Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Human Nomad Cleric
, : Search your library for a land card, reveal it, put it into your hand, then shuffle your library. Activate this ability only if an opponent controls more lands than you.
4 days ago
White and Black aren't great in regards to ramp, but you could also play cards like Weathered Wayfarer, Knight of the White Orchid, and Gift of Estates. Deep Gnome Terramancer is another option if your group plays with a lot of fetches.
1 week ago
- Founding the Third Path
- Silver Scrutiny
- Shore Up
- Walking Atlas
- Weathered Wayfarer
- Teferi's Response
- Mirrorweave Dit is ook wel een leuke boardwipe, dan worden alle andere creatures 0/0's, of je kan iemand anders zijn nasty creature copieren en met een paar landen aanvallen.
- Azorius Charm
- Reality Shift
- Slip Through Space
- Artful Dodge
- Gift of Estates
- Skyclave Relic
- Darksteel Ingot
- Razortide Bridge
2 weeks ago
I love your deck and have been using it as a template as my regular deck for random pub games. While it performed pretty well without any upgrades, I found it ran out of steam mid to late game after I get blown out by a board wipe. After a game or 2, players would usually exile Giada the moment it hits the board, slowing down our ramp signifcantly. Also, if we miss a land drop mid-game, we're basically stuck waiting for a good draw. I realized that building an early oppressive board state begs for a board wipe when everyone else is still building but it sets us back significantly. With that in mind, I cut a lot of the lower CMC angels and built more towards value/recursion. Based on your comments it seems that this deck is more budget focused but since I'm making this my main, I've decided on pulling the best cards from other decks for some spicy upgrades. Let me know what you think below (sorry for the wall of text):
Archaeomancer's Map - This one isn't as good as Land Tax but it can help us keep pace with Green ramp and drop the tapped lands on opponent's turns when we can't use them efficiently.
Smothering Tithe - I've played this card in 2 other decks and it's always been great. It usually pays for itself by the time it comes back to you and if not removed can add plenty of mana over the course of the game.
Smuggler's Share - I have mixed feelings about this card. The smarter opponents will play around it, but should still give us some card advantage overall.
Nykthos, Shrine to Nyx - Value with a strong board presence.
Ancient Tomb - Helps with the artifacts and equip costs, life loss is not a concern in this deck.
Cavern of Souls - I hate when blue counters our big angels, so this stops it.
All the fetch lands - Arid Mesa, Fabled Passage, Flooded Strand, Marsh Flats, Prismatic Vista, Windswept Heath. This reduces our number of basic Plains to 11-12 but I haven't had issues with it yet so far as long as we have access to colored mana in my starting hand.
Stoneforge Mystic - Amazing with Sword of Hearth and Home. Keep blinking it and grab the rest of your equipment package for free. Second target would usually be Lightning Greaves just to get some protection on the board or make some hasty angels.
Pyre of Heroes - While Search for Glory can fetch some of our legendary creatures, I prefer getting them straight onto the battlefield. I wouldn't use it on the lower cmc Angels, which I mostly pulled out, but on the higher cost ones to cheat out big angels. The dream is to target the one-off 5 cost angels like Karmic Guide or Sigarda's Vanguard to pull Sanctuary Warden for the card draw into Emeria Shepherd for the recursion or Bruna, the Fading Light Meld to bring out Brisela, Voice of Nightmares Meld Meld
Sword of Fire and Ice - I haven't added this one in yet but I think it's a strict upgrade over Rogue's Gloves. Getting the pro blue/red and pinging things off the board is just so much more value for the extra 1 cost.
Lightning Greaves - Short of board wipes, single target removal is the bane of this deck. I usually voltron Giada with all my equips and let the other angels synergize the board.
Emeria Shepherd - Especially strong recursion with fetches. Dropping this on the right turn with a fetch in hand can be game ending.
3 months ago
I've tried to keep this deck nearly 50% White and 50% Red.
I've narrowed the premise of this deck down to the following categories, 50 Cards to the first, and 10 cards to each other category, give or take.
50% of the Deck is the Commander, Land, Mana rocks, and Draw.
