Enchantment — Aura
Enchanted creature has flying, first strike, and vigilance.
|Want (2)||Phobophile , jpv|
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|Commander / EDH||Legal|
Asha's Favor Discussion
4 months ago
Wow, a wall of text with potentially useful advice.
"is not really needed since most cards are instants and can be cast immediately after attacking with Narset."
A simple Manalith would aid in getting out Narset. As it stands, you will only be able to get Narset on turn 6, assuming you don't miss a land drop.
- You have no haste granting cards, so your strategy will only take off on turn 7 if you are lucky and nobody plays an Edict effect..
- Most people can gain a significant advantage by turn 7 if all goes well. No amount of counters can stop 3 opponent's from building their boards. You'll be a sitting duck most of the time.
There is a reason almost all commander decks run a Sol Ring . The faster you can play your strategy, the more likely you are to win.
"unless they are instant cards i don't really need them."
- Chemister's Insight is strictly better than Inspiration . There is no reason you cannot use both, but Chemister's Insight has far more utility.
- Counterspell , Archmage's Charm , Sinister Sabotage , Thought Collapse , and Dissolve are all strictly better than Cancel , and those are the cheap $$$ counters.
- Lightning Bolt and Skewer the Critics are strictly better than Lightning Strike and Wizard's Lightning especially considering you don't have any wizards.
- Your deck runs Lifelink . The card itself is cheap, but by the time your Commander is out, cost shouldn't be a consideration. Cards like Daybreak Coronet and Steel of the Godhead provide you with far more utility.
Questionably, you are running Artificer's Epiphany with only one artifact in the deck.
- You are running 11 counters as control. Those 11 counters won't do you any good with Narset unless you plan to counter your own spells. Running cards like Disperse keeps stuff off the field and will be still be useful if you happen to exile it later on.
Your burn spells won't do much against larger creatures either.
"this is not a budget deck. budget, mana or money, is not a priority. if it somehow is then it is merely a coincidence."
- I'm not sure what you're trying to say here, but I feel the need to advise you that:
- Your mana base does, in fact, matter.
- You have far better options for cards.
- The only reason to play this deck as it is, is if you were on a budget. If you are not, then you can certainly replace the cards with better versions.
4 months ago
This is a good start! You might consider these: Warstorm Surge (causes your general and your assassins to murder a dude when they enter), Fire Whip , Power of Fire , Unquestioned Authority , Asha's Favor , Stuffy Doll , Lapse of Certainty , Royal Assassin , Mogg Maniac , Dread .
I have a Queen M deck too if you wanna check it out. It has rattlesnakes and a lot of atypical stuff too that you might find interesting.
6 months ago
This deck seems to have a couple of weird things and a couple of holes in it. First off, your ramp seems to be through the roof and I don't really see why that's necessary. I would recommend cutting some of, if not all, the cluestones or maybe a sorcery speed ramp spell. Maybe consider switching one of your current sorceries for a Skyshroud Claim and probably switch Druid of the Anima for Sylvan Caryatid . Related to this is your current lack of enchantment cost-reducers. I would recommend adding one or two back in. You can switch some of your ramp for cards like Herald of the Pantheon or the new Starfield Mystic .
Next is card draw and tutors. You're not doing too bad at this, but I'm surprised you're not running Satyr Enchanter , Kor Spiritdancer , Sram, Senior Edificer or Open the Armory . Maybe even Three Dreams or Plea for Guidance are playable as well. Also, I think Harmonize deserves a spot because it can get you back in the game without any help.
Another thing you seem pretty weak on is removal. Both targeted and mass. I think Beast Within or Generous Gift or both would pretty easily fix your targeted removal. Maybe even Decimate or Qasali Pridemage . I think you ought to run at least one more board wipe. Single Combat or Divine Reckoning seem prudent. If you wanted to be able to hit more types of permanents, I'd highly recommend Tragic Arrogance .
My final category of things to add are other auras/enchantments and recursion/protection. Bear Umbra has been reprinted and it's still not here and Unquestioned Authority is also good. Also, the new Treefolk Umbra seems good enough to run. Maybe add back in Snake Umbra for card draw. Maybe On Serra's Wings or Asha's Favor for the host of abilities they grant and maybe Boar Umbra . For recursion and protection I'd say Hall of Heliod's Generosity , Umbra Mystic and Boros Charm are all cards that belong in here. Adding back in Retether seems like it would be fine and including either Eternal Witness or Auramancer or both might be good too. In general, I think this deck needs to be rebalanced a little bit.
Now, I'm sure you're thinking, "But my deck is already perfect. What am I supposed to take out?". I'm here to tell you, you're wrong and there are a few cards that seem ripe for removal. First off, Gideon's Intervention seems kinda silly in here. Really not what the deck wants to do. Maybe there are one or two cards that you really don't want to see in a game, but I think having single target removal in place of that would be better. Next off is Combat Celebrant . This guy is kinda slow, really vulnerable, and not an enchantment. If you really want this effect go with Aggravated Assault which, in concert with Bear Umbra, can give you infinite combats. Also, I think it's time for Wall of Reverence to bow out. It can gain you a bunch of life, but I don't think that it's worth the slot. As I mentioned before, the Keyrunes are easy pulls for some card draw spells, enchantment cost-reducers, and maybe another (probably basic) land or two. Maybe one or two other ramp spells (I might consider cutting Burgeoning if you don't add in more card draw) are worth cutting. I think 10-12 is a good number of ramp cards for this deck. Some of the weaker auras I'd look at are Scourge of the Nobilis , Felidar Umbra and maybe Mammoth Umbra and Burning Anger . Maybe I'm wrong about most of or all of those auras. That seems like the most difficult category to cut from.
