![]() Perilous Forays is another all-star specifically in this deck. Pawn of Ulamog is unique in that he ramps you in reward for your dying creatures, and the ramp he provides can also be sacrificed for goodies! They ramp, then you sacrifice their puny bodies for even more benefit. Ramping creatures like Farhaven Elf are no-brainers. You usually have so many plays per turn that your biggest restriction is often your limited mana base. Ramp is a crucial component of this deck. Some of them are your creatures that want to be sacrificed, like Viridian Emissary, and others are your opponent's creatures, which you steal with cards like Threaten and then sacrifice when you're done with them!Īs for the budget, here's the total cost excluding basic lands, tallied on : You sacrifice creatures to draw cards, ping opponents, gain life, land ramp, make opponents discard cards and sacrifice creatures, and yes, even make an army of 3/1 hasted tokens to obliterate your enemy.īecause you have so many ways to sacrifice creatures for fun and profit, the deck is packed with good sacrificial candidates. This deck revolves around sacrificing creatures for powerful effects. No individual card worth more than $1 Creatures Let me show you how I (ab)use the angry orc: It lets you win the board through attrition, trading your creatures for your opponent's creatures/removal and then continuing the assault with 3/1 tokens. At it's simplest, Sek'Kuar gives your creatures a second life, sort of like persist or undying. Nontoken creature goes in, token creature comes out. Sek'kuar's ability is pretty straightforward. Your dying creatures make more creatures that have haste and pack a punch? Yes please! I must build a deck around this sexy beast! This dude is so Jund, doing Jund-like things 2 years before Shards of Alara officially slapped the name on the color combination! Sek'Kuar doesn't have the devour mechanic, but his ability is far more exciting and actually compliments devour perfectly. The card demanded my attention as soon as I read it and instantly set my mind abuzz with deck ideas. I ran across this angry orc by accident while looking through the Gatherer search engine on Wizards' site. Sek'Kuar, Deathkeeper, is one of those undervalued gems. However, there are a few that deserve more attention. The majority of these potential generals are unknown for good reason: they're bland, outdated, and generally sucky. While there are dozens of known and loved generals, there are even more legendary creatures that are hidden from most Commander players' radars. Thankfully, even the most popular generals are hardly common sights at every table, and if we took a poll of the most played generals I doubt any one legendary would hog more than 5% of the total. Legendaries like Zur the Enchanter, Geth, Lord of the Vault, Sigarda, Host of Herons and Jhoira of the Ghitu pop up fairly often as go-to generals. Hordechief's color identity is -the Black comes from the colors in its mana cost the Red and White comes from the pips in its activated ability.Ĭolor Identity is different from the card's color in this respect-Hordechief is mono-black in terms of its color but it is Mardu in terms of its color identity.We have quite a few staple generals in Commander. Is a Blue card, for example), and any characteristic-defining ability that defines colors (such asĬommander deck. ![]() To answer your question itself, Color Identity includes all mana symbols on a card (excluding in reminder text), any color indicator on the card (the blue circle next to Sorcery indicating I have gone ahead and moved the thread for you. That section has some special functionalities, including the ability to "mark as answer" a thread to indicate your question has been resolved. In the future, please use the Rules Q&A section of this site when you have questions about rules, cards, and card interactions. Such as Mycosynth Wellspring, Ichor Wellspring, Goldspan Dragon, Tireless Tracker, Sakura-Tribe Elder, Dryad of the Ilysian Grove, and Courser of Kruphix. Then focus more on value generation, cheap cards that generate more resources. ![]() ![]() I'd likely cut down on cards like Toggo, Goblin Weaponsmith, Anax, Hardened in the Forge, and Sek'Kuar, Deathkeeper. You also aren't even running nearly enough sacrifice outlets, certainly your commander makes a good sacrifice outlet, but 3 mana is a lot to pay if you plan to do so repeatedly across the course of the game, and this commander is fragile to removal and will get costly quickly. Your deck can make decent amount of tokens, but most of these death triggers require actual creatures to be dying and you only run 26, most of which are cards you don't actually want to sacrifice. It really feels like you're trying to play aristocrats, but Jund just isn't the best combo for it. I feel like you may be a bit too all in on cards like Poison-Tip Archer.
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