|Commander / EDH||Legal|
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|Urza's Legacy (ULG)||Rare|
|Promo Set (000)||Rare|
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Defense of the Heart
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart. If you do, search your library for up to two creature cards and put those creatures into play. Then shuffle your library.
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Defense of the Heart Discussion
3 days ago
Great start for your first commander deck. There are some Green/White staples that you should consider adding: Krosan Grip, Sylvan Library, Eladamri's Call, Green Sun's Zenith, Regrowth, Harmonize, Eternal Witness, and Tooth and Nail. With your heavy creature base Craterhoof Behemoth + Avenger of Zendikar would be a great finisher with your Defense of the Heart or a Tooth and Nail. I'm also a sucker for Akroma's Memorial when going for a creature-based approach.
5 days ago
moxen_1 looks like a fun deck. +1 from me.
Show and Tell, Hypergenesis, Defense of the Heart, and Oath of Druids could all work really well in here to cheat out your Leviathans. You should also throw in Brainstorm. Brainstorm in response to Oath to put a Leviathan right on top is pretty nasty.
1 week ago
thanks for the love on the primer! it took a lot of work to write :Dyou might notice it has a few outdated cards which i need to update, but life has been busy.
to come back on your landcount, i generally try to have my lands at 36-38, depending on how much i need and then add about 10-12 other mana sources in the form of ramp. but if your deck runs well with your current configuration, definitely keep it that way! fetches are not necessary to run 4 colors but they do help a lot. however in a meta where everyone is likely a turn behind because of taplands, its no big deal. should you ever look to get into fetches, start with the khans ones, as they're about 15-20. that being said, it still might be smart to look into lands with basic landtypes, because it makes cards like checklands, farseek and skyshroud claim so much better.
Marwyn, the Nurturer overperforms for me because i build my deck to be very ramp centric. my dream scenario is having a selvala out on turn 2-3 so that i have enough mana to cast a 6 or 7 drop on turn 4-5. you've probably noticed this in your deck too, how well they enable big plays. wel marwyn, although it takes a bit more work, falls into the same slot. i used to have a Rishkar, Peema Renegade in his position, and she was a lot worse. its also a little flavor thing, since i want as much as my deck to be legendary, and since mana production is so important, i like to include legendary mana dorks like marwyn.
urabrask, being the cheapest of the praetors (at like 4 after iconic masters) is also the least oppressive. though i have to say, garna is definitely a flavorful replacement!
the biggest reason i cut adriana and gahiji was that i needed space for other stuff and they did the least. but if they work for you (and your budget) they are suitable replacements for other big stompers like the preators. but if you look at pure power, would you rather have +3/+3 on attacks that makes combat a bit wierd from adriana, or 2+/2+ all the time and kill half your opponents boards with Elesh Norn, Grand Cenobite?
as for Selvala's Stampede, i need to try that sometime, seems really strong! a more fair version of Defense of the Heart i probably would cut something like primevals glorious rebirth for it, but i wanna try that a bit more too.
1 week ago
Consider the following:
You have a number of high costed creatures, making Defense of the Heart a strong option. A turn 5 Vorinclex, Voice of Hunger would be powerful; a turn five Vorinclex and Jin-Gitaxias, Core Augur is game-winning.
Sylvan Library is a bit expensive, but a great card--two mana for topdeck manipulation and the chance for additional cards when necessary.
1 week ago
seems like a no brainer, but I favored skite when I had Defense of the Heart in because I could make copies and abuse the redirect with flicker effects.
for now, I believe the blanket 2 for 1 will serve me better
2 weeks ago
Thanks, I hope you can use some of the cards.
Great! I'm looking forward to hearing your findings.
2 weeks ago
Hello there! So I would LOVE to help you out! Ok so as you have read the MOST and I mean ABSOLUTE MOST lands you can have is 40 and higher that is just not needed. In slivers or just making slivers form your sliver queen try getting cards like when a creature enters the battlefield and things like that and be careful of cards that so when you cast a creature spell instead of when a creature enters the battlefield. Artifacts - Keep Ashnod's Altar Chromatic Lantern Gilded Lotus Sol Ring Lands - Keep Canopy Vista Command Tower Dark Depths Flagstones of Trokair Gaea's Cradle Nykthos, Shrine to Nyx Pillar of the Paruns Thespian's Stage VesuvaInstants - Enlightened Tutor Vampiric TutorSorceries - Channel the Suns Commune with Nature Demonic Tutor Restore Sylvan Scrying Time of Need Vindicate Creatures - Auriok Champion Courser of Kruphix Essence Warden Hangarback Walker Joiner Adept Linvala, Keeper of Silence Soul's Attendant Soul Warden Urborg ElfEnchantments - Defense of the Heart Exquisite Blood gravepact Land Tax Sanguine Blood Tranquil Grove Ok so those are the cards that I would keep for starters. Cards like Azusa, Lost but Seeking Exploration and Explore will definitely help you out with your land. Plus cards like Authority of the Consuls Thalia, Heretic Cathar and Ghostly Prison help you out early game to get ahead of everybody. Also I know what I said about the whole creatures entering the battlefield and all that but actually Zendikar Resurgent will be a HUGE help for mana and card draw if you got creature which is my assumption. Also Protean Hulk Tishana, Voice of Thunder and Seal of the Guildpact just for extra support. And plus if you want some just plain fun do Sheoldred, Whispering One, Equilibrium, Rhystic Study, and Unexpected Results. Hope this helps!!!!!
