Brave the Sands

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Uncommon
Khans of Tarkir (KTK) Uncommon

Combos Browse all

Brave the Sands

Enchantment

Creatures you control have vigilance.

Each creature you control can block an additional creature.

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C16

KTK

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Brave the Sands Discussion

Metroid_Hybrid on Hold Formation

1 day ago

I agree with the earlier comments; so rather than be redundant, here are the cards I think you should cut first when making upgrades (in no particular order)

Dearly Departed (You have no reliable way to get it into the graveyard), Fiend Binder, Elder Cathar, Midnight Guard, Cathars' Crusade (a bomb in EDH, not Modern)..

And finally, Loxodon Warhammer is strictly better than Butcher's Cleaver.. Basilisk Collar & Brave the Sands might be worth considering too..

ellie-is on Selesnya Heroic Inspiration

6 days ago

Nice deck! I wouldn't really run Lifelink though. I realize it costs a fortune (and one more mana, but it makes up for it), but Daybreak Coronet is infinitely better for that, if you can get your hands on it.

It might be nice to mainboard Hyena Umbra, too. Competitive play is removal heavy, and it won't hurt to keep your creatures a little bit safer.

It could also be nice to run more Spirit Mantles. Making a creature unblockable is pretty powerful - though I get that you have Emerge Unscathed for that already. Another thing to consider, though it has the downside of not targeting your creatures, is Brave the Sands, because it gives protection to all of them at once.

passascats on Noyan Dar, Token Control Deck

2 weeks ago

So, My Noyan deck is a good bit different than this one, but I've found making a land army is a lot harder than voltroning one land for big swings. You need Darksteel Citadel in here. I'm assuming your maybe board is cards you don't have yet, cause I would run almost all of those. View from Above has done mega work for me in past games. I like using spell repeaters like Isochron Scepter and Elite Arcanist, but then you have to make sure you have the targets for them, but your instants are all in that range so you wouldn't have to change much to fit either one in.
Evasion is also nice when your swinging with lands, cause your less likely to lose valuable lands in combat. Halimar Tidecaller can give your lands flying. Some off the wall suggestion that I find fun, but not really great: Equinox,Consecrate Land, Brave the Sands, Contagion Engine, and Inexorable Tide.
Lastly I would suggest vigilance for your creatures so you can swing and leave mana up for spells later. cards like Angelic Field Marshal or Heliod, God of the Sun.
Good Luck!

HaXepBce on Release the Saprolings

4 weeks ago

Some improvements for the decks after messing with it. Noticed that the biggest counter to the deck is control. Currently takes quite a lot to get the deck going, and having stuff blow up sucks. Definitely turn 4 (or earlier if you can ramp) get Tana out, and next turn play Sidar and start swinging with Tana to start getting saprolings out ASAP.Early game needs to focus on ramping and getting both commanders out and pumping out Saprolings ASAP. I noticed that hydras were a bit of dead draws. I never really wanted to play them over buffing on Tana.

Card Draw:Skullclamp Can use a few saprolings for good card drawHunter's Insight Play this on Tana. Worst case 2 cards, best case a lot more (if she's buffed)Keen Sense While only one card, 1 mana for guaranteed card draw per turn is nice.Regal Force Luckily Saprolings are green, so this can be a juicy card drawer.Fecundity With skullclamp = lots of cards. Otherwise a board wipe isn't an issue eitherSlate of Ancestry Gets rid of that bad hand for more cards, especially if hand is getting empty.

Buff Cards (replacing some blood rush could be helpful):
Chorus of Might
Intangible Virtue Can be beneficial if you only apply 1 buff to saprolings (so they cant be blocked)Might of the Masses Give Tana a huge buff for 1 mana
Triumph of the Hordes Can easily win with infect, or kill people with it
Brave the Sands Have an army of blockers and attackers constantlyGratuitous Violence Double damage without double strike

More Saprolings:Second Harvest
Parallel LivesPrimal Vigor
Verdant Force This one is amazing
Selesnya Evangel Helps get the early saprolings out.
Growing Ranks Again 1 saproling per turnSecure the Wastes While not saprolings, you can just make some soldiers instantly

More removal:Aura Shards This will shit on Zur so hard.

