Ajani's Presence

Ajani's Presence

Instant

Strive - Ajani's Presence costs 2W more to cast for each target beyond the first.

Any number of target creatures each get +1/+1 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Browse Alters View at Gatherer

Printings View all

Set Rarity
Journey into Nyx (JOU) Common

Combos Browse all

Legality

Format Legality
Penny Dreadful Legal
Duel Commander Legal
Heirloom Legal
Modern Legal
Tiny Leaders Legal
MTGO Legal
Pioneer Legal
Noble Legal
Vintage Legal
Commander / EDH Legal
Block Constructed Legal
Magic Duels Legal
Pauper EDH Legal
Legacy Legal
Highlander Legal
1v1 Commander Legal
Pauper Legal
Unformat Legal
Oathbreaker Legal
Hero Legal
Leviathan Legal
Canadian Highlander Legal
Casual Legal
2019-10-04 Legal

Ajani's Presence occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Ajani's Presence Discussion

Reznorboy on Tazri/Zada

1 month ago

Thanks again for your continued input :). Also, I like more text. More chances to find what I need.

Anyway, I had put in the Maybeboard one combo that I knew about for a while but never acted on, Swell of Growth with Rain of Filth. I'll need to find room for it. However, with your addition of Enter the Unknown (it's actually perfect, seriously) the combo just gets better and more consistent. It makes the ~15 lands I have in hand during my final turn not useless.

I knew about Hundred-Talon Strike, but forgot to actually include it. I will add it but I'll want to first add more cards similar to Cerulean Wisps. (I would be playing that already if I had a copy/more use for it.)

A card I may add that is similar to Adverse Conditions is Traitorous Greed. Rather than making tokens and colorless mana, it makes double the colored mana.

I may add Splicer's Skill (but not Everdream.) (Odd choice, I know). It just feels that despite the higher mana cost, the tokens are invaluable.

Lastly, the whole protection spell thing was absolutely, completely beyond necessary. In the third game I played that day, one of my opponents played a card that gave all creatures -4/-4. I lost that game for that reason. If I had been playing a counterspell (I actually had Ajani's Presence in my hand when he played it, and the mana to do it), I would have most likely won that game as well (tragic, I know).

AceVonDuck on Tazri/Zada

1 month ago

Hmm...and it looks like now my spoiler isn't working. Alright, well, the cards were the following:

Everdream is basically an updated Evermind, but it allows you to splice onto any instant or sorcery (not just Arcane) for one extra mana than Evermind. This means you could use it in conjunction with other non-arcane spells you control, such as splicing it onto Ajani's Presence, Defiant Strike, Twinflame, etc. You could also cast it normally from your hand for the same cost as Evermind's splice cost, which might be nice if you're desperate or in dire need of card draw.

(There's only one other card that can splice onto instants or sorceries, Splicer's Skill, but it's expensive to splice and doesn't really synergize with what you're trying to do.)

Blossoming Defense: only one green mana for an instant! It could theoretically pump up your tokens enough for a lethal combat phase, depending on how many creatures you have. The main reason I brought it up though is that in quite a few situations it could be used as an alternative to your Protection cards, although you won't get the card draw or scry effects, which I assume is the primary reason for their inclusion. Similar to this card, though not as good in my opinion, is Dive Down.
Okay, so Enter the Unknown in particular really caught my eye, and is one card I would personally put in the deck, were I to purchase and assemble it to play with my own playgroup.

Comparing it to Explore, it's cheaper, but you lose the flat card draw. HOWEVER, it targets a creature, meaning if it targets Zada, every creature you control will Explore. For each Explore trigger, if the card you reveal from the top of your library is a land, you immediately put it into your hand (note, this is mandatory and doesn't count as drawing a card, which may be useful in some niche situations, such as an opponent controlling a Consecrated Sphinx or Smothering Tithe). You may then play that land (once the stack is empty) thanks to the secondary effect of being able to play an extra land this turn, same as Explore. But unlike Explore, you would get to play an extra land for every creature you control. So that's neat. However, if the card you reveal from exploring is NOT a land, the creature that the spell (or copy) is targeting immediately gets a +1/+1 counter. THEN, you may choose to either put the revealed card back on top of your library, OR into your graveyard. And then you still get to play additional lands for each copy of Enter the Unknown.

What's more, as long as you don't get rid of Elixir of Immortality, you can intentionally put revealed non-land cards that you don't desperately need into your graveyard. This gives you more opportunities to Explore (the keyword) into more lands to play, or more opportunities to buff your creatures, or it could even simply serve as library / graveyard filter.

One more card I'd like to mention in relation to Enter the Unknown is Gaea's Blessing. I don't think it would be worth including without Enter the Unknown, but if run together, could serve as a backup plan / alternative to Elixir of Immortality, since Exploring into it can immediately recover your graveyard into your library, including Gaea's Blessing itself. However, it would almost certainly be a wasted slot by itself (except to fetch Elixir of Immortality but that's still too niche), which is why I'm mentioning it here instead of in its own entry.

