|Commander / EDH||Legal|
Printings View all
|Aether Revolt (AER)||Common|
|Tempest Remastered (TPR)||Common|
Combos Browse all
Enchantment — Aura
Enchanted creature gets +1/+3.
: Return Conviction to its owner's hand.
Price & Acquistion Set Price Alerts
1 month ago
a cheep card to active revolt is Conviction it is a nice buff as well.
1 month ago
I changed 2 cards for now:
1 month ago
Hi Gleeock. Thanks for your indepth comment. I had the exact same feeling the last 2 games when I had Conviction in my hand. So this card is surely on the chopping block. The other options I will review for my next update. Thanks! I will be at your deck soon too...
Hey . Darksteel Axe is surely on the bottom of the list when it comes to effective equipment. After many games I felt that the amount of equipment/auras feels pretty well tuned. So this card, along with a few others like the one above, now function as a placeholder for when new equipment has been spoiled.
Paradox Engine untaps 10 targets. But with so much carddraw going on, I usually get a few out during a game. Only ones I had the engine on the board yet and that time it was bonkers, as I made a streak of casting 6 cards in a turn. Preferably I should even add a few extra rocks to get the most out of it. You got any suggestions regarding this?
Myth Realized : This is a short story. Usually we have games here with 4 or 5 players involved. Since Voltron is pretty lacking in multiplayer, I needed some sort of backup plan to last longer. Because doing the 21 damage to one player is pretty easy. But doing this 4 times to grab the win is a whole other story. When my playgroup sees me with this deck, they figured by now that I am dangerous if not dealt with after I whack the first player. And as a result they start gangraping me as soon as things turn dire for them. If you commander does not have vigilance, they overrun me... if they manage to tap my commander, they overrun me... But this is where Myth Realized can help me alot. Because its an enchantment, its harder to deal with. And when I need him as creature I can instantly 'activate' him. Because I am casting and drawing many spells, the counters on this enchantment fly high, which will deter most players of attacking me, since I can potentially have a huge critter to defend. So it's more of a big wall. In one game I was facing the last 2 opponents. I attacked one for the 21 commander damage and the other got a 19/19 critter on his roof simultaneously, which I gave some protection with equipment too. Solid win as you can imagine.... so in the end. It does not synergize at all.... but the first experiences did gave me more survivability in a multiplayer game..... ofcource if you are lucky enough to find it.
Alhammarret's Archive : I share your opinion after a few games with it. It's on the chopping block as of now.
I will be reviewing yor deck too. Thanks for your thoughts!
1 month ago
Well, for my 2 cents (I'm not the master judge of all things Sram, but I have solidly won a few games with mine):1. You have a SOLID amount of voltron support/draw trigger (& not just ineffectual garbage), Kudos! In my experience Sram requires some dedication to his ability to be truly effective, I've won the most games when my deck includes 30 (or greater), trigger cards in the deck - a good amount of which should be relatively effectual & not just garbage.2. While some of the Kaldra equipment is CMC costly, I've found the REDUNDANCY of their particular abilities to be a boon personally.3. Of your cards Conviction is the one I like the least, it always seems to be good in theory...but whenever I tried to play it I had enough card draw already in effect (usually at the price of 3 cmc) that there was no reason to cast a (3cmc) repeating card draw engine with the ineffective +1/3 ability... IN PRACTICE I always draw in to way better voltron options for a similar CMC & was never wanting for more recurring draw engine.4. Flat out Strata Scythe-like effects really hammered my opponents. The underwhelming looking Empyrial Armor, & Armored Ascension are generally ridiculous commander dmg engines.5. You went for more "destroy all creatures" spells than me which is fine. I have had good results with Divine Reckoning or Cataclysm & MLD -- Probably more of a meta-specific choice; my opponents rarely have a SINGLE keep on the board more threatening than Sram; & are so often swinging 3+ colors that MLD bottlenecks them much worse6. My own Sram deck undergoes many unrecorded changes so if you have any suggestions feel free to post, there's a good chance I already tried something that I just haven't updated on there yet :)
1 month ago
I've found Sram, Senior Edificer as commander with Puresteel Paladin, Mesa Enchantress, and Kor Spiritdancer to be a fairly reliable full hand. It helps to use self-bouncing auras like Conviction and Shackles.
1 month ago
A couple of suggestions of cats you could add:Prowling Serpopard to deal with control decks; Aetherstream Leopard + Riparian Tiger to better exploit charge counters; Scrounging Bandar early game creature that can help out your bigger cats late game; Scythe Leopard early game creatures; Felidar Cub can serve as artifact removal or just attack; Felidar Sovereign also a potential win condition
Some instants you could add:Acrobatic Maneuver + Eerie Interlude + Long Road Home blink a cat to avoid damage or to re-trigger Regal Caracal; Appetite for the Unnatural + Decommission makes great enchantment or artifact removal; Commencement of Festivities + Encircling Fissure to stall longer; Gift of Strength + Highspire Infusion + Mighty Leap + Shed Weakness + Swell of Growth for buffing; Gideon's Reproach + Immolating Glare for potentially cheap removal; Life Goes On is really cheap life gain and can combo with Felidar Sovereign; Lifecrafter's Gift can combo with Metallic Mimic; Pulse of Murasa is a generally good card; Prepare / Fight + Tenacity for a smack down end game
Some sorceries:Appeal / Authority + Driven / Despair + Engineered Might + Larger Than Life + Ondu Rising + Overcome for more end game smack down; Approach of the Second Sun could be a win condition if you want, especially if you're stalling; Attune with Aether for lands and energy; Chaplain's Blessing for extra life and to combo with Felidar Sovereign; Collective Effort has a variety of good uses; Dubious Challenge would work well if you get more high cost creatures; Earthen Arms + Incremental Growth for a permanent buff; Mouth / Feed for a creature and card draws; Not Forgotten to either fetch from graveyard or remove from graveyard;
Finally, a few enchantments:Cartouche of Strength + Cartouche of Solidarity + Gryff's Boon + Conviction + Iona's Blessing major creature buffs, Call for Unity + Trial of Solidarity end game smack down, Always Watching make all your non token cats stronger; Authority of the Consuls to punish your opponent and limit his blockers; Bonds of Mortality potentially add to deal with hexproof and indestructible; Bound by Moonsilver removal that can move; Durable Handicraft + Oath of Ajani + Retreat to Kazandu adds more +1/+1 counters; Overwhelming Splendor + Sandwurm Convergence wind condition; Gift of Paradise extra life and mana;
Of course, this is far more cards then you could have in your deck, so you'll need to mix and match. I really recommend Felidar Sovereign and some heal cards like Life Goes On, as this makes a potentially very easy win con. I also think you should try to exploit getting +1/+1 counters more, since green and white are perfect for that. Lots of potential cards for cat decks, I wish you luck finding a good selection.
2 months ago
Conviction doesn't grant protection, but it can be returned to hand and recast to trigger Heroic.
2 months ago
You can make the deck pretty cheap, adding money just gets you better equipment, auras, and creatures.