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|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.
3 days ago
- Aetherflux Reservoir
- Alhammarret's Archive
- Astarion's Thirst
- Blade of the Bloodchief
- Blind Obedience
- Bontu's Monument
- Boros Charm
- Captivating Vampire
- Champion of Dusk
- Cordial Vampire
- Dusk Legion Duelist
- Elenda, the Dusk Rose
- Falkenrath Noble
- Forerunner of the Legion
- Gifted Aetherborn
- Gray Merchant of Asphodel
- Heliod, Sun-Crowned
- Herald's Horn
- Mithril Coat
- Nighthawk Scavenger
- Olivia's Wrath
- Path to Exile
- Phyrexian Arena
- Solemn Simulacrum
- Sorin Markov
- Sorin, Vengeful Bloodlord
- Stroke of Midnight
- Stromkirk Captain
- Swiftfoot Boots
- Swords to Plowshares
- The Ozolith
- Twilight Prophet
- Weathered Wayfarer
- Wayfarer's Bauble
I would suggest switching out some of the cards that are a bit too focused, if that makes sense. For example Soothing Balm for Exsanguinate or Bishop's Soldier for Gifted Aetherborn. Otherwise this looks great! I included a few suggestions for mana fixing and protections. Need to keep your commander alive! Some of these are a bit expensive so they can be substituted later if you end up liking the deck and want to upgrade it.
6 days ago
Personally, I think you could take this down to a pure Selesnya deck. As I see it, the red creatures do not reliably combo or add enough value on their own. I would substitute in cards like Weathered Wayfarer and Knight of the Reliquary to give you an additional way of interacting with opponents. Imagine searching up lands like Bojuka Bog at will. Or heck at the end of an opponents turn grabbing a Treetop Village and swinging for an extra 4 the next turn.). These changes could help your manabase be less painful as well. You could also have room in your sideboard for creatures like Scavenging Ooze or Chameleon Colossus if your up for it. I have a couple more ideas for later if you want to explore them, but this is where I would start myself. Also don't get too attached to the 3 mana or less rule for cosmic rebirth. It can be a trap.
5 months ago
Creatures: Inferno Titan Ball Lightning Dockside Extortionist Terror of the Peaks Llanowar Elves Purphoros, God of the Forge Pure Reflection - Not a creature but ho boy can you sac Urabrask's Forge Battle Angels of Tyr Esper Sentinel Anger Sun Titan Cosmic Larva Blistering Firecat Phyrexian Soulgorger Hofri Ghostforge Impetuous Devils Nova Chaser Taurean Mauler Chandra's Incinerator
5 months ago
You have a solid deck concept, but I have a couple options you might consider throwing in at some point:
Cut Thran Dynamo and toss in a Land Tax. Colored mana means more than colorless mana in the long run. Land Tax also has the added benefit of letting you get lands out of your deck, making it harder to miss land drops, and is a solid tutor target early on.
I know some people don't like cheap "you win the game" cards, but lifegain goes well with things like Aetherflux Reservoir and Felidar Sovereign. You still have to work to meet the win condition of Sovereign, since most players will be focusing on trying to keep your life total down.
Smothering Tithe is a card I personally refuse to run, since I don't like asking people if they want to pay for me not to get a treasure constantly, but it is another solid early-game engine that can help you keep up with your opponents.
Making your wipes one-sided with things like Eerie Interlude and Rootborn Defenses can be incredibly helpful. You may be able to rebuild quickly, but there's no need to rebuild when you can just not have your creatures destroyed in the first place. Alternately, if you don't want to pay ridiculous levels of commander tax, a Command Beacon can help in a pinch.
Other extort effects like Crypt Ghast can really stack up quickly if you have multiple of them out at a time. Gaining 3 life every time you cast a spell works wonders, especially when your opponents are each losing one.
6 months ago
8 months ago
I have Archangel of Thune, Mastery of the Unseen, and three generic 2/2 creatures (doesn't matter what). I manifest the top card of my library, let's say it's a Weathered Wayfarer and I pay W to flip it.
