Conviction

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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

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.

  1. 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.)
  2. 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.)
  3. 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.

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.

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:


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.

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