|Commander / EDH||Legal|
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|Modern Masters (MMA)||Rare|
|Time Spiral (TSP)||Rare|
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Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Angel's Grace Discussion
4 days ago
I'd put Chance for Glory at 4x. Since the entire point of the deck is that you survive it, it's better to have multiple copies of it. Taking extra turns and making creatures indestructible is great for 3 mana. In fact, I'd add more preventers of losing and add 1 or 2 Glorious Ends on top of that. With Gideon and Angel's Grace, losing the game to one of them isn't likely, so they don't need to be a once a game thing. Play more copies. TBH, I'd cut the Sunforger, because all of your creatures are easily squishable and add more cards with 'Glor-' in their name.
4 days ago
Thanks Skjoldschoennemann and DeadStrife! No Glorious End because Chance for Glory is almost strictly better, and it's not necessarily an effect I need to spam throughout a game. Only one copy of Chance for Glory should be enough to win you the game already. I'm liking the Angel's Grace and Young Pyromancer ideas, though I will probably just add one angel's grace since as you mentionned it is tutorable the turn I would die, and Gideon can still also be a beater. I'm not going to include Nahiri, the Harbinger or Emrakul, the Aeons Torn simply because I persionaly really don't like Emrakul lol, but yes, that would be a really good inclusion.
4 days ago
Young Pyromancer plays nicely with what you have here, and works insanely well with the permanent Indestructibility granted by Chance for Glory after you survive it.
5 days ago
I enjoyed running Angel's Grace because if it's Split Second ability making it hard to counter and if I have the ability on the field to parley infinitely,most of the time it's my win.
I haven't had a problem with Winter Orb between being able to produce Mana off of Savala and my other Mana dorks. Not saying it can't happen just hasn't yet.
Well of Lost Dreams is my try hard card when I missing that one combo piece.
And as for the Recruiter of the Guard it's redundancy. it's just something that I enjoy having especially seeing how some cards either tutor only a green creature or put it on the top of my deck. Sometimes I need that Grand Abolisher.
5 days ago
I also don't like the all-in stax builds, leave that for Nath of the Gilt-Leaf and others. I do like having some to slow down opponents, as this is not as fast as many of the other combo decks in the format. There are a few cards you are running that I am still on the fence about:
Angel's Grace to make comboing easier, and occasionally save a turn
Winter Orb is the next stax piece on my list to add, but I just don't know if it will benefit me more than my opponents
Well of Lost Dreams draws so many cards, but is very mana intensive (which might make it a good mana sink?)
Recruiter of the Guard as just another redundant tutor effect
If you have any specific suggestions, please tell me, and thanks for showing your list!
1 week ago
This deck is nearly perfect, but there's just a few areas of weakness that demand immediate attention.
First off, I would remove the following cards: Abrupt Decay, Angel's Grace, Anguished Unmaking, Animate Dead, Arcane Denial, Avacyn, Angel of Hope, Badlands, Bayou, Birds of Paradise, Blood Crypt, Bloodstained Mire, Brainstorm, Breeding Pool, Chromatic Lantern, Chrome Mox, City of Brass, Command Tower, Cultivate, Cyclonic Rift, Dance of the Dead, Deathrite Shaman, Decree of Pain, Delay, Demonic Tutor, Enter the Infinite, Exploration, Farseek, Fellwar Stone, Fist of Suns, Flooded Strand, Godless Shrine, Hallowed Fountain, In Garruk's Wake, Intuition, Jin-Gitaxias, Core Augur, Jodah, Archmage Eternal, Kozilek, Butcher of Truth, Laboratory Maniac, Lotus Cobra, Maelstrom Wanderer, Mana Confluence, Mana Crypt, Marsh Flats, Merciless Eviction, Misty Rainforest, Mox Diamond, Myojin of Night's Reach, Myojin of Seeing Winds, Mystic Remora, Mystical Tutor, Nature's Claim, Nature's Lore, Negate, Omniscience, Oracle of Mul Daya, Overgrown Tomb, Painful Truths, Polluted Delta, Praetor's Counsel, Progenitus, Rhystic Study, Rise of the Dark Realms, Savannah, Scalding Tarn, Scrubland, Sensei's Divining Top, Show and Tell, Skyshroud Claim, Sol Ring, Steam Vents, Stomping Ground, Storm Herd, Survival of the Fittest, Swan Song, Swords to Plowshares, Sylvan Library, Taiga, Tainted Pact, Temple Garden, Terastodon, Three Visits, Time Stretch, Toxic Deluge, Tropical Island, Tundra, Ulamog, the Ceaseless Hunger, Underground Sea, Vampiric Tutor, Verdant Catacombs, Volcanic Island, Vorinclex, Voice of Hunger, Watery Grave, Windswept Heath, Wooded Foothills, and Zacama, Primal Calamity.
There's really nothing you could replace these cards with that would make this deck competitive, so I'd recommend just stopping here. Good work.
2 weeks ago
As far as individual cards go you are correct both Fragmentize and Disenchant are more powerful than Patrician's Scorn, however my choice of playing Patrician's Scorn is not out of judging what the most powerful enchantment hate I can use in my sideboard is, it's more specifically targeted at a couple of decks in my current local meta where it is very good, notably the advance of R/W prison around here, a deck that has access to a multitude of problem enchantments, notably Card: stony silence, Eidolon of Rhetoric, Blood Moon, Rule of Law, Runed Halo, Banishing Light, and the list goes on as this player really focused on the enchantment side of things, not to mention U/W control seeing more play here with Runed Halo, Card: stony silence, amongst over more fringe tech. Scorn opens up a line in certain scenarios (basically when Rule of Law isn't out) where I can Angel's Grace then scorn removing any obstacle and then casting Ad Nauseam and winning from seemingly nowhere. As such for my current needs a simple Disenchant, while considered, will only serve to solve part of the problem. At a larger tournament I'm more likely to take the Disenchant as you correctly pointed out it's more powerful, but at this point in time Patrician's Scorn is the best option to deal with the problem. Thank you for pointing it out and allowing me to more fully explain the choice!
2 weeks ago
Whilst Gideon of the Trials could work Phyrexian Unlife is almost always simply better. To better understand we need to consider the conditions under which we play Phyrexian Unlife which is often the turn before or a couple turns before we combo off. It is important to consider that unlike Angel's Grace, when we cast Phyrexian Unlife we more than likely are not winning that turn and when thinking of replacing it we need to consider that fact. The main problem I see with using Gideon of the Trials is the fact that he can be killed by our opponent preventing us from winning if they time it right. They can Lightning Bolt him quite simply or just attack him, and considering we need the emblem to do anything he will only ever be at 3 loyalty. Phyrexian Unlife on the other hand for our deck basically says "gain 10 life and 1-3 turns" as well as being harder to remove and requiring our opponent to play enchantment hate. So to answer your question, yes Gideon of the Trials can work, however in 99% of situations Phyrexian Unlife is just safer and better for this deck as we don't win the turn it comes down.