10% is Steal/Keep
10% is Removal/Wipe
10% is Bringing Cards Back
10% is Brion Fodder and Fetch cards
10% is Double Damage and Powerful Flyers
Your comments and suggestions are greatly appreciated. That being said, I will probably not be able to afford the more expensive cards Land Tax, Smothering Tithe, Lifeline, Smuggler's Share etc. that are not already in this deck. However - It's still fun to check them out! If you like it, up vote!
With this revision, I've cut many of the fancier, slower dual lands to opt for faster basic lands. I've also added Weathered Wayfarer.
I've made some recent changes to this deck, hopefully to address that mid game I am struggling with tempo, as well as running out of mana to cast the creature or steal spell and have enough to activate Brion's ability. Some cards like Deathrender and Thornbite Staff have been removed (even though they were good in concept) to add more playability.
Fiery Emancipation gives me triple damage. Calamity Bearer works specifically to Brion's sac ability. Angrath's Marauders, Gisela, Blade of Goldnight, Gratuitous Violence all make the damage I do twice as effective.
When creatures I steal die, Stalking Vengeance beefs them. When I summon large creatures into play Warstorm Surge deals damage to my opponent, and when I sac those, Stalking Vengeance hits them on the way out.
Malignus, Serra Avatar, and Soul of Eternity all act as giant bombs to throw at the opponent.
Hofri Ghostforge allows for me to steal an opponents creature, fling it at them with brion, and then keep a spirit copy of that creature.
Magus of the Wheel and Reforge the Soul provide the opportunity to get a fresh hand at my whim. Humble Defector is an easy and fun, card that helps me forge alliances with other players in multiplayer while getting me TWO extra cards per turn.
Skullclamp works perfect with the sacrifice ability and is easy to cast.
Well of Lost Dreams is insane when played late game for Brion's lifelink ability and can be fetched with Hoarding Dragon or Open the Armory Sin Prodder gives me a potential extra card per turn, or the chance for an opponent to take damage to the face... and then I can pull it out of my graveyard later with my other cards! Basically a win/win. Mangara, the Diplomat and Mila, Crafty Companion Flip serve to deter attacks and draw.
Hoarding Dragon serves as a flyer, a sacrifice, and can grab any rocks, Skullclamp, or Well of Lost Dreams.
Open the Armory helps grab Skullclamp, Well of Lost Dreams, or Gift of Immortality.
Recruiter of the Guard is specifically to get Bazaar Trader for the huge advantage of keeping my opponents things, but can also grab Duergar Hedge-Mage for removal or Sin Prodder (amongst a few others). Weathered Wayfarer can grab any land, such as Buried Ruin or Arcane Lighthouse.
Archon of Justice is quite powerful in this deck, as it allows for a flying creature, then a source to sac, and remove a card permanently.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Duergar Hedge-Mage can be played and replayed in this deck for knocking off annoying enchantments or mana rocks.
Magus of the Disk is one of the board wipes.
Grasp of Fate, Oblivion Ring, and Banishing Light all allow for really flexible removal. Same for Quarantine Field except allows for extra targets for more mana. Chained to the Rocks works the same, but only for creatures. Angel of Sanctions works similarly, but is a creature. Ryusei, the Falling Star really just acts as weenie removal and a sac source from a flyer.
Bringing them Back (and sometimes keep it!):
Adarkar Valkyrie Sac an opponents creature, then get it permanently!
Bazaar Trader Take it with a steal and keep it!
Angelic Renewal Sac my own creature, get it back! Gift of Immortality Sac my own creature, get it back... again, and again!
Emeria Shepherd play a land, get a card! Play a Plains, get a creature to sac!
Mistmoon Griffin Flys, defends, and sac-able, then get back a creature from the graveyard!
Squee's Embrace fun and easy to play, and retrievable with Tragic Poet.
Tragic Poet, a low mana cost creature to get any enchantment in my deck back for any reason. Fun with Squee's Embrace, Angelic Renewal, etc. Returned Pastcaller a flyer that lets me grab a Threaten or Breath of Life. Angel of Serenity gives me the option of 3 recursion or 3 removal.
Stealing their Creatures:
Captivating Crew steals every turn! No wasted card space here, just a reusable sorcery.
Conquering Manticore powerful flyer, that steals!