I hope you've had fun reading all of this and that maybe a couple of my suggestions make a difference.
6 months ago
MaStCu Hahaha, Yes! I would love to tell you how the deck plays, that discription isn't too informative :)!
Step 1: Typically, you try to get out Tallowisp asap, but if you don't think it will survive, wait until you can do both Step 1 and 2 at the same time.
Step 3: Cast a Spirit/Arcane spell, search your library for Shield of Duty and Reason . Enchant Tallowisp . Now that that's done, your Tallowisp has protection from everything except white. (Kill white players first because of that)
Step 4: Look around the table, find the most problematic commander. Cast a Spirit/Arcane, search you library for an answer.
Step 5: You can mostly just start making the rest of your opponents boards unable to attack, while finding Ethereal Armor . Keep in mind that if you need a cath all answer, Reprobation & Choking Restraints are your best bets.
You can also tutor up cantripping auras to make your spirits draw you a card, and give protection to your opponents creatures to make other auras fall off.
Hope this helps!
8 months ago
Hi SwiftDeath, thx for your suggestions, I really appreciate it!
Skullclamp : Performed quite well so far. Has inherent synergy with the commander, it's a turn1 drop with no coloured mana requirements, draws plenty of cards and always has tokens around to "clamp" ( Queen Marchesa , Ogre Slumlord , Ophiomancer , Teysa, Envoy of Ghosts , Rite of the Raging Storm , to name a few). It's even often the case that I equip a creature that Skullclamp does not kill and then proceed to sac that creature to an ability or spell.
Sunforger : I checked your build and you have a whopping 15 targets for it. Should really shine on your deck! Mine currently runs only 4 legal targets making sunforger way less appealing. It will soon be 5 targets as I am going to cut Vindicate for it's instant-speed counterpart Generous Gift . I'll add it to my Maybeboard and keep an eye on my Instants package.
Sun Titan : 6 cmc slots were already pretty crowded but yeah, I should probably run this anyway!
Rakdos Charm / Mimic Vat : Overall am satisfied with my graveyard hate package ( Rakdos Charm , Bojuka Bog and Relic of Progenitus ) This last one may be a wasted slot but is also a concession to turn1 plays and a proper mana curve :) Regarding Mimic Vat , my creatures (with some exceptions) are mostly of the pillow-fort/rattlesnake type that perform by being in play and using the Vat on them is really unexciting. Of course that I can see it being useful using it on the opponents creature but atm I am going more for graveyard hate that catch everything and not just creatures.
Kaya's Guile : When I saw the spoiler I got really excited about this card but after reading it multiple times it become clear that besides the exile graveyards option all the other ones are underwhelming. Specially the first, you will of curse remove some "weeds" from your lawn but the "cactus" that you NEED to take care of will "thorn your derriere".
Blind Obedience : Not the kind of effect I am looking for. I want my opponents to attack as soon as they can. Not me though.
Asha's Favor / Sword of Vengeance : Not a fan of the aura as it will often just go to the GY because my opponents killed my creature in response. The Sword of Vengeance is another story. Will stick around and does two things that benefit greatly my deathtouchers giving them First Strike and Vigilance. I will add it to the maybeboard and try it out.
Regarding your list, is your deck performing with only 30 lands? Seems way too low and besides that you should also look into reducing a bit the number of spells on your 3cmc and 4cmc slots. I think that these changes alone will allow your deck to run smoother.
8 months ago
Anything I can think of is already in my version. Although I have more removal that I can abuse with Sunforger . It is currently updated to modern horizons and I really enjoy how the deck runs. One thing I discovered is Skullclamp is overratted with queen marchesa. It seems like an auto include cause you can sac your 1/1 assassins to draw 2 cards but you value the extra draw for being the monarch more than the tokens. It was replaced in favor of other effects like Blind Obedience and Gift of Immortality . Also I had issues in the past with developing a win condition, I can only stall out my opponents for so long. I used cards like Asha's Favor and Sword of Vengeance . Cheap cards you can attach to your general that allow her to attack without your opponent wanting to block and you can get them back from the graveyard with Sun Titan . Against graveyard strategies I use Mimic Vat and Rakdos Charm I find rakdos charm is useful when my opponents try to go for combos too. I can surprise kill them when they try to make X creatures or it can destroy an artifact at the very worst. I also recently added Kaya's Guile as another removal spell for creatures and graveyards. Here is a link to the deck and let me know what you think. Long Live The Queen
1 year ago
Ive used Grand Abolisher in this before, but my meta just doesnt have many control players so its just not worth using until things change.
Aven Mindcensor would be nice is my focus was more control and using Land D effects, but again not the focus for this design.
Fetch lands is going to part of the last upgrade for the deck.
Cartouche of Strength is relatively a new one for me. I dont play standard but it does seem appropriate for Uril.
Green Sun's Zenith was in this at one time, but with limited targets I found it to be more of a nuisance than effective play. Its great to grab Argothian Enchantress with but then with limited creatures to enchant with a deck highly built on auras the fanciful idea sounds like the thud when punching mud. Instead Id rather ramp for quicker plays.
1 year ago
Doubling Season Atraxa, Praetors' Voice and Witch-Maw Nephilim are all very good for this deck, proliferate mechanics are great, i think you could take out Centaur Battlemaster Asha's Favor im not sure what else but you've got an abundance of green and creatures so maybe cut something from those two categories