2 weeks ago
If you're aiming for this to be truly competitive, here are some suggestions.
Avenger of Zendikar, Kokusho, the Evening Star, Razaketh, the Foulblooded, and Verdant Force can all go for more immediate reanimation targets. If they weren't in here for reanimation, I'd take them out altogether. Some replacements could be Palinchron, Consecrated Sphinx, Vorinclex, Voice of Hunger, Tidespout Tyrant, and Nullstone Gargoyle. These all have an immediate presence, and basically read "Your opponents can't win the game until I'm dealt with." These slots can be flexed based on meta and shit tho so take your pick. Avenger, Koko, and Verdant Force really don't do much until your next turn, so they can be either easily dealt with or at least prepared for before they come in swinging or start getting sac-ed for value. Razaketh is a more expensive Rune-Scarred Demon that requires another creature, as you're usually only going to need one tutor to win the game. Palinchron is a super good combo piece, sphinx will draw you at the very least two cards before sorcery speed removal is online, vorinclex will tap down at the very least 2-3 lands for targeted removal, and more for wipes. Tidespout can wipe out an entire color from someone's manabase if you play it right, and can do that the second after it hits the field, even in response to an immediate removal spell. Gargoyle is iffy, but can shut down some decks. This one's risky but amazing if you play around it correctly.
Hell's Caretaker and Zombify are sub-prime reanimation spells. Exhume is far and away a better replacement, despite not being a permanent and having a heavy downside. Necromancy is super good and you should definitely be running it. I'm not sure why Unearth is in here? It would be much better to devote this slot to ramp and use that ramp to then cast stuff from your graveyard with Muldrotha.
Dreamborn Muse and Traumatize. I know this will sound weird, but this scale of mill is simply not worth it. First off, they're both very expensively costed, and will most likely take up your turn. Second, drawing half your deck and tutoring for a combo piece basically have the same effect: you find your wincon; except that these mill spells don't guarantee it, and are clunky, inefficient, and expensive. Thirdly, even if you really feel the need to "draw" like thirty cards, you'll really only be able to play a couple of them before the game ends, so again its redundant and over the top. A better option would be something like intuition, which will mill only the cards you want, without being over the top. Sultai Ascendancy is decent, and I have no qualms with putting it in, but Search for Azcanta Flip is much much better, and even something like Monastery Siege has the same type of filtering effects but with more flexibility and less mana requirement. Overall, I like to stick to cards like Careful Study and Winds of Rebuke over just straight up milling effects, as they prioritize giving you options and flexibility over shear milling quantity.
Disciple of Bolas. There are better sac outlets.
River Kelpie is kind of on the same path as Traumatize: its just too much. Yeah, if you're super greedy you can devote a turn to playing this and maybe draw a shit ton of cards from it over the next few turns, but it really is just a win more spell. The whole point of this deck is to have the stuff you're re casting be good enough that it can win you the game right away, without the need to draw extra cards. If this is in here to find those good cards, there are better filtering and tutor options.
Gitrog is juicy, but not competitive. It's expensive, and doesn't really provide that much immediate value. It's really sick tho.
Worldly Tutor is much worse than Mystical Tutor or Vampiric Tutor here. Searching for a Tooth and Nail and then winning is much better than searching for a part of your combo. It's a really good card tho so keep it in if you find a good slot.
Sylvan Awakening I'm guessing is part of some combo I don't quite understand, but otherwise isn't really that great. Even if you had like 10 lands on the battlefield, it still wouldn't make a dent in your opponents' collective life total.
World Shaper and Ramunap/Crucible are good, don't get me wrong. However, they add, as I've said before, lots of redundancy. With your current deck, will you winning the game really depend on if you play 3 strip mines in one turn versus 2? Crack 3 fetches instead of 2? Again don't get me wrong, these are good cards, and if you make the deck almost completely devoted to a "lands matter" archetype, they are staples, but if you're aiming to get your commander out during most games, they'll just get in the way and provide you with unnecessary, excessive land drops. Now, World Shaper does ramp you and mill you, so it is flexible, but it is slow and expensive, and could still probably be replaced by something better.
Kodama's Reach, Cultivate, Awakening Zone, and Chromatic Lantern are great for fixing/ramp, but are just too damn slow. What you really need for ramping is Mana Crypt, signets or dorks(your choice, but i'd select either artifacts or creatures and role with it), Mind Stone, Mox Diamond, Lion's Eye Diamond, Lotus Petal, Nature's Lore, Three Visits, azusa, Grim Monolith, and Deathrite Shaman. These are all great options, take your pick.
Just some things I think you should consider: Protean Hulk and Defense of the Heart are good combo enablers, Pernicious Deed is a recurrable boardwipe, shriekmaw is cheap recurrable removal, Mystic Remora is really cheap card draw that becomes even better w/ muldrotha on the field, Greater Good draws you some cards but more importantly fills your graveyard, Contamination can shut down your opponents and is easy to keep up w/ muldrotha on board, and Command Beacon is a must have with a six mana commander, not to mention you can replay it when muldrotha is out.
Overall you really just need to make your ramp package better. Also, if you want to make this deck more combo-y, just take out everything that produces long term value and replace it with counters and removal.