|Commander / EDH||Legal|
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Enchantment — Aura
Enchanted creature can't be blocked except by creatures with flying or reach.
Enchanted creature can't be the target of spells or abilities your opponents control.
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Canopy Cover Discussion
1 week ago
Varolz, the Scar-Striped is a great card if you want to be the first to recover from a board wipe.
But I actually, apart from the colorless ramp, tend to not run "staples", so that each of my decks feels fresh and unique...
1 month ago
If you want more offense, I have two suggestions: unblockability and hexproof. Aether Tunnel and Infiltrator's Magemark are great. But what really takes the cake here is Spirit Mantle. It is unblockable, but also dodges creature abilities. For hexproof, I have three suggestions: Alpha Authority, Shielding Plax, and the best of the three, Canopy Cover.
1 month ago
Looks nice, +1.
Advice i can give is mostly in my own muldrotha list. Thinking of adding your mists to mine, as well as Canopy Cover
If i were to make any cuts to your list it’s probably consuming abberation, buried alive and nissa. Especially nissa doesn’t seem to synergise all that well.
Let me know if what you think of mine :) Muldrotha, Tides of Madness
1 month ago
I run a similar Karona, False God build, and have some suggestions based on my own experiences with her.
I have found Sovereigns of Lost Alara to be quite helpful. In addition to being able to close out games itself, the ability to turn any creature into a mini-Zur is quite useful. If Sovereigns is run, Eldrazi Conscription is a fantastic card to cheat into play. With Sovereigns, any creature you control can become a win condition - I have won a surprising number of games by cheating Eldrazi Conscription onto my Argothian Enchantress.
Armadillo Cloak is a fun little card. Because it does not give Lifelink, you can gain health whenever Karona attacks, regardless of who controls her. In a pinch, it can double as threat reduction, as you will heal if an enemy creature attacks you. Note, this will not prevent lethal damage, since its ability goes on the stack.
Song of the Dryads, Imprisoned in the Moon, and Darksteel Mutation are all solid removal spells, particularly with enchantment synergies. Since they do not force a change in zome, they can semi-permanently remove an enemy commander, as they’ll be transformed with no option to return to the command zone.
Defense of the Heart is a solid card and can be used to cheat out critical creatures. It looks like you have several worthy targets to make the card worth it.
Canopy Cover is a pretty nifty enchantment - not only does it grant evasion, it is one of two cards that give an ability akin to hexproof without actually giving the creature hexproof. Because of this, you can still target Karona with enchantments, but your opponents cannot do anything to her when she is under their control.
Hope some of that helps. Here is a link to my own list if you are curious: Pinball Wizard - Karona, False God EDH.
2 months ago
Motherhood has been laying claim to the majority of my time these last few months, so my dear cats & rats have been on the back burner until recently. Today I present to you a much improved version 3.0.
In this tight new version I have ditched the weaker links Adaptive Automaton and Mimic Vat. I toyed around with the idea of adding +1 Lightning Greaves and +1 Canopy Cover because my precious kitties have been getting a lot of hate, but in a meta game with a lot of Wrath of God and a deck where most creatures have CMC<4, it dawned on me that Unearth would make a much better fit.
These improvements have really moved the deck up the ranks, and I'm now convinced it will find a cozy spot in my permanent collection.
3 months ago
4 months ago
Here's some suggestions based on my own experience with Voltron Karona:
Vow of Duty is pretty useless on Karona as she doesn't really benefit from Vigilence. Run Vow of Wildness instead--Trample is fantastic when you're trying to force through commander damage, and that extra +1/+1 makes a difference.
Howling Mine is an incredibly mediocre card. For card draw, I would recommend running enchantresses--Argothian Enchantress, Eidolon of Blossoms, Mesa Enchantress, and Verduran Enchantress are all strong options.
Canopy Cover is an interesting little card. Unlike most enchantments, it does not give the creature hexproof. As such, your opponents cannot target Karona when she is under their control, but you can still enchant her. That it adds evasion is just a nice extra touch.
Armadillo Cloak gives a nice boost to power, the invaluable trample, and lets you heal whenever Karona attacks.
Ethereal Armor is an explosive card, capable of quickly ending games.
