would play it as is, but I'll still leave some card ideas in case anything sparks your interest. Since there are a couple of higher cost creatures, you might want to replace some with Veteran Warleader.

If you want to try to capitalize on your ETB triggers then you will want some cards that let you flicker your creatures. Essence Flux, Cloudshift, and Ephemerate are all one cost instants letting you do this. You might be able to save some creatures from dying using these as well.

If you're ok with just putting them back in your hand for extra benefits then Call to Heel lets you draw a card and Familiar's Ruse lets you counter a spell. There's also spells like Peel from Reality or Unsummon if you want to target the opponent.

Of course you could always replace some basics with multicolor pain lands or something like those Temple Gardens you got there. Other than that you might just want some more noncreature spells to give your deck some more versatility.

Elmoisamac on dmereel

3 years ago

Great start! There are a few categories of stuff I would add, I will start with budget options:

Ramp - Cultivate, Kodama's Reach, Farseek, Rampant Growth will fix your colors.

Removal - Reclamation Sage, Swords to Plowshares, Austere Command, Wrath of God, Wear / Tear, Sundering Growth

Card Draw - Guardian Project, Shamanic Revelation, Beast Whisperer. Lifecrafter's Bestiary

Lands - Cinder Glade, Canopy Vista

Win Conditions: Overwhelming Stampede, Chord of Calling to tutor out a win

Other good cards: Swiftfoot Boots, Lightning Greaves, Rootborn Defenses

Other good cards, but not as budge

Xenagos, God of Revels, Token Doublers Anointed Procession, Coat of Arms, Heroic Intervention,

Cards to Consider Cutting:

Veteran Warleader, Shanna, Sisay's Legacy, Gruul War Plow, Ajani, Inspiring Leader

That is all for now, but I can suggest more later.

seiseises on G/W/U Allies - Walking papers

5 years ago

I think the deck tries to do too many things: big creatures, milling, and control. If you prefer to focus more on control and milling, I'd remove either Graypelt Hunter or Oran-Rief Survivalist since they do the same. I'd also remove Diminish since you have fogs and many boomerang efects.

However I think milling only with the excavator (+ copies) and a few spells is not very reliable, so another option is just removing milling from the equation. Halimar Excavator + Traumatize + Jace's Erasure is already 8 cards, so just one more and you'll have 60.

Of course, last option I see is removing all the blue control, and focus on having a more aggressive build with lots of allies, along with some blue milling spells: winning via creature damage would be the main goal, and milling an alternative in case the game stalls. Adding white as a third color would help a lot here, since it gives you access to some good aggresive allies like Talus Paladin, Hada Freeblade, Kazandu Blademaster, Lantern Scout and Veteran Warleader, and also to some very good removal.

In any case, if you want to keep the deck as similar as possible to what you have now, first things I would get rid of are 2x Diminish, 2x Unsummon since they are a bit weak. And if you find some more dual lands, I think you can stick to 20 since your curve is not high.

TheDuggernaught on Abzan Allies

6 years ago

First off, there are a number of cards that are just not good enough for modern. Veteran Warleader requires you to overextend a board state. Putrefy is outclassed by Abrupt Decay, Cast Out is normally a worse Oblivion Ring, and Retreat to Emeria is kind of just meh all around.

Next, what do you want the deck to do? The way you currently have it set up, it looks like you wanna win fast. Your land count is low, and you are running a lot cof creatures. In which case, why not run Naya Allies? They are fast and Lightning Bolt provides a lot of reach. I would say the strength of abzan allies is the amount of interaction you are afforded, and therefore you might be better off upping your land count and trying to aim for a more midrange shell.

To further Allies as a midrange shell, let me explain the importance of a few cards. The most impotant cards for a midrange shell are Kabira Evangel, Ally Encampment, Gideon, Ally of Zendikar, and Collected Company. I think a strong argument can also be made for Aether Vial -- and in some lists, Orzhov Charm. Allies get big fairly fast -- but they do not start big. Therefore, if you want to be able to outscale other midrange decks, you need to be able to protect your board state. You do this by dropping an ally every turn so that Kabira Evangel can keep them safe. Gideon, Ally of Zendikar and Ally Encampment are super good at this. However, if your opponent is smart, they will then just hold off their removal until their turn when the effects wear off. These are the times that Aether Vial, Collected Company, and Orzhov Charm shine. All of them allow you to trigger your Ally's abilities at instead speed. The combo of Ally Encampment and Aether Vial is especially potent here as it allows you do trigger abilities even when both you and your opponent begin to top deck.

Karzalar on K so all my creatures get:

6 years ago

Some of your allies can be replaced easily by other allies!

Target for replacement : Cliffside Lookout, Expedition Envoy, Goblin Freerunner, Kor Scythemaster, Vizier of Tumbling Sands (Blasphmey, it's not an ally!), Tajuru Pathwarden... and many others, almost all the common quality ones.

What to KEEP in the instants, sorceries, artifacts and enchantments (you can replace the rest) ;

Instants : Swords to Plowshares, Anticipate, Dismember and Oblation.

Sorceries : Bring to Light, March from the Tomb and Sylvan Scrying.

Artifacts : Commander's Sphere, Ghirapur Orrery and Lightning Greaves.

Enchantments : Phyrexian Arena and Retreat to Emeria.

Now that we've cut about 17 cards, what to replace them with?

Here's some suggestions!

Creatures : Jwari Shapeshifter, Kabira Evangel, Sea Gate Loremaster, Turntimber Ranger, Kazuul Warlord, Bala Ged Thief, Harabaz Druid, Munda, Ambush Leader, Veteran Warleader

Ramp/Colorfixing : Cultivate, Kodama's Reach, Darksteel Ingot, Prismatic Omen, Cryptolith Rite

Buff : Coat of Arms, Shared Animosity, Beastmaster Ascension

Ally generation : Captain's Claws, Gideon, Ally of Zendikar

Recursion : Patriarch's Bidding, Aphetto Dredging, Eternal Witness (I know, it's not an Ally, blasphemy! But it's still too good to pass up), Living Death

Removal : Aura Shards, Warstorm Surge

Draw : Shamanic Revelation, Lifecrafter's Bestiary

Planeswalkers : Garruk, Caller of Beasts

I know some of these suggestions are maybe not budget, but the impact they could provide is good nonetheless.

Hope this helps!

Cheers!

Vaan on Ally Attempt

6 years ago

Well, Sol Ring is illegal on modern so i would start by cutting them out. Also, you only have 10 lands? 22 would be appropriate.

Your deck has some really slow cards like Nissa's Renewal and Zendikar Resurgent, i would cut those out. The lifegain theme you have going on is ok but there is not a lot of synergy around it, the only card that makes use of it is Serene Steward and that's is just not enough to justify having so many cards that basically just gets you some life.

I would cut the mentioned cards and add some combination of Akoum Battlesinger, Hada Freeblade, Oran-Rief Survivalist, Kazandu Blademaster, Bojuka Brigand, Firemantle Mage and Kabira Evangel and just go full aggro.

If you really wanna go the ramp/combo way you currently have try taking out the mentioned cards to add Beastcaller Savant, Kalastria Healer, Cliffhaven Vampire, Veteran Warleader and maybe some Sword of the Animist to help ramp and fix your mana. Anyway, add some more lands to your deck, please.

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