|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Uncommon|
Combos Browse all
, : Add to your mana pool.
Price & Acquistion Set Price Alerts
|Have (18)||Friedrice24 , mtgmanatee , ZombieFood , Dr_Jay , Xikitten123 , cryptoplasm , frederiklw , sonnet666 , TheRealPeaches , brokendwarf , bakeraj4 , MoJoMiXuP , Suns_Champion , MattN7498 , LTmiller , abby315 , meowCat1234 , Vergil_Redgrail|
|Want (3)||Jose_Arrogantio , Malachy_ , mlouden03|
Azorius Signet Discussion
3 weeks ago
Overall, your deck seems like it's got a bit of an identity crisis. On one hand, it wants to play loads of big, splashy angels, but on the other, it wants to be a classic UW draw-go control sort of build. If you want to go the angel tribal route, I would switch the commander to something that gets you access to green, like Jenara, Asura of War or Sigarda, Host of Herons in order to get some much needed ramp (more on that later). If you want a more controlling build, I would stick with GAAIV but cut most of the angels. Control builds in EDH tend to win via infinite combo (in the case of "traditional" control, like your deck) or via locking everyone else out of the game with cards like Smokestack and Winter Orb.
Also, you're in sore need of some card draw. Without it, you're going to be stuck in the late-game waiting to topdeck something useful while your opponents are winning the game. Rhystic Study and it's cousin, Mystic Remora are staple cards for blue decks. Adding some extra cantrips, like Brainstorm, Anticipate, and Preordain will help you stack your draws and get the best of your cards. Some other good card draw options are Recurring Insight, Jace, the Mind Sculptor, Fact or Fiction, Foresee, Blue Sun's Zenith, and Consecrated Sphinx.
I mentioned ramp earlier, which your deck DEFINITELY needs more of. Angels are expensive, and they won't do you much good when you don't have the mana to cast them. First of all, I recommend running at least 36 lands, and maybe picking up a few more dual lands, like Azorius Chancery and Glacial Fortress. Another important thing to consider is mana rocks. Azorius Signet is an autoinclude, Hedron Archive is great in slower decks, and Fellwar Stone, while more effective in 3 to 5 colors, is still a great rock, especially when you're playing against two or three other people who'll probably have the colors of mana you'll need. White also has some non-artifact ramp options, like Weathered Wayfarer and Land Tax, which often put in serious work. If you splash some green, you also get stuff like Cultivate/Kodama's Reach, Sakura-Tribe Elder, Burgeoning, and Exploration to help get your angels out as quick as possible.
You're also running low on tutor effects, which are essential in a format where you can only run 1 copy of a given card. Unfortunately, the best tutor effects (for your deck) are green and black, so you'll have to make do with cards like Enlightened Tutor, Muddle the Mixture, and Fabricate, although adding green (hint hint) gets you great cards like Eladamri's Call, Wargate, and Green Sun's Zenith.
Finally, I would cut out some of your worse counterspells (Absorb, Dispel, etc.) for some removal, hate cards, and better counterspells. Board wipes like Austere Command, Wrath of God, Supreme Verdict, and overloaded Cyclonic Rift are all extremely useful, hate cards like Rest in Peace, Dawn to Dusk, and Grafdigger's Cage hose powerful decks, and white, being the king of removal, has some awesome spells like Path to Exile, Condemn, and Oblivion Ring. For counterspells, I would consider Cryptic Command, Summary Dismissal, Overwhelming Intellect, and of course, Counterspell.
1 month ago
Looks like a neat take on Ephara! However, there a few cards that stand out to me as out of place. Westvale Abbey Flip can't be played because its back side is black. Counterbalance seems a bit weird with no topdeck manipulation. Knight Exemplar has only 4 other knights to buff. I'm not really a fan of auras in EDH, and even though flashing in Spirit Mantle to save a creature might be cute, I'm not sure if it's good enough to make the cut.
The deck feels a bit lacking in the ramp department. Solemn Simulacrum and Knight of the White Orchid fill this role while also supporting the etb subtheme. Azorius Signet and Coldsteel Heart are some other good mana rocks to consider.
Finally, some other cards that go very well with Ephara. Deputy of Acquittals and Voidmage Husher are some other humans that help you get more etb triggers. Stonecloaker and Whitemane Lion, while not humans, are extremely powerful with Ephara, letting you draw every turn if you have enough mana. Faerie Artisans gives you lots of etb triggers, and also the etb/ltb effects of all the creatures you copy. In addition, you can flicker it to keep whatever token you currently control. Finally, Silumgar Sorcerer is a counterspell that triggers Ephara, and is even a human.
Hope this helps!
1 month ago
I'd suggest looking into some mana rocks to help secure your mana, since you'll need a chunk more to cast others' spells. Land Tax Weathered Wayfarer Sol Ring Azorius Signet Gilded Lotus Worn Powerstone are all great and usually cheap. Though land tax and weathered are kinda pricey. If your playgroup doesn't run a lot of enchantment hate, Endless Horizons is a great substitute for land tax as a land-drop guarantee.
1 month ago
For a deck based around noncreature spells, this sure has a lot of creatures in it. Now, I haven't played a prowess deck before, but I feel like you don't need to run every single prowess creature in here, especially cards like Bloodfire Expert, Dragon Bell Monk, Ingenious Skaab, Jeskai Sage, Jeskai Student, Mage-Ring Bully, Sanguinary Mage, Spellweaver Eternal, Umara Entangler, none of which have any significant abilities. To replace these, I'd run some mana ramp, which you have a criminally low amount of (one, in Chandra, Torch of Defiance). You could run Sol Ring, an EDH staple that every deck needs, also Azorius Signet, Izzet Signet, and Boros Signet, and if you want to get rid of your ramp later in the game, Mind Stone, Commander's Sphere, Hedron Archive, and Dreamstone Hedron will suit your needs. Some other ramp cards that can work really well in your deck are Chromatic Lantern, Coalition Relic, Coldsteel Heart, Corrupted Grafstone, Darksteel Ingot, Dowsing Dagger Flip, Fellwar Stone, Gilded Lotus, Khalni Gem, Primal Amulet Flip, and Pyromancer's Goggles. Obviously, you souldn't run all of these, but you should definitely consider them. The average commander deck should have around 10 ramp cards, though yours may want a few less, considering it's an aggro-ish deck. Also, Ponder's really good.
1 month ago
2 months ago
In that case best to go with cheap colored mana rocks. I like the hedrons for the card draw effects later game but Any of the Signets ( Ex. Simic Signet, Azorius Signet, Etc.) should workout. Dont forget Darksteel Ingot. Not tons of ramp, but great for color fixing and early game headstarts. Burgeoning May be worth considering as well. You know your deck best though so whatever works.
2 months ago
You could also use more ramp, like Azorius Signet.
2 months ago
First of all if your ramping into door to nothingness you either want duel lands or tri lands and Mana rocks such as the various border posts or signets. Secondly you want a secondary win condition, and my advice is (staying in colourless theme) Darksteel Reactor. Although slow, many people will try to work out ways to eliminate it because it appears to be a threat. Finally you need more blockers to help protect your plan. Keeping theme, Etched Champion and Myr Servitor fit nicely here.