Mastery of the Unseen says I gain 1 life for each creature I control. Since I control five creatures (including the Wayfarer), I gain five life. How many +1/+1 counters go on each creature from Archangel of Thune? Is it treated as if I gained one life five times over (total of +5/+5 on each creature) or is it treated as a single gain of 5 life (+1/+1 on each)?
8 months ago
Got another couple games in today:
I made some swaps prior to today's match incluuding:
I think our decks are still functionally the same but I have a lot of the tech you were heavily considering already swapped in and will be focusing on their performance in multiplayer format.
Forgot to snap a picture of my starting hand but I think it was something like that. Important play of the game was Firkraag playing an early Agitator Ant. By turn 3 I had Giada equipped with a Lightning Greaves and slowly played out my hand, focusing on dropping lands and playing removal. I constantly dumped the +1/+1 counters onto Giada and since she had the greaves equipped she was basically untouchable.
After bringing Arvinox and Ryu down to the low 20's with just Giada I began dumping the counters onto a Bishop of Wings that I drew into so I could start swinging at Firkraag. Ryu also got in 2 Hadokens against Firkraag's board to draw cards. I only got 1 swing into Firkraag before they boardwiped.
I was able to recast Giada and cast an Angelic Page drawing me a card off Folk Hero. I also cast a Pyre of Heroes excited to chain it off for some spicy tech. Unfortunately Ryu was at low life and killed shortly after the boardwipe. As the other 2 players had no board they scooped to end the game so we could start the next, giving me the win.
This game had some intense interactions. Isshin had a turn 1 Authority of the Consuls. Tevesh nearly played a turn 2 Tevesh Szat, Doom of Fools with a Jeweled Lotus but was countered by Muldrotha. Firkraag played a Pursued Whale giving us all Pirate tokens and forcing us to attack. Isshin played into that with a Combat Calligrapher. The entire table started swinging into each other with increasingly multiplying Inkling tokens. After Isshin's Combat Calligrapher was blown up and they took a bunch of damage from their own Inklings they decided to super wipe the board with a Ruinous Ultimatum but luckily their board was pretty sparse.
I lost Pearl Medallion, Well of Lost Dreams, Sword of the Animist, Lightning Greaves and Righteous Valkyrie. This set me back really far but luckily I had been ramping every turn with Sword of the Animist and kept some strong angels in hand.
I recast Giada, and played Archangel of Tithes, Angelic Field Marshal and Lyra Dawnbringer with Mutavault giving me the extra +1/+1 counter. At this point Isshin started going off and nearly killed me with a combination of Tectonic Giant, Krenko, Tin Street Kingpin, Isshin, Two Heavens as One, Aurelia, the Warleader but they tapped out for Dihada, Binder of Wills to give Krenko vigilance, lifelink and indestructible. When they tried to swing at me, they forgot about the tax for Tithes and instead knocked out Tevesh and Muldrotha. Muldrotha took out Aurelia, the Warleader as retribution.
On the final turn I was left with only Oblation and Breathkeeper Seraph in hand. I had the choice to use it on one of Isshin's creatures but they were in such a dominating position that giving them 2 cards was probably a bad idea. Instead I used it on a tapped Emergence Zone and drew into Thraben Watcher and Sigarda's Vanguard. With the combination of all the angels I brought Isshin down to 3 and Firkraag cleaned up but had nothing against my board so scooped.
I debated even listing this game as it was over so fast. Alela burst out on turn 1 with an Island into Sol Ring into Arcane Signet. Turn 2 they played a Smothering Tithe. Turn 3 they played a Bolas's Citadel. In one of their turns they cast a Vendilion Clique bottoming my Teferi's Protection. Despite whiffing for 2 turns off the top of their library they were so ahead with ramp that they quickly overtook the game. I died by turn 5 to 35+ damage from a faerie army beefed up with Coat of Arms. The other 2 players scooped as they had no interaction with the Coat.
T1 Esper Sentinel did some amazing work here. I drew off every player at least 2-3 times so it netted me like 7-8 cards for just 1 mana.
I also attempted to attack with Battle Angels of Tyr but it was bounced to my hand by next turn.
