|Commander / EDH||Legal|
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|Commander 2014 (C14)||Uncommon|
|Magic 2014 (M14)||Uncommon|
|Promo Set (000)||Uncommon|
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Brave the Elements
Choose a color. White creatures you control gain protection from the chosen color until end of turn.
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Brave the Elements Discussion
1 week ago
Thanks, MidgeRub. It's not relevant usually to sac blockers - sometimes it's useful as a means of baiting opponents, but usually it's Brave the Elements or Abzan Falconer that get the deck swinging. Nice suggestion!
1 week ago
2 weeks ago
I think you need more 1CMC creatures to establish your board faster. You have a lot of humans, so probably Champion of the Parish would be the best, though I recognize that isn't super budget. There are so many possibilities - I'm sure you can find some on your own if you decide to try to add more.
With your current AVG. CMC and especially if you add in a few more 1-drop creatures, I think you could go down to 20 lands.
Brave the Elements will be awesome here - you'll be able to make a lot of lethal swings many turns sooner as well as protect against a lot of removal.
I suggest running at least 2xDisenchant or 2xRevoke Existence over Demystify in your sideboard, depending on your meta. I also suggest at least 2xOblivion Ring or Cast Out for wide-range removal. Sanctify might be fun in your sideboard.
4 weeks ago
You have Brave the Elements to give your board protection against targeting and damage and allow them a way to swing through blockers. But you don't have much if someone just wipes the board with Damnation or Cyclonic Rift.
I recommend you cut the Wrath of Gods and instead add a couple Eerie Interlude. It's an amazing defensive card - you can declare blockers and then bounce them all out after the First Strike damage phase to prevent the damage done to them. You can also give your field evasion in case a big boardwipe would nuke it. Not only that, it reactivates the ETB effects of over 80% of your creatures, including engines like Mentor of the Meek and Captain of the Watch. Keep in mind that all the creatures see each other re-entering the battlefield, so all the Allies will trigger each other, and all the Humans will trigger Champion of the Parish, even if he is bounced and re-enters with them.
So yeah, that's my recommendation for Eerie Interlude. Alternatively you could run Teferi's Protection , but Phasing in doesn't activate ETB effects, and I think Eerie Interlude's selective ability would give you more options.
Nice deck, good luck!
1 month ago
Do you have a reason for not including Lone Rider Flip, Knight of Meadowgrain, or Rhox Faithmender? all of them help out a lot in my soul sisters deck, but if I had to pick just one, I would choose lone rider.
I'd put Brave the Elements in the sideboard. protection is a broken mechanic, and giving your entire board protection is just great.
1 month ago
Yes. Fleecemane Lion is white because it has white in its casting cost and doesn't have a color indicator or ability to overwrite it's color. If some other effect (such as Darkest Hour) is changing it's color, it won't be effected by Brave the Elements.
1 month ago
1 month ago
Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.
This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.
Here we go:
Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.
Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.
Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.
Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.
2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.
Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!
Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.
Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.