Zealous Conscripts You can steal anything! Anything! Lands? Mine. Artifacts? Mine. Works great with Bazaar Trader.
Act of Treason, Portent of Betrayal, and Threaten are all basic steal spells.
Malevolent Whispers, Mark of Mutiny, and Traitorous Instinct all give me steal with buffs for Flinging.
Harness by Force allows for more than one thing to be taken if the extra cost is paid!
3 months ago
Hey, nice to see we share a commander! Some tips when browsing your list.
- I see you’re running some ramp options that aren’t untap targets for Samut. I’m not running any cards like Cultivate but instead creatures like Bloom Tender, Ley Weaver and Sakura-Tribe Scout
- For cardraw there are similar options like Selvala, Explorer Returned and Humble Defector. That last one is a favorite of mine, especially when combining it with Sword of Hearth and Home or Homeward Path, which is easy to find with Weathered Wayfarer or Knight of the Reliquary
- Combat Celebrant allows for many ways to get infinite combat steps. For example with Sword of Hearth and Home but also with Kogla, the Titan Ape and enough mana dorks.
- I also really like Primal Surge for Samut decks.
Check out my primer here: Samut, Inspiring Warleader | V-SNC
7 months ago
Just taking a quick look at the deck a few things jump out to me. With that said, it is not like I am an expert player so take my suggestions with a grain of salt.
First is I feel like unless there is a specific reason you are running more than 60 cards in a deck, it is a trap to do so. All that does it make it so you have less chances of drawing the cards you want to draw. Having 4 copies of a card in a 60 card deck give you a 1-in-15 chance of drawing one of them while a 70 card deck drops that down by an additional 15%. I noticed you are running a lot of single copies of cards and in a 70 card deck you will never see those. I know it is a challenge to do so but I would highly recommend you bite the bullet and shave this down to 60 cards.
Second thing I noticed is a lot of people have commented on your VERY high mana curve and recommended more lands to compensate. Your response is usually that you have cards to help with the mana situation in the deck. I quick look and I counted 7 cards like Land Tax, Knight of the White Orchid, Endless Horizons, Weathered Wayfarer, Extraplanar Lens. There were also like two cards to help drop the cost of your angels down but even with these cards, I would expect the deck really struggles to consistently get set up even in free for all games when you have extra time. I would recommend dropping some of these mana assist cards in exchange for actual lands as if you are running such a high mana curve you really need that 24-25 mana in a 60 card deck, let alone a 70 card deck.
Lastly, just browsing the angels you have in the deck, it looks like you grabbed a lot of your favorite angels. Again, this is going to be a challenge but I would highly recommend you remove some of these angels from the deck to cut things down. For example, you are running Sunblast Angel and Wrath of God which are very similar. It would be easy to cut out Sunblast Angel and just run Wrath of God.
Those are my initial thoughts. Hope they were helpful!
8 months ago
While white can use a bit more help in the carddraw department I don't understand why people consider white to be bad at ramping. Especially nowadays. In addition to running mana rocks and ramp equipment like Sword of the Animist and Sword of Hearth and Home, white has access to 2 strategies that ramp through lands.
The first one is through a less lands matter ramp package. You can now have ramp cards such as Archaeomancer's Map and Keeper of the Accord and complement those with lands that set you back on land count while not setting you back on mana, like Lotus Field, Guildless Commons and Urza's Saga. Add Weathered Wayfarer to get those lands more often, and include lands that synergize with them, like Flagstones of Trokair and Thespian's Stage. It also makes Path to Exile a little bit better ;).
Another land ramp route you can take is through land recursion cards, such as Brought Back, Sevinne's Reclamation and Second Sunrise to rebuy fetches, although you need to run quite al lot of fetches for that to work.
Both those strategies are white ramping through lands. To my knowledge, black, blue and red cannot do that (apart from some exceptions maybe like Orvar, the All-Form).
9 months ago
I definitely can see your point on Kaalia,
As far as draw and ramp, there's a lot more than meets the eye, hopper investigates, many creatures can be cheated in, sword of the animist, I may look to add Weathered Wayfarer and Archaeomancer's Map for a bit more ramp and Mangara, the Diplomat.
I appreciate the feedback, I'll look to update soon.