|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Mythic Rare|
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Chance for Glory
Creatures you control become indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Chance for Glory Discussion
1 day ago
1 week ago
The release of guilds of ravnia inspired me to include a more robust sunforger package to playtest - for anyone following the decklist, I removed Elspeth, Knight-Errant, Hope of Ghirapur, Gift of Immortality, and Plains and replaced them with the following: Mistveil Plains Tithe Chance for Glory Angel's Grace. Preliminary testing results are good!
1 week ago
Hi again Sagarys. After playing this deck in the current Modern format here is what I found out. First off it's explosive and definitely still lives up to it's name. Swiftblade Vindicator is a perfect upgrade for Boros Swiftblade. She's seriously an all-star in this deck, and her only drawback is she gets countered by Goblin Chainwhirler. Other than that, no changes to the deck.
Tajic, Legion's Edge is not better than Anax and Cymede and isn't worth using over Emerge Unscathed in the sideboard. Chance for Glory can be fun in casuals but I wouldn't make it a mainstay because it is too conditional. I tested Rush of Adrenaline and Integrity / Intervention against Titan's Strength and it's obvious Titan's Strength is better. The scry is just too valuable for consistency.
3 weeks ago
I played the deck a lot this last days. Your exact list and sometimes with other very minor changes. It is a fair deck, I really like it. But it is also kinda frustrating when you end up turn 4 or 5 with still 3 mana and/or only 2 drops minions with 0 draw to help you getting out of problem. And at some point, I think midrange deck need at least to have some. Here's what I've done.
- It is an instant so it permit to clean the way so you can attack with your small 2 drops.
- To finish most of planeswalkers like Vraska, or Tefeiri which, at this point because you've played agressive early will most likely use their 2nd ability ending up at 1 or 3 loyal points.
- It permits me to finish my opponents more than 50% of time (I have the feeling that it is more than 70% actually). And just that is insane. The problem with Lava Coil is that because you have no hexproof or whatsoever, a lot of time I find myself in a position where my board has been cleaned up, or is entirely blocked and my opponents only have less than 5 HP and I have no draw to kinda recreate a decent board. Golgari will Block you kinda easily, Controls will not let you finish, And it's hard to spend 4 life to keep Adantos on board vs aggro deck because you'll loose more life than him early. And in that last case, Lightning strike has way more value to deal with cards like Goblin Chainwhirler. So my strategy is, be as aggro as possible against control deck and finish him off with Lightning Strike or manage the biggest aggro threat the time I have my Angels. It really works better, at least for me.
Since I cannot be less aggressive vs control and I can take a bit few time vs Aggro, I'm only playing 3 copy or less of each 4+ drops. Aurelia, Lyra etc. to make some place to try some draw card and especially Risk Factor. I tried almost every draw card and it seems that it is this one that works better amongst all others. Why though ? Because first, it is an instant. WITH JUMP-START. And it is.. absolutely amazing to play with. Let's take my previous example. I'm playing vs control and I'm stuck with 3 land and only 1 or 2 2drops here. Well, at least I have a board that dealt some damage early game and I can manage to play this card even if it's countered. Because if he greed these 4 damages too much, you'll kill him with Lightning Strike anyway. And I'm not afraid of discarding an Aurelia, or a Lyra, I can't play them anyway and since I'm stuck at this point, It is preferable to commit into searching for that next land that will give you possibilities. I'm not saying it works 100% of time eh, but it definitely unlocks a lot more potential.
The other problem I have is that, even game I could have curved perfectly until turn 5, sometimes it just stops because, well, no more mana for Resplendent Angel , not enough control to manage opponents board so...well, you know at this point you have to tighten your butthocks until you draw an other land or something. I'm sure you've already encounter this frustrating position. Where you curved everything perfectly but you need, a slightly bit more options. It's not about power, it's about options.
Just to finish with most serious drawer I tried.
Mentor of the Meek: easily countered, easily managed. Doesn't rly works since it slow your deck more than it looks. It even sometimes prevents you to keep mana for Response / Resurgence or Justice Strike if you run it or else. The only good interaction i found is when your 0/1 phoenix token pops or Phoenix to rebirth, during the second phase of Benalia or with the -2 of Ajani. It's not THAT bad. It's just not that good.
Dismissive Pyromancer: Well, that one is not bad at all since it's only a 2 drop. But still, it's a creature that easily get shocked away by anything. So I often use his ability only once or zero. Since Adanto is most likely not targeted, the only other logic choice to kill a creature on board is this one. But maybe I'm playing it bad. I'm not sure.
Boros Locket: Nope !
