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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Champion's Drake
Creature — Drake
Flying
Champion's Drake gets +3/+3 as long as you control a creature with three or more level counters on it.
seshiro_of_the_orochi on Pattern Recognition #37 - Figure …
6 years ago
Champion's Drake and Training Grounds. I'd suggest UW to also include Transcendent Master.
TheRedGoat: says the guy with the tribal name ;) i get your point, funny accident. No illuminati involved afaik. I read your suggestion on lord and how it was wrong, but it still sounds fitting. My actual suggeation was "legend" nowadays showing up as "legendary whatever".
Chino90 on
7 years ago
you should go with one strategy or the other. I would cut most of your enchantments, and leave low cost creatures that have level up abilities.
Are you fixed on having the deck in azorius colors? If not, i would suggest you going monoblue (which is cheaper) with the following base:
Coralhelm Commander: It is really not expensive. It serves the same purpose as the Kabira Vindicator for much less mana.
Hada Spy Patrol: In your actual deck, she wouldn't have been able to be a target for your enchantments once you had leveled her up entirely.
This bunch gives you evasive creatures (flying, islandwalk, unblockable) and a tribal theme (merfolk) buff. So you could add cards that are usually used in merfolk deck.
You should add counterspells, like Mana Leak and Turn Aside to protect your creatures. Moreover, add some Boomerang to slow down your opponents.
Also, I would recommend Spreading Seas. Enables islandwalk, manascrews the opponent, and gives you draw power.
Favorable Winds: buffs most your creatures
Training Grounds makes your level up costs cheaper, though is not budget.
The rest is for you to fill (I strongly recommend going for a merfolk-wizard tribal). But that should be a solid budget base for you to start building.
If you would like to add a second color, i would splash green for the +1+1 counters sinergy with proliferate. Plus, they could give you some extra power to hit harder.
CyborgNate on On a Whole Other Level
8 years ago
Kala, I had actually just taken that out of my Maybeboard. I had considered it, but I decided it simply wasn't worth taking anything else out. Even under ideal conditions, Champion's Drake would never be as powerful or useful as a Level Up creature of the same cost. Plus, Time of Heroes gives a similar effect, but to all my creatures (except Venerated Teacher). Thanks for the suggestion, though.
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