Enchantment — Aura
Enchanted creature gets +1/+3.
: Return Conviction to its owner's hand.
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1 day ago
Yes, I'm the mana screwed guy lol. If you're trying to cut back on cards, I would start with Knightly Valor and Conviction. Valor doesn't do much for your gameplan and is expensive, and Conviction pumps up toughness, which isn't much of a boost for lifelink creatures. You also may want to consider replacing War Oracle with Gisela, the Broken Blade. You have one more power plus built in evasion.
6 days ago
Those are Sram Deck musts to begin with. Whir of Invention is unnecessary usually but as a 1 of to find an aetherflux reservoir I understand it. I would lose the Inspiring Statuary completely if your deck isn't going to change much from what you have listed here. It's not doing much for you. At all.
You'll do well in standard. Your control is heavy but easy to play and can help buy time for your combo. Maybe try a couple Turn Aside in side board. Or Encircling Fissure as a white fog. There are better cards. Those are just easy to get.
1 week ago
K34, I like the idea of Conviction, but I already run Flickering Ward, which performs that function for less. As either are that powerful as actual enchantments, I don't think I'll use it as a redundancy quite yet.
Fracturing Gust... Destroy all enchantments, in an enchantment deck. Yes, I run some artifact hate, more because it's on theme than anything, but this just wouldn't fit.
Null Rod is fantastic artifact hate, but it is also an artifact. If it were an enchantment, I'd grab it in a heartbeat, but this deck isn't so much anti-artifact as it is a deck that I realized didn't have any artifacts in it, so I decided to follow the theme.
2 weeks ago
MassiveZelly, thanks for the suggestion. I've thought about including the other "Kaldra" equipment. The sword is by far my favourite due to the large power buff and removal ability. The other two are more expensive versions of equipment already in the deck (Darksteel Plate and Haunted Cloak). The chances of having all three of them out is pretty small. Still, it's worth considering. I'll think about picking up the other 2.
DarkEclipse18, I would love to pull off making Brisela by including Bruna. Unfortunately the deck doesn't have ways to tutor for the 2 angels so the chances are pretty slim of having them both. Bruna by herself is just OK. Her sister is far more efficiently costed. I had Conviction in when I first made the deck. I wish it costed 1 mana like Flickering Ward. It would make it so much better for cycling. However, I'll still think about throwing it back in if I can find room.
2 weeks ago
I agree with your assessment of Conviction. That card comes with a hefty bill for repeatable cantrip & not really offering any amazing utility, whereas I feel that Flickering Ward has a useful enough effect combined with just the right mana demand to make the cut. Really, IMO you can pay 3 cmc for one of the always-useful swords, get your card draw & probably find something else that will get you more draw anyway. I have found (at least in my deck) that I don't need to sacrifice utility for more card draw, I just draw in to more draw while fielding useful buffs (instead of worrying about 1 card recursion)
I'm sure those guys (in that video) know what they are doing & all, but I think the classic faux pas was made of focusing too much on card draw & too little on utility (even to the point of having 8 cards in hand). Usually at that point in the game that they reached I would have a mildly powerful Sram fielded, probably forcing people to discard on attack or double striking or some other useful ability (while also having some extra cards in hand)
2 weeks ago
Is this the video you're talking about? If so,
The Sram player dealt a measly 6 total damage over 5 turns, and then died to poison on Turn 7 due to horrid mistakes and misplays. He never did anything with the cheap Equipment he drew cards with and the 8 additional cards he drew from Sram ultimately accomplished nothing. He was more interested in drawing cards than Commander Damage the entire time.
That Sram list in general very suboptimal. Sram is not an excuse to fill your deck up with crap. There are 15 or so weak Equipment in that deck that are essentially filler to draw cards off of Sram. This is a complete waste of deckspace. Not to mention the deck's lackluster removal, missing Voltron staples, and other questionable card choices...
I don't mind another fast mana rock to enable Turn 1 Srams more often and I'll most definitely consider Mox Diamond, but not the others.
Chrome Mox - Mox Diamond only needs a land. Land are easy to come by and basic Plains can be expendable. Chrome Mox, however, requires a coloured spell. I'm not willing to sacrifice a solid card in the opening hand for an early Sram.
Mox Opal - Can't be active on Turn 1 without specific cards in hand. Metalcraft is enough of a downside for it to be inactive during inopportune times.
1 month ago
I think you might want to try and improve consistency. Having 3 copies of more cards makes the deck less consistent than focusing on keeping 4 copies of the key cards. I think Conviction, Renegade Map, and Scrounging Bandar should both be 4 of to trigger revolt consistently and Solemn Recruit should be 4 of especially since it is not legendary and gets huge gains from having revolt trigger. I also think you should work in some Immolating Glare for killing bigger creatures that don't die to Skywhaler's Shot and Monstrous Onslaught maybe in the side for the low to the ground decks.
I think that will give you a good start to making this deck a lot more consistent and even more fun to play with the revolt trigger!
1 month ago
Maybe I'm missing something .... but the description says Sram draw engine. The only card I see that will trigger Sram's card draw ability is Conviction (x4).
20 Lands seems low for a deck with no alternative mana sources.
I'd include a 3rd Odric, Lunarch Marshal, you can't really count on drawing into one with only 2 in the deck and being light on the card draw. And without him, you're army will end up on the weak side.
Solemn Recruit pairs well with Odric, but on its own it will likely fall victim to removal before it can build into a threat, the same can be said for Call for Unity, although enchantment removal is less common, in round 1 at least (almost everyone sideboards artifact/enchantment removal). It's still a 5 cmc though, which will make it tough to cast with only 20 lands and no additional mana sources. You won't be playing a land every turn most games, and it needs time to build after you cast it. I'd probably cut it. I'd also include some instant speed hexproof to give you at least a little shielding against removal. I feel like if I could pick off 1 or 2 key creatures, the rest would be significantly weakened and easy to roll over, and there's a lot of removal in standard right now.
Take all this with a grain of salt, I'm no expert on white/standard, and I've never even attempted a straight white build. Just bringing up what I think the issues you'll have to deal with will be. Good luck!