Enchantment — Aura
Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.
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|Commander / EDH||Legal|
Alpha Authority occurrence in decks from the last year
Latest Decks as Commander
Alpha Authority Discussion
1 month ago
Sacrifice engines are a pain to deal with outside of just destroying them(as I'm sure you know) and there really aren't a lot of specific answers that aren't expensive unfortunately. Chevill, Bane of Monsters is relatively inexpensive and, while slow, can deter opponents from sacrificing somewhat. Tajuru Preserver is a good pick if your opponents are using something like Dictate of Erebos. Sigarda, Host of Herons is pricier than I usually like to go, but is a similar pick, and better suited to combat. Otherwise, all I can think of is using cards like Alpha Authority to protect specific cards(like Atraxa.)
3 months ago
Invisible Stalker is definitely there. (I personally can't think of many more cheap CMC creatures myself, however, a couple cheap Aura enchantments which give hexproof such as Alpha Authority and Starlit Mantle could be used. Unfortunately it seems like I overestimated how many cheap hexproof creatures exist.
As far as cheap counter spells, I'm moreso talking about the CMC 1 counters, which are not too expensive and definitely exist. Good ones are Stifle, Annul, Dispel, Envelop, Flusterstorm, Spell Pierce, and Swan Song. (You'll definitely want to think about your playgroup for some of those).
Raven's Crime and Life from the Loam together is just a simple combo. Add Lands from grave to hand with Loam, use them to make your opponents discard with retrace. (You can also use Delirium Skeins or Mind Rake, or even Tasigur's Cruelty because of the dredge. Not necessarily a combo so much as cards that just generally synergize.
3 months ago
Looking good! It's hard to screw up Muldrotha. Just go to value town. Your selection of creatures seems great!
That said, I would include a little more ramp. You are at eightish, which is where one usually wants to be in an EDH deck, but Muldrotha is usually kill-on-sight and 6 CMC. Try to use more things that permanently get a land into the field, which you already have a good amount of, like Cultivate and Kodama's Reach. Also, Wood Elves, Farhaven Elf, and Wayfarer's Bauble can be brought back for value--making them particularly good. Elvish Reclaimer is an interesting choice too.
The one-CMC dorks (Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf, Wild Growth (and to a lesser extent Birds of Paradise and Utopia Sprawl) are all extremely good generally for their speed and chumping ability. If they get whacked or boardwiped they can slowly be brought back later. Getting Muldrotha out as soon as possible is very worth it. I don't run many mana dorks in my Muldrotha deck. I would run as few artifact rampers as possible, since you don't have to (as you run Green). Lands are always safest. Commander's Sphere being brought back for the card draw is nice--probably better than the Darksteel Ingot.
Good job on including Evolving Wilds. I would also add Terramorphic Expanse and maybe Myriad Landscape, Warped Landscape, and Blighted Woodland. The Mirage fetches (Bad River, et al) are decent but better with fetchable lands that have two colors--like Sunken Hollow and Watery Grave. Be sure to include Opulent Palace. Exotic Orchard, Grand Coliseum, and Command Tower are worth including too. On a budget, Vivid Marsh, Vivid Creek, and Vivid Grove are all good too. That all said, I still like running a healthy amount of Basic Lands for repeated fetching.
Protecting Muldrotha is important. Kaya's Ghostform is an excellent choice. I would also include a combination of Aspect of Mongoose, Canopy Cover, Alpha Authority, Diplomatic Immunity, Alexi's Cloak, Cloudform, Mystic Veil, Robe of Mirrors, Mirror Shield, Whispersilk Cloak, Neurok Stealthsuit, Mask of Avacyn, and Swiftfoot Boots. Usually the Enchantment Auras are considered weak because they can be two-for-one'd, but Muldrotha can bring them right back!
Personally, I believe every single EDH deck should run at least two boardwipes, and more if you can find the room. Sometimes it's just an emergency. On a budget in Sultai colors I like Crux of Fate and Gaze of Granite the most, followed by In Garruk's Wake (should have the mana!), Deadly Tempest, Decree of Pain, Extinction Event, Hex, Nevinyrral's Disk, Oblivion Stone, Killing Wave, Hythonia the Cruel, Life's Finale, Massacre Girl, Necromantic Selection, and Black Sun's Zenith. Pernicious Deed is great too.
Not everyone likes doing this, but I love running Enchantment-based removal in Muldrotha since it can be reused. Many have strong effects but still aren't worth it since they can be removed but Muldrotha gets rid of that drawback! Things like Corrupted Conscience, Inevitable End, Kasmina's Transmutation, Ichthyomorphosis, Lignify, and Lay Claim. I've actually had good luck with things an innocuous as Universal Solvent.
3 months ago
4 months ago
I'd say its only worth playing boardwipes if you decide to pump Rafiq up with more aura/equipment support; but I'd recommend taking a look at the creatures with CMC higher than Rafiq's. Ideally you'd like to setup w/ little exalted bois turn 1-3 and then cast him on turn 4.
Past that you'll be buffing him and swinging for haymakers; but things do go wrong. The counterspells you've included are great to protect your stuff, but I've found anything that can give Rafiq hexproof is extremely important. Alpha Authority is one of my favorites.
Giving Rafiq protection from certain colors can double as protection and evasion, letting him swing thru a full board if an opponent only has 1 color of creature. Flickering Ward is one of my favorites for that.
6 months ago
Hey, Shielded by Faith is a combo with Siona to make infinite 1/1 tokens, but you can't actually win the game by attacking with tokens unless those tokens have haste. Without haste you have to wait until your next turn, a full cycle of your opponents turns, to then attack with the tokens. Giving each opponent a full turn to kill the tokens with a board wipe or stop them another way.
With Crashing Drawbridge on the battlefield and able to be tapped it can give all tokens haste which is a way to win attacking with tokens the turn you create them. Sigarda's Aid with Faith gives your opponents less interaction to stop the combo. With Aid and Siona on the battlefield, at your last opponents end step, cast Faith enchanting/attaching to Siona to combo. Then on your turn you can attack and win with the tokens. Doing it this way an opponent can only have mana and an answer at instant speed to stop you. Aid is a good card with other Auras and interactions with enchantments which Drawbridge is not.
Flickering Ward and Alpha Authority are good with Aid since then they can protect Siona at instant speed. Ward has other uses since it can bounce itself back to your hand which is good to repeatedly make tokens or draw with enchantresses.
Good luck with your deck.