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.)
Printings View all
|Journey into Nyx (JOU)||Common|
Combos Browse all
|Commander / EDH||Legal|
Ajani's Presence occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Ajani's Presence Discussion
3 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 .
4 months ago
@simplebricks, I think that drawback is more technical than it is impractical which is why I debated it over with myself before posting it.
I'd like talk about setup as I'm an avid infinite combo player myself. The listed combo that consists of Frilled Deathspitter + Guilty Conscience + Ajani's Presence can be more vulnerable to removal than the one I mentioned if I may compare the two. If optimally setup you'd play the Spitter, then the Presence, and then the Conscience. If your opponent has an answer they'll respond when Presence is on the stack resulting in a loss of two combo pieces. Do keep in mind if you plan to trigger the Splitter through attacking you have to wait an extra turn which also makes it weak to sorcery speed removal as well as your opponent getting another untap step unless you put in a fourth card as the damage source which I feel most players will opt to do depending on how reliant they are on the combo to win.
As for the one I suggested the optimal sequence would be opponent's creature, then the Presence, then the Shadows & Conscience, and then the damage source. Again like before the opponent would need to remove the creature when the Presence is on the stack. This also leads to a loss of two combo pieces, but instead of you needing to resupply two cards you only need to resupply the Presence. If your opponent doesn't have another creature out then they'll likely have to dig for another or else how will they win the game without creatures? This in turn buys you time and if they have another creature out then you've effectively only lost one of your combo pieces instead, not two; and you would have forced your opponent to remove one of their own creatures unlike in the previous example.
I think my combo has more practical applications than the listed combo that technically meets the criteria. If a more optimal or resilient combo strategy exists it would seem wrong not to include it for serious players to consider. For the sake of not needing to create a 4.5 card combo section I'd suggest putting this one in the 4 card combo section with a big asterisk since you could argue expecting your opponent to have a creature out is almost as unconditional as expecting your opponent to have a land in play.
Sorry, I didn't mean to write a word wall, as it is your list and the comparison needed detailed explanation. I just think the problem with it on your list and the problem with it not on your list are both considerably equal to one another that it wouldn't be wrong to include it and it wouldn't be wrong to not include it either. If your experience with combos and what I've said doesn't convince you I'm content with just having this combo as a side note in this comments section for others to find.
4 months ago
It's a slightly cheaper combo and if your opponent has to disrupt it they need to remove their own creature in the process.
4 months ago
Like the update. Hopefully, the card selection off of Tenth District Legionnaire will be worth 2 mana, I feel like with the haste and the extra power it's a good call. My experience with Scry is that it's highly underrated and a very powerful effect. How's Ajani's Presence working out? I feel like +1 is pretty bad, but it's probably your best bet for protection and a power boost without splashing green.
5 months ago
I think a couple of copies of Felidar Sovereign might be useful to have in the Mainboard.
I don't know why everyone is being so cagey about their Sideboards, we already know what some of the best cards are for each colour.
Here are some you might consider:
Declaration in Stone gets rid of Indestructible Creatures and wipes tokens away.
Hope that helps. I am still testing against this deck, and might have more suggestions later.
7 months ago
Hey, thanks for the reply. I'm not too worried about cost as I'm taking apart another Boros deck (The flip Avacyn) that never quite got to a good place for me, so the Mana Base, Sunforger , and even Land Tax are already my hands. I also love that I can go through my old collection from the 90s and grab junk that turns to gold here. I mean, I drafted Accelerate back in the day :)
Aria of Flame looks like an interesting risk. I guess it depends on how much removal people bring since you don't make back the life given away until the 8th cast if my math is right.
I'll see if I can find a "Target Each" wrath effect that I can save myself from using something like Ajani's Presence .
9 months ago
You should consider Reliquary Tower to avoid hand flood, and Darksteel Ingot Instead of Boros Locket . Also, You should run all one mana +3/+x spells and Assault Strobe . Also feather is pretty color heavy so i would not use Mind Stone . Also why are you not using blink protection and Ajani's Presence ? Blink and return at the end of turn escapes pretty much all possible removals for feather ( Toxic Deluge Cyclonic Rift and edicts
10 months ago
First of all, thanks for making a primer on this commander! There are a lot of people starting to play this one since release, but not a lot of in depth content out yet. I have some suggestions based around my play experience with this deck:
Mirrorwing Dragon and Zada, Hedron Grinder : I feel Feather works best when you can go off and kill someone in one turn, usually with commander damage. These two creatures enable you to go wide while still benefiting from the instants and sorceries you are already playing in feather. Cards like Bandage go from draw one every turn to draw 1 card every turn for each creature you control, all for just 1 mana. If you are ever worried about decking yourself, just don't cast the draw card targeting these creatures. Pump spells can easily turn into 1 mana Overrun s. Usually the turn I drop this, as long as I have leftover mana to play other pump spells, I can win the game.
Dreadhorde Arcanist : This guy is a house. You are naturally running pump spells in your deck, so you won't have a problem casting spells out of your gy. Some cards you run in the deck, such as Path to Exile , Council's Judgment or Chaos Warp , won't recur with feather, so being able to cast them another time for free is huge.
Twinflame , Ajani's Presence and Launch the Fleet : works best with either of the two aforementioned creatures, but can also work with strive. Can win games pretty fast when you swing with even just a couple creatures. Ajani's presence has saved my board countless times from board wipes as well.
Samut's Sprint , Brute Strength , etc: Most of my games with feather end in drawing into Temur Battle Rage and casting on feather when she is power 11 or greater. This requires many small cmc, efficient pump spells to fill your draws in the early game.
Cards I would replace:
Veilstone Amulet and Scroll of the Masters : Veilstone amulet can be accomplished with other cards we play for less mana ( eg. Apostle's Blessing, shelter, etc. ). Spending 3 mana to drop a do-nothing artifact isn't where the deck wants to be. Scroll of Masters is cute but I think we can get better effects in just the instants and sorceries we run.
Sentinel Tower and Guttersnipe : I considered both of these cards when making the deck, but I found they played out too slow. I couldn't find a time when I would like to cast Sentinel Tower rather than spend mana casting a draw spell on feather. Guttersnipe felt the same way. He also tends to attract a lot of hate when I'm not ready to finish my opponents. The nice thing about feather is you can amass enough card advantage by the mid game where you can explode and possibly one-shot your opponent.
Akroan Conscriptor is a bit slow and can provide no value depending on the board state.
I don't know how I feel about Grapeshot . I guess you will be playing 3-5 spells each turn, but a reusable card to deal 5 damage to a target every turn seems pretty slow to me. You should be able to not care about an opponents creatures most of the time ( she has flying, can give protection with various spells in deck, etc ) so killing creatures isn't as valuable and doing 5 damage to an opponents face is pretty lackluster.
Silverclad Ferocidons : A card that is > 5 mana should win the game for you when you play it. This card doesn't do that. I would much rather play 5-6 of my cheap instants/sorceries then play this card in a turn.
There are probably other cards I could think of and recommend, but I'm still working on my own list and tweaking it as I play the deck. Thanks again for writing a primer on this commander! Enjoy!