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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Conviction
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+3.
: Return Conviction to its owner's hand.
LynxGoddess on Mighty Morphin' Aura Rangers Battlecruiser
2 years ago
Cool concept! It's clear you're telling a story with your deck and I think you've done really well in representing it through your card choices. I'm not to familiar with the Power Rangers myself, so I'll give some advice but I'll also expect you to only listen to what makes sense to you! ;)
Your plan seems to be to get Siona on the table and start playing big auras to suit up several creatures and make them scary threats - fitting the theme you're going for. That's gonna be pretty hard and costly in many games since you will need to spend a lot of mana to play these auras and won't have much resources (mana, cards, protective spells) to keep your rangers alive, while those rangers dying to a kill spell will cost you several cards if you've played the auras on them. I'd look on a few options to give your rangers more chances to shine.
- Cheaper auras that you can play earlier. They will not have as much of an impact, but they will give you everything you need most of the time and will do so many turns earlier. (Angelic Gift, Alpha Authority, Daybreak Coronet, Gryff's Boon, Bonds of Faith etc.)
- Auras that don't lose you resources. By drawing a card on entering the battlefield, letting your creature draw cards or returning from the graveyard you can keep your momentum goingeven if a ranger bites it (this also makes it less attractive to kill them in the first place). (Rune of Might, Rancor, Conviction, Keen Sense etc.)
- Introducing more interaction, mainly in the form of protection. (Veil of Summer, Heroic Intervention, Rootborn Defenses etc.)
Perhaps losing the bigger spells would feel like the deck loses its identity - and then they should stay in. But if it feels like they arrive too late or get stuck in your hand, then maybe the card in your hand should be some other card that does more for you when you need it? Try things out and see what sticks, perhaps something I said has caught your eye! :D
TheChaosVault on Cat Attack
3 years ago
If you're running Tethmos, you might consider Conviction or Whip Silk to get more value, or Aura Fracture to repeatedly use Rancor for the same purpose. Also, I would dissuade you from using a card advantage- and mana-negative card like Scythe Tiger while Fiery Cannonade is still in the meta - you really can't afford to play that card unless it sticks for a few turns.
EnbyGolem on Tana the Enchantress
3 years ago
Wow, this looks like a lot of fun! I must say, I don't see a lot of enchantress + Voltron + red; I really like that you are going into a unique build that's all your own!
I really like Retether; I use it in my mono white Sram, Senior Edificer Voltron deck and it is amazing! Conviction/Gryff's Boon/Flickering Ward (in acending order of efectivness) are also deceptively good cards if you reliably have enchantresses out on the field.
I know you are wanting to keep to a strict theme but if you want any emergency 'go-wide-now panic buttons, Second Harvest, Glaring Spotlight, and Overwhelming Stampede are powerful options that still seem like they would operate well within the greater strategy of your deck.
king-saproling on Alela EDH
4 years ago
This is very good for a first EDH list. These cards seem interesting with Alela, maybe you'll consider them: Mark of Eviction , Conviction , Mesa Enchantress , Spark Double , Seal of Cleansing , Seal of Removal , Lunar Force , Favorable Winds , Intangible Virtue , Fanatical Devotion , Ertai, the Corrupted , Bident of Thassa , Hall of Triumph , Hanna, Ship's Navigator , Angelic Renewal
Sabels on
4 years ago
Mystic Remora , Tidespout Tyrant , Shimmering Wings , Conviction , Attunement , Laboratory Maniac , Jace, Wielder of Mysteries , Mirror of Fate , Demonic Consultation Same as above
Sabels on
4 years ago
Mystic Remora , Tidespout Tyrant , Shimmering Wings , Conviction , Attunement , Laboratory Maniac , Jace, Wielder of Mysteries , Mirror of Fate , Demonic Consultation * Same as above.
king-saproling on Budget Alela Enchantment EDH
4 years ago
You might like these cards: Cloud Cover , Flickering Ward , Mark of Eviction , Conviction , Lunar Force , Seal of Cleansing , Zur the Enchanter , Spark Double , Animate Dead , Doomwake Giant , Thoughtrender Lamia , Coastal Piracy , Distant Melody , Cultural Exchange
multimedia on Daxos - Guess Who's Back? Back Again? Dax is back.
