|Commander / EDH||Legal|
Printings View all
|Urza's Legacy (ULG)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
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.
Defense of the Heart Discussion
1 day ago
I'd recommend the following:
Lifecrafter's Bestiary - The free Scry is awesome and card draw is a much needed effect in mono green.
Champion of Lambholt - An awesome card in a creature based deck as it makes your creatures unblockable.
Birthing Pod - I hope this is still within your budget. It is a very strong tutor and if left unchecked, allows you to spin into your big monsters.
Quicksilver Amulet - The CMC for your deck is high, this may help you power out some of your big monsters earlier!
Triumph of the Hordes - This card will single-handedly win you games out of nowhere! Strongly recommended for the deck, as long as "Infect" is not frowned upon by your play group.
Hope you find these suggestions useful! Cheers.
2 days ago
Not a bad starting list. Let me suggest some cards that perform really well in my Muldrotha:
Night Incarnate is a nice way to deal with tokens, goblins, elves etc.
Pernicious Deed is a highly feared and recurrable reset button.
Havengul Lich lets you cast more than 1 creature for just 1 colorless extra and even opponents creatures.
There are just so much nice cards to play with Muldrotha and not enough space in 99 cards. Feel free to take a look at my list if you haven’t already. You may find some other well fitting gems too.
3 days ago
In terms of your maybeboard, it kind of looks like you want to build an enchantress deck. Being in white and green is a good place to be for that subtheme. Consider Argothian Enchantress , Enchantress's Presence , Mesa Enchantress , Satyr Enchanter , Verduran Enchantress , Guardian Project , Greater Good , Colossal Majesty , Elemental Bond , and Three Dreams as your draw package. Rhythm of the Wild , Ghostly Prison , Smothering Tithe , Zendikar Resurgent , Mirari's Wake , Courser of Kruphix , Burgeoning , Exploration , Sphere of Safety , Sunbird's Invocation , Aura Shards , Blind Obedience , True Conviction , Song of the Dryads , Darksteel Mutation , Grasp of Fate , Mana Reflection , Cast Out , Xenagos, God of Revels , Frontier Siege , Abundance , Duelist's Heritage , Defense of the Heart , Carpet of Flowers , and Unquestioned Authority become attractive.
1 week ago
Ymmv is "your mileage may vary"
Sounds like the pod is kinda 75%-y if he's banking on mld... but I'd like to see it, as I imagine a staxy divergent build would be cool in Windgrace. Abusing Defense of the Heart into kiki-conscripts / into a hulk based win seems simple with a good value engine in the cz.
Yeva isn't just an orrery in the cz. Yeva represents the same threat that 2 untapped islands shows, while acting as a form of "protection" for your combo, as you don't have to decide whether you're going to play interactive or try to combo in your turn as it's then available across all turns! That's like... a huge buff! For this reason I feel Yeva is stronger than Yisan, as Yisan is in front of your opponents and your steps to winning are broadcast - despite any protection you may have.
I'll have to test out Shaman in Yisan, as a win con at 3 verses seems strong. Below are some questions and suggestions I have from reviewing your creature base.
Pros: patron can be used time & again with Wirewood Symbiote to generate the CA you need to win - that's pretty nuts; Cons: patron requires your opponents to be using creatures.
patron can find you a win condition by being flickered via cloudstone curio repeatedly until you draw a win; furthermore he can be used to flicker & buff your board until you are able to swing for lethal - win con, divination and half of an engine.
Cool things: repeated uses can turn off a tymna/edric deck by buffing everybody's creatures to stop the advances. If opponents are mostly creatureless (ie: divergent / storm), then this card is dead. This could be fixed by using Forbidden Orchard with excess land untaps...
TKS is a win con - by bouncing & replaying he can exile all relevant cards from their hands as they come in & force opponents to deck.
Cons: Requires 1 waste (from a colourless rock/boreal druid/1 of very few lands that help with this) Can't be flashed from yeva (big oof)
does nothing on it's own.
doesn't win the game.
On combo turns this removes the need for haste enablers with PE
cons: Not always online. Does nothing on it's own. Not a fantastic engine on it's own - but a semi-efficient elf at 1 mana.
1 week ago
+1 for an interesting tribal deck.
There're so many ways to take the deck, my brain juices are on overdrive right now.
You already got an infinite tokens combo in the deck, why not introduce more Infinite Combos:
Rhythm of the Wild - The new toy from RNA is perfect for this deck, making your creatures uncounterable. The +1/+1 Counters allows us to loop any creatures with Persist indefinitely to create infinite tokens!
