Roar of Challenge + Heir of the Wilds trades two cards for their best two creatures - and if you're ferocious, it's a straight 3 for 1 that kills their 3 best creatures. I'd wager that's going to win you the game. Also of note - if you can get two +1/+1 counters on Heir of the Wilds, he triggers himself.
Timely Hordemate getting back Mardu Skullhunter is a 3 for 1. Seems pretty good if you can trade off skullhunter for a 2/2 or something in the same turn.
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
Timely Hordemate retrieving Mardu Skullhunter is two good cards both being good cards, really. The takehome message is that Timely Hordemate cares whether your cmc <3 creatures have raid a whole lot, I suppose.
You can't trade Skullhunter in the same turn because it enters the battlefield tapped.
Timely Hordemate retrieving Mardu Skullhunter is two good cards both being good cards, really. The takehome message is that Timely Hordemate cares whether your cmc <3 creatures have raid a whole lot, I suppose.
You can't trade Skullhunter in the same turn because it enters the battlefield tapped.
Skullhunter is the only raid card with cmc < 2 that can gain you a card, and it's unique in it's combo with timely hordemate being a 3 for 1. The play I suggested was for skullhunter to attack and trade, enabling raid, and then for hordemate to bring him back post combat.
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Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
There are 4 Warrior tribal enablers in the set: Chief of the Edge, Chief of the Scale, Raiders' Spoils, and Rush of Battle. The first three are uncommon, the last is common. This means that it's possible to build a pure BW Warrior tribal deck, theoretically, or else Mardu or Abzan can support it too.
*Stars are for cards that seem at their best in a warrior deck specifically. Cards like War-Name Aspirant or Abzan Guide are not reasons to pick warrior tribal enablers, but Sultai Scavenger and Take up Arms I think definitely are. I also struck out the obviously Temur cards that have no reason to be part of this archetype.
I am REALLY excited to play with Bloodfire Expert. Probably my favorite common creature in the set. He plays incredibly well in all three Izzet, Jeskai, and Temur. What makes him such a supreme roleplayer is that he turns on every Ferocious instant and he is a creature that's worth playing a tap-down spell to get through; 4 damage is very real. Force Away, Barrage of Boulders...Crippling Chill, Winterflame...Bloodfire Expert ALL DAY.
It seems that there all 10 color groups (each enemy and each wedge) will be viable to draft, although some will be better than others. I'm mostly interested in talking about the enemy color strategies because they're the primary thing to draft around and could potentially be their own decks without needing to splash into a third color.
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A voice for Timmy.
Commander R Ashling, the Pilgrim Mono Red Wildfire Control GBW Karador, Ghost Chieftain Abzan Dredge Rock WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
I am REALLY excited to play with Bloodfire Expert. Probably my favorite common creature in the set. He plays incredibly well in all three Izzet, Jeskai, and Temur. What makes him such a supreme roleplayer is that he turns on every Ferocious instant and he is a creature that's worth playing a tap-down spell to get through; 4 damage is very real. Force Away, Barrage of Boulders...Crippling Chill, Winterflame...Bloodfire Expert ALL DAY.
It seems that there all 10 color groups (each enemy and each wedge) will be viable to draft, although some will be better than others. I'm mostly interested in talking about the enemy color strategies because they're the primary thing to draft around and could potentially be their own decks without needing to splash into a third color.
I am REALLY excited to play with Bloodfire Expert. Probably my favorite common creature in the set. He plays incredibly well in all three Izzet, Jeskai, and Temur. What makes him such a supreme roleplayer is that he turns on every Ferocious instant and he is a creature that's worth playing a tap-down spell to get through; 4 damage is very real. Force Away, Barrage of Boulders...Crippling Chill, Winterflame...Bloodfire Expert ALL DAY.
It seems that there all 10 color groups (each enemy and each wedge) will be viable to draft, although some will be better than others. I'm mostly interested in talking about the enemy color strategies because they're the primary thing to draft around and could potentially be their own decks without needing to splash into a third color.
Alpine Grizzly isn't available in Izzet or Jeskai...which is where my focus was. He's a "neighbor" just like Hooting Mandrills: he turns on the "ally" wedge's mechanic while letting you stay in your own wedge.
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A voice for Timmy.
Commander R Ashling, the Pilgrim Mono Red Wildfire Control GBW Karador, Ghost Chieftain Abzan Dredge Rock WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
That is very good. Although, it's quite different from Ensoul at the same time. Ensoul Artifact is a 100% cheese build where you pretty much win if the opponent doesn't draw a removal spell and lose if they do. In this case, the two cards are quite passable on their own whether the really crazy play works out or not. At the same time, there are a lot of bid huge butts in ths set available even at just 3 mana that can stop it from being totally insane.