All in all, I honestly feel that Enter the Unknown is worth considering the most out of any of the others I've mentioned so far. That said, I don't want you to feel obligated to include it. After all, I haven't playtested the current decklist on TappedOut yet, so I have no idea if it's even a necessary inclusion. You've had a few chances to play and even win, now. It's your deck, and you know it the best, so it's totally up to you.

Crypsis doesn't really synergize with your deck since it doesn't include a card advantage (or similar) effect, but it is a way of safely swinging at opponents or reacting to a creature's targeted ability (or Crypt Rats-esque abilities) without also preventing yourself from targeting your own stuff. It also has the added benefit of untapping all of your creatures, but overall it may be too situational or non-synergistic to put it in the deck. Still, thought it was worth mentioning.
Hundred-Talon Strike: I'm sure you're aware of this card already, I just wanted to be sure. That splice cost seems really nice, considering Tazra herself, tokens made by Battle Screech or Raise the Alarm, and any copies of those you make, would all be able to pay for the splice cost, rather than having to spend mana. The downside is that it forces you to have at least one white creature to pay its splice cost, making it slightly less flexible than some other options. Still, I wanted to at least be sure you were aware of it.
Adverse Conditions is another card that still doesn't quite synergize with what you're doing, and it has CMC 4, which is expensive for your mana curve. Still, it could be simultaneous ramp and token population (of sorts). Cast this when you have a ton of creatures, targeting only Zada, and you immediately get a bunch of untapped 1/1s equal to the number of creatures you already control, which could exponentially grow your board for more Zada triggers, or you can just use them to sac for to pay for more spells.

AceVonDuck on Tazri/Zada

1 month ago

(Hah! TappedOut ate my comment. Let's try again.)

In regards to appreciating the deck, of course, haha! I absolutely adore janky and unique play styles. I get so tired of seeing the same tired deck concepts and "high salt" (according to EDHRec) cards in my playgroup, it's always super refreshing to see new, unconventional ways to play. ALSO HOOOOOOLY SHIT I JUST REALIZED HOW Rite of Replication WORKS WITH ZADA, WOOOOOW! I have no idea why that didn't click when I first saw it in the deck! If you can resolve it, that's so beautifully evil, oh my god!

Er, anyway, regaining my composure, heh. As far as the protection thing goes, it shouldn't be too much of a problem, so long as you're careful with it and only use it to wrap up your comboing or in response to a threat. Did it find solid use (or potential for use) in your matches with your group? I also had another question: is there any reason in particular that you haven't included any enchantments whatsoever? I can't help but wonder how Parallel Lives or Mana Reflection (especially considering you already have Basalt Monolith in the deck) would perform, despite their comparatively expensive CMCs to the rest of your mana curve. I realize they're both a bit pricey to purchase, but oh man, regardless, I can't help but envision Rite of Replication and Zada going off while Parallel Lives is on the field. Again, not sure if there's a specific reason you haven't included enchantments, was just wondering.

One last thing I noted upon reading the entire decklist again: unless I'm missing something, in the deck's current state, Manamorphose, Explore, and most of your token generating cards only get their "as designed" single use before you have to shuffle them back out of your graveyard with Elixir of Immortality and hope to draw them again. Am I missing anything, or is that correct?

Anyway, that's awesome to hear about the win. I'm sure the expressions on your playgroup's faces were priceless!

Here are some cards that came to mind and some others that I stumbled across:

Card Suggestions Show

Anyway, that's all for me today. I'm certain there are plenty more cool or even better cards to include, but if I research any more right now, I'll likely be up all not, haha.

Congrats again on the win! Lemme know what you think of the cards I mentioned. I'll keep my eye on this deck as well as new cards for it, since I really love how silly this concept is.

AceVonDuck on Tazri/Zada

1 month ago

(I'm going to apologize in advance right now, since I was studying for an exam earlier and took some Adderall to help me focus. As a result, this comment is about to get a super wordy. Very sorry.

Gidgetimer on How would you give white ...

1 month ago

You may be getting confused about who said what. All I have said so far is that white's lack of draw being a "problem" is a position made up by content creators and echoed by the player base. I then made it clear that I realized that the format that was under discussion was EDH and that out of respect for your wishes I was keeping my disagreement that white needs card draw brief.

I didn't see you mention content creators. I brought them into this because I feel that they made up this viewpoint for views and so that they didn't have to change their earlier way overly simplistic deck building "recipes" where they called a category "draw" and not "card advantage". They have some valid criticisms that the way white works in 1v1 doesn't scale well to multiplayer. So people, wanting to express a viewpoint that was popular, glommed onto this and started parroting it. In my opinion rather than trying to homogenize the colors by saying "white needs draw" we need to solve the problem by scaling white better to multiplayer or providing alternate means to card advantage.

Now that the discussion has been opened up to card advantage in general, we need to start from a common definition of card advantage and see how white could use it's current tools or new tools that are in flavor in order to gain card advantage. Card advantage is the MtG strategic theory that the player with access to the most cards will win. The theory does not count all cards equally and so advantage comes in two flavors card number advantage and card quality advantage.