More ramp (Accelerates game, mana fixes, and reduces chance of annoying land draw):Harvest Season Swing in with saprolings and Tana and double landObelisk of Naya Fixes mana a bit since it is 3 colorsExplore
Natural Growth

Nature's Lore Pair this with one of those dual color cards that have Forest type for good mana fixing

Land:Getting some more dual colored lands can be helpful. Especially those scry lands.Also potentially Naya Panorama if you think mana fixing could be useful (green has good ramp to do the fixing you would want anyway).

Planeswalker:Elspeth, Sun's Champion Does what you'd wantDomri Rade That ultimate wins you the game. The first power is good too for bloodrush/more bodies.

Infinite Combats and win:Breath of Fury

Firebird on For the love of Angels

1 month ago

So, speaking as an Angel fanatic who refuses to give up on the idea of a Modern-competitive Angel-themed deck, there are a few things you have to consider. One is that your CMC is far too high. You'll be killed while having a hand full of cards you're still turns away from casting. You don't have near enough removal, or things you can do early in the game.

First thing you'll probably have to do is come to terms with having some non-Angels in there. I had to, but it doesn't have to break the theme. Thalia, Guardian of Thraben is a servant of the church of Avacyn, and in general a holy warrior, and fits the theme. She's great for slowing up decks, trades well early on, and helps buy you time to bring out the big guns. Knight of the White Orchid is great, as you've seen, and combos well with Emancipation Angel.

Here are a few general thoughts, and I hope they help.

Creatures

This needs to be changed a ton. Some are redundant, most are too expensive and don't do enough to compete.

  • Herald of War: This card doesn't do much, although you'd think it'd be helpful. It's a 5-drop, though, so by the time it comes online, you can already cast all the stuff you'd want it to speed up for you. For the same price you could have out Baneslayer Angel or put out something cheaper but generally more effective, like Angel of Jubilation.

  • Most of your creatures are too expensive and don't do enough. Even Platinum Angel at most stalls out until it can be removed, which is pretty easy to do. I'd ditch that one, and almost all the others. Even my favorite creature in all of Magic: Avacyn, Angel of Hope.

  • Start by looking at mana costs. If you don't have a 1 CMC creature, then you need at least 2-drops. So start with probably at least 3 (I run 4) Thalia, Guardian of Thraben. Knight of the White Orchid is also good, and if not that, something that disrupts your opponent like Grand Abolisher. Good blockers like low-cost Knights and Soldiers help hold the line until you need to bring out the big guns.

  • Emancipation Angel has a bit of a drawback associated with coming out, but this can be a strength when teamed up with Knight of the White Orchid. She's a 3/3 flyer for 3 mana.

  • Archangel of Tithes does a lot of work. Tough creature, makes it difficult to attack into you, or block. Especially good if you can get her vigilance with something like Brave the Sands or the like.

  • Angel of Jubilation is pretty amazing. Prevents some strategies while buffing your creatures to win battles. Also, that art is unbelievable.

  • Linvala, Keeper of Silence is also pretty nice. Good body for the cost and she can also shut down some decks almost completely. My Elves hate her, for instance.

  • For your top end, don't bother with going past 5 CMC, generally. Baneslayer Angel is pretty strong, but so is Sigarda, Host of Herons. You could also use Sigarda, Heron's Grace if you're going with more Humans for your low-level guys.

Artifacts

These can all go. Most are too expensive to put out and equip, and Angels tend to be pretty strong. They don't need many buffs. Your low-level guys could use them, but you'd be better served by putting out more creatures, or having more removal or defensive spells. Spear of Heliod isn't bad, but it's expensive and requires the creature to have done its job of bringing you closer to loss before you can do anything about it.

If you're intent on equipment, the various Swords work, and I'm a fan of Sword of the Animist, which helps you get lands out. I don't know that I'd bother with most of this, though.

Enchantments

Armored Ascension isn't bad if you can get it off, but I'd probably rather just run more Ghostly Prisons or the like. I'm not a big fan of expensive Auras because you can easily get 2-for-1'd trying to put one on. Brave the Sands isn't bad if you have a lot of cheap creatures, especially if they have first strike. For the same cost, Dawn Charm also has a lot of real useful modes.