The Ozolith ended up doing nothing this game but that's more due to having no boardstate. Together Forever wouldn't have done anything in this game either so its impact still hasn't been seen. Other players did comment that it could be a problem with a bigger board.
I did have a misplay here as I should have held up mana for removal spells which I had in my hand. My final hand was Vanquisher's Banner, Archangel of Thune, Angelic Accord, Serra Paragon, Valkyrie Harbinger, Path of Exile and Swords to Plowshares. I just didn't expect Alela to quintuple their damage in one turn.
T1 - Secluded Steppe tapped
I had several misplays this game as it had been a long day. The first was using my Clues too early instead of playing out my hand and refilling it later with the Clues.
Phenax became a huge threat towards mid-game as they had a Haunt of high tower on board along with their commander Phenax, God of Deception. They forced Ghisath to mill 40+ cards with 4 creatures. I had Kabira Takedown Flip in hand but it wouldn't put a dent in the Haunt. Instead I opted for player removal and swung with everything knocking them out.
My second misplay here was not tapping Giada to cast Angelic Field Marshal which would've given all my creatures vigilance. I was so used to swinging with Giada first and then tapping her that I failed to see her as a mana dork. Since I had Archangel of Tithes out it would've prevented huge swings against me as well.
Since I was wide open Gishath took the advantage and swung at me dropping a good number of dinos on their board. However on their next turn when they tried to use Silverclad Ferocidons with Pyrohemia Jared saved the day by sacrificing Primeval Spawn into a Time Warp.
When I tried to rebuild I realized I had no clues left and no attackers to draw into answers. I also made my third misplay by wasting a Path to Exile on a random dinosaur thinking it would sacrifice Pyrohemia but then stupidly played Bishop of Wings so I could trigger my The Book of Exalted Deeds by replaying Giada.
I died on the next turn to due to lethal Gishath commander damage. If I had saved my Path I could've used it on Gishath and played out more angels for the lifegain.
Lightning Greaves was amazing in the 2 games it was played. It was so great that Isshin focused Giada when it came back out. In fact I like it so much that I'm going to try and find a spot for Swiftfoot Boots so I can keep equipping without removing the protection.
Archangel of Tithes was SO GOOD. It saved me from lethal once and would've again a second time if I didn't misplay again. With vigilance it does double duty.
Well of Lost Dreams felt a little clunky in game 2. I want to like it, it has a high ceiling but it needs some prep work to start drawing. Either I drop it instead of a threat or I play it much later. I also need lifegain and the mana to draw from it. With the amount of work that goes into it to activate it, a board wipe usually turns it off. We have no other lifegain outside of creature based lifegain. So we would only draw with an established board presence and we're using mana to draw into threats rather than play them. It feels either like a win-more card or a hail mary to get something good. I'm actually debating its place in this deck and what may be a better card draw. Court of Grace at least replaces itself on our end step and provides either an Angel or Spirit on our upkeep. It also requires no additional maintenance to get it going.
Others at the table commented that Authority of the Consuls is a better option to the soul sisters. While I do like the tap mechanic of Authority, it doesn't trigger off my creatures. Also having it be an enchantment means that most people won't bother with it all game. Soul sisters typically get wiped with the rest of the board whereas opponents have to target Authority. I find that I don't usually hit the payoffs on opponents turn but on my own turn. However, I only hit the magic 4/5 life when Bishop of Wings or Righteous Valkyrie is out, not off a soul sister. I know that you really like the soul sisters but practically every game I've had a board wipe and the payoffs haven't been worth it.
Even though I STILL haven't pulled off Pyre of Heroes properly I'm once again debating Recruiter of the Guard and Weathered Wayfarer. Since they're both humans they can chain into our human sub-theme. Weathered Wayfarer can be sacrificed into Bishop of Wings to get our lifegain payoffs going. It also helps grab lands for Emeria Shepherd if we want to recur stuff from the graveyard. Recruiter of the Guard can tutor for Starnheim Aspirant, Esper Sentinel, Inspiring Overseer, Thraben Watcher and can be sacrificed into Mangara, the Diplomat.
9 months 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.