With the understanding that I am not a card designer and have no intrest in actually developing the ideas beyond saying that they are possible sources of advantage, my thoughts on how white could generate card advantage without drawing:

  • Resilience- No matter if it is your own board wipes, other people's board wipes, or sticky combat situations white could generate card advantage by just not dying when they are expected to. There is precedent for this with such cards as Ajani's Presence, Break of Day, Teferi's Protection, Selfless Spirit, and many, many more. There is even onboard indestructible such as Avacyn, Angel of Hope. Removing the mechanics from Ajani's Presence and Break of Day would make interesting white cards that create card advantage without drawing. Making an enchantment that is simply Avacyn's ability for 3-4 mana could create massive advantage for white.

  • Board wipes- As you attributed to me before I said it, board wipes are an in-color way to create card number advantage. As you said also, you have to build toward it if you are wanting to actually use them as advantage. To reduce the set-up required we could make the wraths more flexible. Like an Austere Command that is in the 4 mana range or a mono-white Merciless Eviction. We could also make it so that your stuff was spared by moving Plague Wind effects into white, though 9 mana is a lot. You can modify Divine Reckoning so that the caster gets to choose all creatures that are spared to get card quality advantage.

  • Scaling 1-for-1s- This is simple. Print cards like Swords to Plowshares that target "up to one creature controlled by each player". White can now run it's super powerful 1-for-1s without card disadvantage. If you are afraid of this effecting non-multiplayer formats take a page out of Battlebond's book and make it cost more than the single unless you have 2 or more opponents.

  • Anthems and Anti-anthems- The quality of your go-wide creatures is much higher if they are bigger and your opponent's card quality is lower (or you got numbers advantage if you killed some) if their creatures are smaller. Making Elesh Norn, Grand Cenobite's ability into a thing that white does could give card advantage. Cathars' Crusade is already a well established combo piece, adapting it so that it could be a more consistent quality advantage could also be a thing.

  • Scroll Rack effects- Much like how Brainstorm isn't card advantage Scroll Rack isn't technically card advantage. Until you shuffle. Then you have generated card quality advantage by shuffling away cards you don't need. The fact that it isn't draw may be a technicality, but it leads me into my last point.

  • Not Letting People Draw Extra Cards- Now it seems a little unfair that I don't think white should draw extra cards. Let's make it so that no one can draw extra cards with more Spirit of the Labyrinth effects. Bonus points in that this synergizes with white generating card advantage via avenues besides drawing.

I think I had some other points, but frankly I'm not invested enough in this to try and remember all of them. I think I have made my point that drawing isn't necessary. White could use more and better designed sources of card advantage for multi-player. Making it draw is boring and lazy design. No matter how well they shoehorn it into the identity as they did with Mangara, the Diplomat.

rumpy on

2 months ago

Hey there, you've got a pretty good thing going on here, especially for a first deck. A lot more cohesive than my first EDH attempt many moons ago, which was a horrible mishmash of netdeck and "super secret tech" that in fact did not work as intended. Your secret sauce of mild pillow fort actually makes sense!

That said, here are a few pointers that should help you smooth out some rough edges:

  • You should run all seven one-drop instant speed cantrips. They're just good, no matter your specific Feather game plan. You're missing Heal and Panic. They don't get you an instant card, but they're still good.
  • Dowsing Dagger  Flip is really good ramp that flips quite easily because Feather has wings, and you can make use of the big mana shot with your red-centric pump quite easily.
  • I agree that Scroll of the Masters is very nice for ending people with voltron damage, I ran it until taking it out recently to focus more on the whole storming out angle. This is a bit of a sad truth, but decks tend to work better when you zoom in on an particular angle of attack. In your case, keep an eye on how the cast payoffs work. You run quite few rocks, so you won't have obscene mana to keep a crazy number of spells in constant circulation. The token guys are still gonna be good for gumming, but the various Guttersnipe variants might end up lacking. I expect Aetherflux Reservoir in particular to do little for you.
  • Some voltron stuff I always thought could be good is O-Naginata and Leering Emblem.
  • Emerge Unscathed does nothing for you as you don't care about its rebound. You should have enough repeatable protection stuff to not care about Deflecting Swat. Sheltering Light is nice as it's a form of protection while scrying for 1 mana. Faith's Shield is like a second Apostle's Blessing in that it can also protect a non-creature in a pinch. Not sure how vital that will be for you. My personal protection suite is the one-drop insta-flickers (Cloudshift, Ephemerate), two-drop EOT-flickers (Liberate, Long Road Home, Otherworldly Journey), a few colour protection options (Gods Willing, Apostle's Blessing, Faith's Shield, Shelter) and a bit of indestructibility (Ajani's Presence, Ephemeral Shields, Sheltering Light).

CrimsonWings3689 on "Bird Leaf" | Feather EDH

3 months ago

Fight as One seems like a better option than Ajani's Presence, given the potential upside to get more than one benefit per cast (ex. Feather and an Heroic human). I intend to make that switch in my own deck. Rare is the time where I've had Ajani's Presence and wanted/needed to pay the 2W extra to target another one of my creatures.

king-saproling on Double Trouble EDH

7 months 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 .

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