4 years ago
Hey, saw your forum topic asking for help.
Nice upgrade of the precon, but consider less creatures, more one and two drop enchantments? Lots of creatures is not really needed because Daxos is a repeatable source of creatures from the Command Zone. For him to create a token that's worth three mana then you need to be casting enchantments. One and two drop enchantments can give you experience counters faster and also reduce the avg. CMC of your deck.
- Flickering Ward
- Conviction
- Kaya's Ghostform
- Animate Dead : reanimate a creature from any graveyard including an opponents.
- Angelic Renewal
- Luminarch Ascension
- Darksteel Mutation : shut down an opponents Commander since it doesn't destroy or exile so the Commander can't go back to the Command Zone. The Commander can't do anything until this aura is removed and indestructible prevents it from dying from most board wipes.
- Blind Obedience
- Authority of the Consuls
- Aegis of the Gods : enchantment creature, give yourself hexproof.
- Dreadhorde Invasion
Ward, Ghostform and Renewal can protect Daxos. Bounce Ward for one mana and then cast it again. For Ward is an engine to get experience counters with Daxos, draw a lot of cards with Mesa, gain a lot of life with Coinsmith, create a lot of Angels with Throne, etc. Conviction can also be an enchantment engine for .
Ascension can be a repeatable source of creatures it's amazing in multiplayer Commander because it looks at each opponents end step. Obedience and Consuls expand on the pillowfort strategy which is helpful to stall opponents, giving you more turns to get experience counters, get other value from casting enchantments and make Spirits with Daxos. Exort is also a deceptively powerful effect in multiplayer Commander.
Hall of Heliod's Generosity from Modern Horizons brings a new graveyard strategy with repeatable enchantment recursion for white enchantress decks (wanting to cast enchantments to get value). You can now use your graveyard as a source of enchantments. Hall has good synergy with an enchantment that can sac itself to give you value such as Seals, Aura of Silence, etc. since you can recur it, draw it and cast it again. Sun Titan is very good repeatable reanimation of 3 or less CMC permanents includes enchantments and lands.
Other budget cards to consider adding:
- Command Tower : best land for multicolored Commander decks.
- Caves of Koilos
- Concealed Courtyard
- Reliquary Tower : no max hand size is helpful when drawing cards with Mesa.
- Heliod's Pilgrim : tutor for an aura.
- Open the Armory : tutor for an aura or Boots/Greaves.
- Talisman of Hierarchy : two drop Orzhov mana rock.
- Commander's Sphere
- Mind Stone
- Swords to Plowshares : staple white creature removal in Commander.
- Generous Gift : soon to be staple white permanent removal in Commander.
- Read the Bones
- Night's Whisper
- Day of Judgment : four drop creature board wipe.
- Fumigate : five drop creature board wipe that gains you life.
I'm not going to give you an exact plan of what cards to cut and replace. Instead, I'm giving you lots of options, list of 26 cards to consider adding and list of lots of cards to cut. I'm leaving it up to you to make the decisions of what you cut. My advice of cards to cut are creatures and high CMC cards. Cards that don't give you value right away or repeatable value over time can be cut. The exceptions for these kinds of cards is removal, board wipes and draw spells, but you only want a few of these kinds of cards not a lot instead focus on enchantments.
Cards to consider cutting:
- Temple of the False God
- Vivid Meadow
- Orzhov Guildgate
- Vivid Marsh
- New Benalia
- Herald of the Host
- Necromancer's Covenant
- Deadly Tempest
- Teysa, Envoy of Ghosts
- Dreadbringer Lampads
- Treasury Thrull
- Thrilling Encore
- Thief of Blood
- Silent Sentinel
- Celestial Archon
- Vow of Duty
- Vow of Malice
- Kor Sanctifiers
- Corpse Augur
- Burnished Hart
- Banishing Light
- Traveler's Amulet
- Ghostblade Eidolon
- Nighthowler
- Orzhov Cluestone
- Death Grasp
- Finale of Eternity
- Ancient Craving
- Nevermore
- Marshal's Anthem
I offer more advice if you would like. Good luck with your deck.