Adamant Will

Adamant Will

Instant

Target creature gets +2/+2 and gains Indestructible until end of turn.

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Set Rarity
Dominaria (DOM) Common

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Adamant Will Discussion

Ziusdra on Card creation challenge

1 month ago

Apothecary Pilgrim

Creature - Human Cleric

,: Brew. (Create a colorless Potion artifact token with, ", sacrifice this artifact: Put a +1/+1 counter on target creature. It gains your choice of reach, vigilance, trample, first strike, or lifelink until end of turn.")

1 / 2


Kind of cheap new mechanic, I know, but I think potion brewing (natural essences and stuff!) might fit in really well with green/white's color identity. Green and white love to give buffs to their creatures (see Giant Growth and Adamant Will ). This is a group that likes to brew potions that beef up your creatures with temporary abilities and permanent +1/+1 counters. Like the Izzet, who experiment with science and things get Weird, or like the Simic, who do genetic and mutant experimentation, this new green/white group like to experiment with potions and mixtures that come out of nature, that give you temporary buffs through which you can solve your problems. While in the vein of mechanics like Investigate and "Create a food token" and "Create a treasure token", this mechanic, however, is for green-white only, so the artifact synergy is minimal but the buffing your creatures is synergistic. (Play your big green creatures, have some potions sitting aside, so when you swing, you can throw in extra counters and keywords like trample, lifelink, first strike, whatever floats your boat)

Let's have a card that turns artifact tokens (like treasures, gold, clues, food, and now my potions from the card above) into nontoken, more permanent resources.

king-saproling on Double Trouble EDH

1 month ago

Looks good! You might like these: Not of This World , Ajani's Presence , Adamant Will , Rebuff the Wicked , Inquisitor's Flail , Umezawa's Jitte , Champion's Helm , Hunter's Insight , Hunter's Prowess , Spellseeker , Kaho, Minamo Historian , Primeval Bounty , Death's Presence , Nature's Will , Mark of Sakiko , One with Nature

I have a Naya deck that I think you might appreciate if you want to check it out: Bruse Tana, Boorish Bloodsower. It involves giving Tana, the Bloodsower double strike via Bruse Tarl, Boorish Herder , then an effect such as Bravado to deal exponentially increasing damage. It usually takes out everybody by turn 6 thanks to a buttload of 2-cmc ramp and side-techniques like Impact Tremors .

mex_mx on Syr Gwyn - Precon Upgrade

3 months ago

Hey Kehrmann15, here are some thoughts about the deck, especially how to improve it with cards we already have in our playgroup.

Creatures

Arvad the Cursed : In the current deck he probably has too few other Legendaries he can reliably pump. I would tend to replace him with a lord who pushes all the Knights. For example I could give you Benalish Marshal .

Kwende, Pride of Femeref : Similar to Arvad, there are very few targets at the moment. (Three Knights with Firststrike.) As a good replacement I could give you e.g. Aryel, Knight of Windgrace . Besides her respectable 4/4 vigilance (especially useful in multiplayer) she is a "mana sink", so she can use open mana even if you can't play hand cards. Specifically, she creates Knights tokens or destroys other creatures on each turn.

Belle of the Brawl and Skynight Vanguard would be shaky candidates for me, which could ideally be replaced by stronger Knights. Perfect would be for example Puresteel Paladin and Knight Exemplar . But both are not quite cheap and unfortunately I don't have them either.

Otherwise I'd rather go in the direction of 25 creatures, so maybe add two more value creatures. For example, I could give you the two: Kambal, Consul of Allocation fits well to your drain theme. Which you did to Neotopian and me last time. Sram, Senior Edificer lets you draw a card for each piece of equipment.

This brings us directly to the next topic.

Card Draw

Card Draw still seems to me to be the weakest point in the deck. Cards I can give you from my collection would be Read the Bones (e.g. as a replacement for Call the Cavalry , because you don't really play Go-Wide with the deck and hardly profit from it), Skullclamp and Sunforger (both equipment with which you have more synergies and absolute "must haves" in the deck). Especially Sunforger is crazy with your Commander, if you can fetch a CMC4 Instant for 2 mana and cast for free.

For the Sunforger to work properly, we need a few more instants with impact for <=CMC4.

Removal

Removal should be as versatile as possible ("target permanent" is better than "target creature") and as reliable as possible ("destroy" or even "exile" better than "x damage"). Therefore I would replace Integrity / Intervention by Utter End and Justice Strike by Swords to Plowshares (if any of us have it). Adamant Will is only good in special situations, so I would replace it with a good removal. I could give you Bedevil for example.

Tutors

In order to have Sunforger or other cards on hand at the right time, a few tutors would be helpful. For example, I could give you Diabolic Tutor from my collection. Open the Armory would also be a cheap tutor who fits well to your topic.

I'm not finished on the other topics yet, but here are my first notes on equipment, mana rocks and lands:

Equipment

Find a few stronger pieces of equipment to replace the following:

Mana Rocks

One or two more Mana Rocks. If possible <=CMC2, otherwise (if CMC3) only with additional use. In any case Manalith out and if anywhere findable Sol Ring in.

Lands

No Taplands without upside (Gates etc.). If we don't find better duals (e.g. the scry temples would offer a nice upside) replace them with basics.

Murphy77 on Legionnaires of a Feather

9 months ago

Having 2 different spells that make your creatures indestructible has worked for me. I tend to go with Sheltering Light and Adamant Will . Sure Strike and Run Amok in place of burn spells forces you to go more aggro from the start.