Arch of Orazca: Not bad, still wondering how many to run in the deck. (1 or 2).
Dawn of Hope: Well ... if only it could apply any kind of pressure that would have been good but. Early game it's a dead card, and in midgame you most of the time have better option. 4 mana for a 1/1 lifelink is deadly expensive. It would have been a 2/2 knight vigilance that might have been better actually. Let's be honest, you prefer cast Ajani, Aurelia or anything else for 4 mana. You don't have a lot of lifelink source in the deck until end of midgame so. It's meh. I thought of pairing it with Fountain of Renewal which is a drawer I still didn't try. But I guess It's the same problem. Doesn't really help early, and doesn't help in lategame.
I'll try it a bit more in the next days, I still don't know if I should run 3 or 4 copy of Risk Factor, but maybe you should give it a shot.
Last but not least, Chance for Glory won me a lot of game. I just played 1 to test it. It seems that I very underestimated the card. It is also this kind of 'option' that unlock your board when you can't just finish your opponent.
1 month ago
Hey, this looks like a solid list so far, I like it, but there are a few things I highly recommend to make it much faster and more consistent
First off, I would highly recommend more card draw. I see you have some, but it could definitely use at least Rhystic Study and Sylvan Library. Those are possibly the best card draw engines in the format. Skullclamp also looks amazing in this deck.
Secondly, some more mana acceleration would greatly help the speed of the deck. I would recommend at the very least Birds of Paradise, Noble Hierarch, Bloom Tender, Mana Crypt, and Deathrite Shaman. Commander's Sphere, Thran Dynamo, Mana Vault, and Gilded Lotus also wouldn't hurt, but they aren't as essential.
I know they're not warriors and might seem kinda boring, but they are crucial to a successful deck. I would also recommend cutting the lands the enter the battlefield tapped in favor of all the fetchlands and original duals if you can afford them or can proxy them. Considering this optimized landbase, Farseek, Nature's Lore, and Skyshroud Claim all become viable options if you need them since they hit shocklands and the og duals as opposed to Cultivate and Harvest Season (though I don't think you really will need them).
As for cuts, at first glance, Archetype of Aggression doesn't seem overly strong considering the bulk of most of your creatures. Combat Celebrant seems redundant with Najeela, and Thrilling Encore is probably just better than Garna, the Bloodflame, but you might need to maintain your warrior count, you've done more testing than I with this deck, so that's up to you. Aggravated Assault seems unnecessary for the same reason as celebrant, but it's not even a warrior. Wretched Confluence is actually surprisingly weak, I'd recommend cutting that. Chance for Glory isn't really the greatest; it does nothing the vast majority of the game, sometimes all of the game. You're in blue, just run Time Warp if you want an extra turn. Kolaghan's Command is dissapointing in edh as compared to modern. If you're looking for something that hits multiple targets, you can run Decimate and Curtains' Call. I'd also recommend Austere Command for this. Noxious Revival seems kinda unnecessary for this kind of deck, but it's fine.
A few random suggestions to end off, I'd recommend at least having one or two emergency counterspells like Pact of Negation, Negate, and/or Disallow/Counterspell. I would also highly recommend a Craterhoof Behemoth. That thing slaughters people. Eldrazi Monument also seems great in this deck due to all the tokens you're generating.
Sorry, I know that's a lot more suggestions for additions than cuts, but that speaks to the power of the list you already have here. It's kinda tricky balancing the warrior count with other "better" options. Trust me, I played a Gishath, Sun's Avatar deck back when he was released, and keeping dino numbers high while trying to run as many cards that are just better was rough, but it can be done. Keep at it!
1 month ago
I would lose Myth unbound and one of your Propaganda effects. I would be tempted to pull Ghostly Prison and Propaganda for Druids' Repository. Also not so sure about the Planeswalker. If you play them on Turn 3, they are completely unprotected. I would lean more into the attacking synergy of your deck. It is wants to be swinging at people. So maybe cards like Rootborn Defenses and Make a Stand. If you want to be hyper aggressive, Chance for Glory is fun.
Sheeeshh... there really are a lot of great 3 CMC cards.
1 month ago
Sunforger is NEEDED in any deck that can run Boros. If you have something like Comeuppance or Teferi's Protection it can save you whilst being empty handed, get any sort of removal, hell there's an infinite combo using sunforger Chance for Glory type effect, Mistveil Plains and Angel's Grace
1 month ago
raiden1717: Well, I could definitely see her as a more midrange build, perhaps using Sunforger to greater effect (maybe pair Chance for Glory and Angel's Grace on adjacent turns?). What do YOU want to do with her, if not Voltron?