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.
|Have (3)||DoctorScarf , , metalmagic|
Printings View all
|Battle for Zendikar (BFZ)||Rare|
|Duel Decks: Zendikar vs. Eldrazi (DDP)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Veteran Warleader Discussion
2 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.
3 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.
3 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!
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!
Vaan on Ally Attempt
3 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.
3 years ago
Veteran Warleader might be a good fit in this deck.
3 years ago
Yes Expedition Envoy could work.
Here are some low cost suggestion:
Wincon: Kabira Evangel
It all depends on what you want to do.
Btw Demonic Tutor isn't modern legal.
3 years ago
3 years ago
Alright, let's see here...
You have a lot of good cards in here, but it all seems a little unfocused. You have parts of several strategies in here, but you don't seem to have a full one. A good thing to ask yourself is "How is my deck meant to win?" and build it from there.
See, that's a bit tricky with Child of Alara, because technically almost any strategy is playable with it. A popular strategy for Child of Alara decks is Super Friends, as in a planeswalker-centered strategy, however that strategy does not take long to get expensive.
If you wanted to swap Child of Alara out for Progenitus as your commander you could run a voltron build, as in a strategy of killing off your opponents with commander damage(A player loses when they have taken 21 damage from a commander). For that you's just need to run pump spells, auras, equipments and things that work well with those types of spells.
You could just run a straight up 5-color good-stuff deck. All the best pure value cards in every color, which looks like the strategy you've started going with, so that's what I'll try to give you advice towards.
Now, first things first, you have a few cards that don't offer much synergy with the rest of your deck. I would recommend taking out Seraph of the Masses, Veteran Warleader, and Blighted Steppe, as they are primarily used for creature token-based strategy and you only run 29 creatures. Prism Ring, Fanatic of Mogis, Skyreaping and Gray Merchant of Asphodel are all cards best run in mono-colored decks, so I might take them out, as well. Maze Glider and Maze Abomination have effects that could work really well for you here, but their steep mana costs are not forgivable.
Don't be discouraged, though, you have a lot of good stuff to work with here! Mystical Tutor, for example,is a commander staple with counterparts in green and white that you may want to run all of. The others are Enlightened Tutor and Worldly Tutor.
Combustible Gearhulk is another fine choice, and I'd even recommend running the other 4 gearhulks alongside it. Verdurous Gearhulk is an 8/8 trample for 5, or makes something else bigger, Torrential Gearhulk is a bigger Snapcaster Mage, Noxious Gearhulk is targeted removal for your opponents big threats, and Cataclysmic Gearhulk is a controlled board wipe that lets you keep your most important cards in play. The best part about all of them is that even after their abilities go off, you still have a massive creature with a keyword ability.
A 5-color good-stuff strategy can get expensive fast, too, so I understand if you decide against it.
Also, if you're new to Commander as a format, you may consider running a commander with fewer colors and a clearer strategy. For example, if you like the idea of a creature token strategy, Rhys the Redeemed, Trostani, Selesnya's Voice and Krenko, Mob Boss are all great for that. If you haven't been, I'd go to edhrec.com as a starting point.
Good luck with your deck building, I hope you stick around!