Still, that's a damn good play no matter how you slice it.
As I mentioned in the other thread: Siegecraft + Whirlwind Adept seems like a great common way to punch through your opponent's board without fear of direct retribution (excluding deathtouch, of course). And if you're really feeling bored, add Dragon Grip in during combat when they want to block en masse.
Personally, I think Siegecraft is completely unnecessary for Whirlwind Adept. There's one non-Rare card that can remove it, and with both Dragon Grip and Defiant Strike being prime Jeskai cards, why would I want to play the suboptimal Siegecraft?
Personally, I think Siegecraft is completely unnecessary for Whirlwind Adept. There's one non-Rare card that can remove it, and with both Dragon Grip and Defiant Strike being prime Jeskai cards, why would I want to play the suboptimal Siegecraft?
Presumably because of the long list of high toughness blockers with Outlast that can completely stonewall it?
I guess we'll see. This seems like a very fluid environment.
I agree that Whirlwind Adept needs help, but I don't think Siegecraft is it. Maybe I'm biased against it, but I see very little reason to want to play it.
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I'm going to try to stick to Wedge-colored comboes. Some things that stand out to me:
Archer's Parapet or Dragon's Eye Savants + Kin-Tree Invocation
Crippling Chill + Prowess seems good.
Mardu Blazebringer + ferocious is good.
Roar of Challenge + Awaken the Bear or something with deathtouch.
Heart-Piercer Bow + Heart-Piercer Bow
Roar of Challenge + Heir of the Wilds trades two cards for their best two creatures - and if you're ferocious, it's a straight 3 for 1 that kills their 3 best creatures. I'd wager that's going to win you the game. Also of note - if you can get two +1/+1 counters on Heir of the Wilds, he triggers himself.
Here's one for the looooong game... double Icefeather Aven + Secret Plans = 4UG: draw a card.
Timely Hordemate getting back Mardu Skullhunter is a 3 for 1. Seems pretty good if you can trade off skullhunter for a 2/2 or something in the same turn.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
You can't trade Skullhunter in the same turn because it enters the battlefield tapped.
Sorry, yes.
Skullhunter is the only raid card with cmc < 2 that can gain you a card, and it's unique in it's combo with timely hordemate being a 3 for 1. The play I suggested was for skullhunter to attack and trade, enabling raid, and then for hordemate to bring him back post combat.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
The actual creatures that'd fit in such a deck don't make too much of an appearance outside of black. At common: Mardu Hateblade, Mardu Hordechief*, Sage-Eye Harrier, Disowned Ancestor, Krumar Bondkin, Mardu Skullhunter*, Sultai Scavenger*, Unyielding Krumar*, Kin-Tree Warden, Woolly Loxodon, Abzan Guide, Ponyback Brigade,
Snowhorn Rider(Temur card doesn't count). There are a few green commons but no red commons, so Abzan colors are going to net the highest representation for a tribal deck.Uncommons: Seeker of the Way*, Take up Arms*, Timely Hordemate*, Bellowing Saddlebrute*,
Mardu Blazebringer, War-Name Aspirant, Heir of the Wilds*, Tuskguard Captain,Bear's Companion, Kin-Tree Invocation*, Mardu Charm*, Mardu Roughrider.*Stars are for cards that seem at their best in a warrior deck specifically. Cards like War-Name Aspirant or Abzan Guide are not reasons to pick warrior tribal enablers, but Sultai Scavenger and Take up Arms I think definitely are. I also struck out the obviously Temur cards that have no reason to be part of this archetype.
It seems that there all 10 color groups (each enemy and each wedge) will be viable to draft, although some will be better than others. I'm mostly interested in talking about the enemy color strategies because they're the primary thing to draft around and could potentially be their own decks without needing to splash into a third color.
Commander
R Ashling, the Pilgrim Mono Red Wildfire Control
GBW Karador, Ghost Chieftain Abzan Dredge Rock
WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
Seems like a lot of work for an Alpine Grizzly.
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
Alpine Grizzly isn't available in Izzet or Jeskai...which is where my focus was. He's a "neighbor" just like Hooting Mandrills: he turns on the "ally" wedge's mechanic while letting you stay in your own wedge.
Commander
R Ashling, the Pilgrim Mono Red Wildfire Control
GBW Karador, Ghost Chieftain Abzan Dredge Rock
WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
T2 Kin-Tree Invocation
Seems like the mini Ensoul Artifact of this set. Could close out games pretty quick.
Still, that's a damn good play no matter how you slice it.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Presumably because of the long list of high toughness blockers with Outlast that can completely stonewall it?
I agree that Whirlwind Adept needs help, but I don't think Siegecraft is it. Maybe I'm biased against it, but I see very little reason to want to play it.