If you are curious, here is my Voltron Karona deck. It might provide some other ideas:
Commander / EDH
SCORE: 17 | 31 COMMENTS | 1579 VIEWS | IN 3 FOLDERS
4 months ago
OK, lets ponder those responses a bit:
"The advantages that Mono-green has over the splashes is the fact that I CAN in fact play with the special lands and I don't have to break the bank juggling fetch lands and shock lands and dual lands, etc." - sure, you usually get budget savings by having a non-fetch manabase. However, I am still pretty sure that having 1/3 of your lands produce colorless is a mistake. Additionally, fetches in a low-land count deck have an impact on the chance to draw lands. I do not think you have games where you want a fourth land, so having fetches reduces that chance ever so slightly. Fetches also power up Become Immense, which you are curiously not playing.
"With Noble Hierarch I effectively have 18 green mana sources and I generally do just fine with two or three on the board" - one of green sources can and should be used as a pump spell. The 4 hierarchs are vulnerable to every removal ever printed, so they are not reliable. You have 13.5 green sources and they are not enough. You cannot afford to run that few. Infect is a combo deck - you want to cast 2 spells every turn, starting on turn 2, until the opponent is dead. You cannot do it with so few colored sources.
"reduced dependency on colored mana granted by my weird creatures (which I like a lot, by the way)" - neither of them are very good. Necropede is 1/1 for 2 with infect. It does not have flying like the black one or unblockable as the blue one. Ichorclaw myr is medium at best - its ability achives not much without trample, so it is entirely reliant on Rancor. In mono green, Blight Mamba is probably your best choice, since it can blank any non-path to exile removal. But with your current mana, you cannot support it.
"Exalted has been a real boon for me and Cathedral has often been the difference between 9 and 10 poison counters in games." - pendelhaven does the same and still gives you green. Exalted without trample is probably not very good, so you are making your deck overreliant on Rancor.
"As far as Canopy Cover goes, the most common response I get from opponents when it hits the table is 'what does that card do again? oh s#!t...' as all their targeted removal suddenly goes 'poof' in their hands" - if I was your opponent, I would say "In response..." and 2-for-1 you.
"Ditto the effect that Spider Umbra has had on players who rely on board clearers." - In response.., sac effects, exile effects still work wonders though. At least this one grants some power, but 1 power for 1 mana is not where you want to be.
"I will be the first to admit that this configuration is just a hair slower than some Infect decks - though I still get plenty of turn three wins - but I've found it to be far, far more consistent than any version I've played in the past." - Infect has even t2 kills, but that is outside the realm of the feasible. I have to say - how is it more consistent than UG infect, that has access to serum visions and opt to filter its draws? Or more consistent than GB that can back up its creatures with hand disruption and has more evasive creatures? Sure, with the splash you run higher on getting color screwed, but the benefits outweigh the negatives.
"From my perspective, giving an infect creature both hexproof and evasion IS a buff, often times making up the timing difference by getting around blockers " - ok, so losing a turn to get around potential blockers is not OK. Losing a turn in a deck that cannot afford to be slower than the opponent. Additionally, unless faced with Young Pyromancer, no ground creature can ever be a problem for an infect creature. Usually, an infect creature vs ground creatures is The Abyss. But in mono green, you cannot afford that since you run the risk of running out of steam.
You have no backup plan in infect, which is good. You are a finely sharpened rapier that strikes a single point hard. But is also easily stopped. Taking a turn off to cast Canopy Cover dulls your blade and makes your opponents stronger.
Other decks are also turn 4 decks - bogles, burn; humans and Company decks (to a lesser extent, but the chumpers are endless); BR Hollow one is even t3, UW/Jeskai control can start casting cryptics on turn 4, affinity is t3/t4 deck, colorless tron has balista on turn 2 or a powerful eldrazi on turn 3. Mardu Pyromancer is probably your worst matchup as they can strip your hand and board by turn 3 and/or simply cast Lingering Souls.
All in all, mono green can work as a budget option for infect, but not for a competitive environment. By playing mono-green, you sacrifice your backup plans, your creatures are worse and you lack sideboard options, you are overreliant on Rancor, all things very detrimental in a competitive environment. I am all for innovation, but this is a step back in terms of competitiveness. If you do not plan to play this at tournament - do anything you want at FNM; but I would not play this version in a tournament.