There're several creatures with "Persist" that you can select from to boost this combo. Sadly only 1 of them is a Shaman.
Puppeteer Clique - While not a Shaman, I want to give it a special mention. Being able to recur your opponents' creatures in fun and powerful.
Blasting Station - Capable of dealing inifnite damage once you establish the loop with your Commander in play.
Phyrexian Altar - More sacrifice outlet as combo enabler.
Cauldron of Souls - Grants all your Shaman "Persist" for more shenanigans.
Patriarch's Bidding - Fits the tribal theme perfectly.
Selvala's Stampede - A hidden gem, especially in a multiplayer game. Highly recommend this card when you've high costing creatures in the deck.
I'd also recommend increasing the number of sacrifice outlets and recursion spells in the deck.
Hope you find these suggestions useful. Cheers!
1 week ago
So before I list cuts and suggestions let me start with what I've gathered from your deck.
You have a lack of value on a LOT of card that you've chosen, I'll explain in more detail in cuts but every card should serve to help you win the game not just push your theme/gimmick. sometimes you gotta make slots for cards.
Lack of spot removal. You have little to no way to deal with your opponents shenanigans, to be exact you have only 2 bits of spot removal. Your deck's gameplan isn't fast enough or big enough to just play solitare like some combo, control, or hyper aggressive decks.
You have a distinct lack of board wipes, to be exact you have one. I get your hesitation to run these but... You have to, if not someone is going to be in a better position than you and it's going to cost you the game.
I feel like you're ignoring your colors' strengths. Green ramps, White removes, and Blue Draws/Counters. Play to those strengths because that's what makes Bant such a powerful color combination!
Alright to the cuts:
- Tamiyo, field researcher: I get it she's an omniscience but I don't think that she lives for long and her + and - abilities aren't really all that useful to you or the gameplan. Not enough value.
- Nissa, vital force: You aren't playing lands, the only thing useful on this card to you is her - ability. Sure her ult would gain some passive use IF you ever got there! Not enough value.
- Spellbook: I don't understand why this was there to begin with... Reliquary Tower is far superior, and if you must have an artifact for it I'd run Thought Vessel over it anyday.
- Contagion Clasp: I'ma big believer that Contagion Engine is just better. For 4 extra mana upfront you get to wipe an opponent's board, and you get to pay the same 4 you'd pay on clasp but you'd get two proliferates instead. Who cares if you get it out turn two you can't do anything with it for two turns.
- Call the gatewatch: You aren't playing planeswalkers... this card doesn't have enough value and doesn't help you achieve your goal at all.
- Djeru, with eyes open: Refer to Call the Gatewatch
- tireless tracker: This COULD get there, it COULD be useful, but... That's a could be, not a guarantee. I'd prefer to see a card here that is going to help definitively.
- Vizier of the menagerie: you only have 25 creatures... you have a 1/4 chance for this to actually mean something. Not enough value as the deck stands with so few creatures. I'd rather see consistent draw power here.
- talisman of progress: I just don't think it's necessary you have 5 rocks total this isn't necessary at all.
- oath of ajani: I get it... It's first ability helps you out a lot, but... I just feel like it's a wasted card slot. it's an enchantment that you're basically treating as a sorcery.
Here are some card I'd suggest filling these holes, which I'll break down into categories.
Useful +1/+1 Shenanigans:
- Kalonian Hydra
- Champion of Lambholt
- Tuskguard Captain
- Abzan Falconer
- Loyal Guardian
- Prime Speaker Zegana
- Zameck Guildmage
- Bloodspore Thrinax
- Mikaeus, the Lunarch
- Walking Ballista
- Hydroid Krasis
- Sage of Hours
- Doubling Season / Primal Vigor
- Fuel for the Cause
Staples that should be in the deck including Spot removal!
- Vedalken Orrery
- Teferi's Protection
- Heroic Intervention
- Rhystic Study
- Path to Exile
- Swords to Plowshares
- Defense of the Heart
If you're going to play walkers these are much better suited to your deck:
Finally some board wipes
Last thing, I'm not taking into account budgets of any kind I just want to help you create the most competitive deck that won't fold over if someone screws your gameplan over. Also if I came off as a dick at all apologies, it's not intentional.
2 weeks ago
2 weeks ago
As for Portal, it's 8 mana for the first angel, and there's no card advantage, like with your commander. Defense of the Heart and Wild Pair are much better on rate than portal unless you're playing Eldrazi tribal.
Defense of the Heart occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%