Spells

You need far more removal. Path to Exile is a must. You could also put in Leonin Arbiter to help stuff their ability to benefit from Path or fetches. I'd run 4 Path, for sure. Any number of defensive spells can be good, like Brave the Elements for blocking or swinging through blockers, or Authority of the Consuls to slow down aggro and get you a fair bit of life.

Board sweeps are nice, and if you go GW, Heroic Intervention can help protect your own creatures from them or turn a combat into a complete rout. Settle the Wreckage has a similar drawback to Path, but a lot of Modern decks run few basics, and even if they get a few lands out of it, an entire attacking force being exiled is absolutely crippling. It also combines well with Leonin Arbiter. They could attack all-in, get exiled, and then be wide open to your counterattack. Do that once or twice and soon your opponents will think twice if you have cards in hand and untapped lands. Wrath of God is also great.

At least in the sideboard, Leyline of Sanctity is also amazing. Great devotion if it starts on the field, and when it's good, there's nothing better. Shuts down a lot of discard, burn has a hell of a time with it (especially if their creatures can't get past yours), even mill and general black staples like Thoughtseize get hosed by it.

Final Comments

Take a look at various Modern lists of what the best white spells are. Consider opening up to white/green, which solves a lot of mono-white's issues. Run more removal. Definitely run more low-cost creatures, and stabilize the higher-level lineup. You want more on the low side to help you buy time to bring out a Baneslayer or Angel of Jubilation to help you land a decisive attack. Some sweeps can help you control the board state.

If all else fails, surprise 'em with Mana Tithe. No one expects Mana Tithe. :P

Good luck!

JuQ on Uril the Enchanter

1 month ago

The point of the enchanntresses is being a card engine, not so much enchanting them and swinging with them (except for the Kor Spiritdancer, obviously), that is why Uril is there. You enchantres will be targeted and killed for that reason, some enchants will help you keeping them alive, but the more you enchant them the more you'll be losing when they get killed. In my opinion is best not to put too many eggs in one basket, make them chose between killing the enchantres or killing the threat.

Why would you need Awakening? you have really few cards with flash, no instants, no tap abilities and basically nowhere to spend mana outside of your turn, you would be untapping oponents lands for free. Now we are on the topic, you may want to get Vedalken Orrery or Vernal Equinox.
If it is about untapping your creature you could instead just use something that give your creatures vigilance like Brave the Sands or Always Watching .

Once you get your enchantresses you may also want to swap Explosive Vegetation, Nature's Lore and Rampant Growth for more of their land aura countersparts for maximum synergy. Some good ones you are missing are Wild Growth, Utopia Sprawl, Overgrowth and Weirding Wood.

tazz0r on Basandra, Battle Seraph

1 month ago

I ordered Guilty Conscience and Sundial of the Infinite to try infinite triggers.

Im removing Spellbook and adding Burnished Hart for some ramp, im also going to add Boros Signet just got to figure out what to remove to add it and i ordered Everflowing Chalice aswell.

I have Planar Bridge so i may add that for tutoring, I also have The Immortal Sun what do you guys think about that one?

I also have Hammer of Purphoros and Brave the Sands but again i don't know what to remove to add them, any suggestions?

Steelspike on Basandra, Battle Seraph

1 month ago

Well, maybe a couple of rocks would help. Boros Signet and Boros Cluestone for starters.

I feel that any deck with less than 3 colors doesn't need a Command Tower.

Also... Spellbook? How much card draw is there in your deck? I'm not seeing a lot, at least, not enough to justify (to me) a slot for spellbook.

Honestly, I wouldn't worry about lifegain in this deck, like, at all. Those slots could be better allocated to more aggro things like Hammer of Purphoros or Archetype of Aggression.

Never, NEVER underestimate the power of vigilance. Brave the Sands and Always Watching are ridiculously good, particularly in a multiplayer game.

I would seriously reconsider replacing Rain of Embers with something like Blasphemous Act or Star of Extinction.

Rise of the Hobgoblins is SUPER fun!

Reconnaissance is very silly in an aggro deck.

Last one for now, tutoring. Planar Portal and Planar Bridge are great for any deck.

Happy planeswalking!

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