Gird for Battle just seems to have a very narrow window when it adds any value to the deck. While Dreadhorde Arcanist is great for when you don't get Feather, the Redeemed out, it exiles the instants that you want to recycle with Feather. I had a look at Tiana, Ship's Caretaker but that also limits your pump spells.

The best version of this deck may well be one where each time that you cast an instant spell, you are placing a +1/+1 counter on at least one creature. Spellgorger Weird just slots right into any Feather deck. Guttersnipe could fill a gap and belongs in the side-board. At the moment, I am leaning heavily toward Ajani's Pridemate as my final creature to collect counters (with Moment of Triumph and Battlefield Promotion in the main-board).

AgentJackjohn on Standard Experimental Aristocrats

9 months ago

If you really want an indestructible type effect, you'd probably be better off going for Unbreakable Formation than Sheltering Light and Adamant Will as it protects all your creatures and can give them a buff and a decent attack step if you use if offensively instead of defensively.

I'd also personally run more cards with afterlife or an afterlife-type effect, like Orzhov Enforcer and Ministrant of Obligation so you can get extra value when those creatures die. Then you have even more creatures to lose for even more value.

Also if you want a higher end threat, Seraph of the Scales would be another good inclusion as its a threatening body on its own and if it dies you still get some value from it.

I've been quite interested in building a deck like this one, this might be the inspiration I need to actually build it.

Murphy77 on War of the Feather M

9 months ago

Thanks for the comment The_Dark_Adonis,

Yes there is a clear weakness here. If you play Guttersnipe late in the game, when you are re-playing 4 or 5 instants per turn (using the effect of Feather, the Redeemed ), it becomes a very strong card. It does, however, add very little value to the early game. Torch Courier is a strong first turn play that adds nothing later in the game. Skirk Prospector could work as an early chump-blocker, or give you 1 extra red mana - nice, but certainly not a game-changer.

I started this deck with Tajic, Legion's Edge and Aurelia, Exemplar of Justice in that slot, but wanted to reduce the mana curve and increase tempo. Another option that I did consider was to replace Guttersnipe with Ajani's Pridemate and try to bring in Moment of Triumph or Fountain of Renewal . That would give you a spread of creatures that collect +1/+1 counters before attacking behind Adamant Will or Sheltering Light . I suppose that the biggest reason that I didn't go down that road is that I wanted to try to keep a balance between and .

There is clearly room for improvements, which will hopefully become clear after a few rounds of play-testing at FNM's, or even in Arena

Murphy77 on Feather WAR Standard Deck

9 months ago

Asterisk73,

The thing about a Feather deck is that you want to use his effect as much as possible. Play any instant, targeting one of your own creatures, and you get it back at the end of turn to play again next turn. Sheltering Light and Adamant Will can then protect a creature every turn and cards like Dauntless Bodyguard become redundant.

Spellgorger Weird and Tenth District Legionnaire then just multiply benefits by also collecting +1/+1 counters.

Any creature with double-strike equipped with Run Amok and Sheltering Light could end up doing a lot of damage. You then have the option of aiming for a high cmc creature like Goring Ceratops , or something like Swiftblade Vindicator and more instants like Sure Strike . With Feather in the mix, I would lean toward cheap instant spells.

The idea of bringing in Battlefield Promotion is interesting. More so if you had Ajani's Pridemate or Gideon's Company on the field. The problem is that you need to fit a large number of cheap instant spells into the deck and trying to fit in too many strategies could mean that you fail with them all. Adanto Vanguard , as a stand-alone creature just seems far too risky - you have a limited number of creature spots.

How much control you build into the deck will always be a debating point. If you can quickly build a powerful indestructible attacking force, maybe you can run over a number of decks with very little control. The combination of Teyo, the Shieldmage and Shalai, Voice of Plenty could give you blanket protection, but is likely to slow the deck down considerably. Ditto for Ixalan's Binding , Prison Realm , Conclave Tribunal etc. I would tend to have some of these cards in the side-board and aim for a high-tempo, win quickly approach with an equal number of impact creatures and boosting instant spells.

Although I haven't play-tested the concept, I rather like War of the Feather M

K1ngMars on Is Steel Heavier Than Feather?

10 months ago

Now the deck is really complete! Keep up the good work Arkheid!

What about some tutors for Sunforger ? I think this would really go a long way into improving the reliability of your wincons. Enlightened Tutor can both grab Sunforger and Smothering Tithe !

I'd also suggest to add some of the available Wheel effects for compensating lack of draw spells in Boros. These also synergize perfectly with Smothering Tithe , allowing for explosive turns. These cards are:

On the other hand Khorvath's Fury , Collective Defiance , Chandra Ablaze and Chandra, Flamecaller don't let you always draw 7 cards, but can be useful in letting you dump bad hands.

A question. Why do you have Twinflame ? It doesn't seem to be a good card in this deck, as copying your commander, albeit rebuying you the spell, is then shut down by the Legend Rule, thus having you sacrifice one of the two between original or copy of Feather as a state-base action.

I would kindly advise Hall of the Bandit Lord , as it allows for very good plays you otherwise would miss: its only problem is that it can work only if you are casting for the second time or more your commander and use its mana for commander tax. On the other hand, I would also suggest Lightning Greaves , as you could cast all your instants on the commander and at last equip the Greaves: it can be more of a nonbo than anything else, as it also cuts off combat tricks you could cast and is not removable from the commander unless you control another creature. You have a low creature count, so IDK, maybe not worth including.

I would swap out Bandage , Niveous Wisps and Guided Strike for Panic , Invigorated Rampage and Adamant Will .

At last, one kindof good card for ramp in not green: Explorer's Scope .

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