Planeswalker — Dovin
+1: Until your next turn, up to one target creature gets -3/-0 and it's activated abilities can't be activated.
-1: You gain 2 life and draw a card.
-7: You get an emblem with "Your opponents can't untap more than two permanents on their untap step."
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Dovin Baan Discussion
3 days ago
Lol, yeah, turn 4 mill requires 9 out of 10 or 11 cards to land correctly, with no interruption, which is not going to happen. More likely you'll need to play interrupts and draw, hence leaning on cycling for the rest of my board to improve the odds of hitting the winning cards. Makes me wonder if I shouldn't splash white for Dovin Baan?
My first thought when I saw the dagger was "cheap unlockable body", because it spawns defenders. Slither Blade was the best choice in Standard. Depending on the opponent Siren Stormtamer will do the same trick.
2 weeks ago
EchoScorch im glad that you like it! In place of Gideon of the Trials you can go for third copy of Dovin Baan or Nissa, Steward of Elements. Anyways im curious how your playtesting will go, so dont be a stranger and share it with me!
2 weeks ago
Hm. It's a tough topic, because everybody has their own opinions, and opinions are often mistaken as excuses to do/think whatever you want regardless of existing fact.
First, facts: MaRo has said that polls put player participation at 38% female players overall. Obviously, that doesn't correspond to professional or competitive play, which is estimated at around 5% women. (These data are from a 2015 article I've linked below.) So, the OP isn't entirely correct that the "vast majority" of MtG players are male. Now let's proceed.
A given woman playing Magic is more likely to be casual, as the data above imply. I'm not here to delve into reasons why that is, just stating the fact. Therefore, from Wizards' perspective, they would be stupid not to print more female cards, since a card "being female" exclusively affects the casual experience (art, lore, and character, as opposed to competitiveness). It's just pure marketing to make the casual aspects of the cards appeal to the casual demographics, which are 38% female.
I speculate that another factor leading to current increased female visibility is the historical objectification of women exhibited in cards like Elvish Ranger/Jaya Ballard, Task Mage/Mirri, Cat Warrior; that is, even though the fantasy genre thrives off of transporting its customers to an unrealistic world, women have historically been depicted as sidekicks at best and sex objects at worst, not only in Magic but in the genre as a whole (as others have pointed out with LoL and FoW). Perhaps WotC is asking their female customers to forget their past missteps in that regard by increasing the heroism of their female characters.
That's enough speculation from me on why WotC's women seem more high-profile lately. Let's move on to why it matters, and why it may bother some male players. As a preface, I think there is probably a strong correlation between "lack of relatable characters" and "Gatewatch lore foibles"... So if "characters that males relate to" is defined as "well-written male protagonists", I'd say the tides are turning in your favor, considering the quality of Magic Story "Jace, Alone" (a soft reset for the character). If "characters that males relate to" is defined as "characters males role-play as for the fantasy aspect of MtG"...let's examine representation in legendaries between humanoid males and females (using EDHREC data, discounting PWs). In C17, there were 2 more male legendaries; in HOU, there were no female humanoid legendaries; in AMK there was 1 female legendary more; in Aether Revolt, there were 3 more males than females... Pretty even representation. Out of non-Gatewatch PWs in Standard, there are 5 male (Sorin/Ajani/Dovin/Tezz/Bolas) and 4 female (Arlinn/Tamiyo/Nahiri/Samut). Pretty even representation again. So, the data does not seem to support the claim that women are over-represented in recent Magic lore.
A caveat: Whether you empathize with a given character, male or female, is likely more a function of the quality of the writing (or your personality) than of the character itself. You might see a lot of Dovin Baan in me (you'd be right), but you may not empathize with him. That's not WotC, that's a personality mismatch. That brings us back to the quality of the Gatewatch stories and how the new sets will have a decreased focus on the Gatewatch as a group. Believe me, I empathize with your fav characters being poorly written, and I'm also hoping for a day with a relatable Jace/Chandra.
My personal opinion is that more female characters like Samut -- totally equal with Djeru, neat cards, idealized-but-not-sexualized, good lore -- can only be a good thing. I don't think that outweighs male characters like Djeru or Dovin, who are equally strong, deep, well-written, and influential. Equality is more like an apple tree than a apple pie -- the more it grows, the more we all benefit.
TL;DR: Women are actually 40% of MtG players, so WotC has real reasons for increasing female visibility in the game. If you don't like the male characters recently, it's more likely because they're poorly written than because there's too many women.
1 month ago
Yes, the boardwipes would be great, I was thinking Bontu's Last Reckoning. I want to see Dovin Baan be a star, thats why I have him. Also, I faced the netdeck of the Protour RDW, and i went 2-0 against it even when this deck wasnt finished and i had to throw in bad cards like Steadfast Sentinel. But thanks for the feedback! Fatal Push would be great in here, its just hrd for me to acquire them.
1 month ago
Well it was a deck that won a small French tournament. Temur energy is also almost rotation proof. And how many times have you beaten RDW? Just beating it once doesn't mean you are okay against it. Also there are some really bad versions running around too, so you have to take that into consideration. Also have to watch out for U/W God Pharo's Gift decks. Dovin Baan is a very bad card, unplayable by most peoples standards. It's not even in the U/W control decks floating around. Yes you can make arguments about some situations, but there are just better cards out there. Early game removal like Fatal Push would be good in here as well. A board wipe or two would be nice against some of the more aggro decks and you don't care if your stuff dies.
1 month ago
Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.
My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.
You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.
For a budget $30-$40 manabase I suggest playing:
- The four Tri lands
- Four Pain lands: Caves of Koilos, Llanowar Wastes, Underground River, Yavimaya Coast
- Four Check lands: Sunpetal Grove, Glacial Fortress, Isolated Chapel, Drowned Catacomb
- Three BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream
- Two Filter lands: Sungrass Prairie and Darkwater Catacombs
- Command Tower, Exotic Orchard, Forbidden Orchard, Ash Barrens, Dreadship Reef, Opal Palace
- 5 Plains, 4 Forest, 2 Island, 2 Swamp
Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.
I recommend this manabase and adding a ramp package of:
- Cultivate, Farseek and Kodama's Reach
- Sol Ring, Fellwar Stone
- Everflowing Chalice and Astral Cornucopia
Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.
To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.
Good luck with your deck.
1 month ago
Chalice of Life Flip is a pretty meh card. If you want to gain 1 life per turn, there are far more efficient ways of doing so (Soul Warden and the like), and if you want to do damage by gaining life, there are more efficient ways of doing so (Ajani's Pridemate, Archangel of Thune and Serra Ascendant). I have used chalice once in a turbo fog deck... but that is a completely different deck.
But based on your description, some sort of control list might be what you are looking for. W/U Control is a pretty good deck. Most lists utilize a fair number of cards that gain life (Blessed Alliance, Sphinx's Revelation), although life gain is not a primary focus for the deck. Most W/U Control decks also use Celestial Colonnade as the primary win condition... and those are not cheap. Colonnades are good though as they are only creatures when you want them to be creatures -- which means you can play board wipes such as Day of Judgment and not lose your "creatures". I feel like this sort of style fits you needs best, so this leaves us with a few options.
Planeswalkers. Some planeswalkers are kind of pricey... others are not so bad. But planeswalkers synergize very well with board wipes as they are not creatures and it gives them "free turns" to tick up to their big abilities which can often, more or less, win the game by themselves. Some examples of good planeswalkers for this sort of deck are Gideon, Champion of Justice, Dovin Baan, Gideon Jura, Sorin, Grim Nemesis, and maybe Nissa Revane.Other ones are that are more expensive might be Ajani Vengeant, Koth of the Hammer, Mike expressed that he has had no urge to self-harm as of late. and Nahiri, the Harbinger.
Myth Realized. Is similar to a manland in that it is only a creature when you want it to be a creature, and can get scary big.
Alternately, if you are still keen on the idea of winning with Felidar Sovereign, there are a couple ways to help make sure you win. You could splash black and use Doomed Necromancer's ability to return your Felidar Sovereign back to play at the end of your opponent's turn once you are at 30+ life. This gives your opponent less time to be able to do something about the Felidar Sovereign as they have to be able to kill it with an instant -- or else you just win. Another option is to take a page out of the Emeria decks and run Emeria, The Sky Ruin. Play all the boardwipes, and do not care because once you hit 7 plains, all your creatures will start to come back.
Let me know what you think and I can start helping you carve out a deck list. Ultimately, you cant go terribly wrong with either of the establish archetypes, but brewing is not a bad thing either! As far as dealing with aggro decks, how fast are these decks winning? A normal aggro deck in modern will normally win turn 3 or 4. Although if you are playing against other budget decks, you likely have more time.