|Commander / EDH||Legal|
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|War of the Spark (WAR)||Uncommon|
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Dovin, Hand of Control
Legendary Planeswalker — Dovin
Artifact, instant, and sorcery spells your opponents cast cost more to cast.
-1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.
Dovin, Hand of Control Discussion
1 week ago
When you want to mix control and an aggro strategy your best bet is what we call a Tempo deck. You want to slow down your opponent a littlen while speeding yourself up. Otherwise you find yourself slowing yourself down, to also slow them down Law-Rune Enforcer is a good example of you slowing yourself down as much as it slows the opponent, whereas Dovin, Hand of Control supports your tempo advantage.
It wants Scale Up (note: the creature keeps infect, just gets better stats), it wants Glistener Elf , it wants to protect it's threats with Blossoming Defense . It wants Green. It wants Might of Old Krosa , it wants Mutagenic Growth (even if you do not add green.
Take out the stuff that does not actually help your control or your aggro and are just cute tricks: Grateful Apparition , Law-Rune Enforcer , Priests of Norn , Viral Drake and focus on making cheap threats, making them big fast, getting them through and protecting them.
4 weeks ago
I like replacing Dovin, Hand of Control with Davriel, Rogue Shadowmage . Davriel can always help us win the game, whereas Dovin can just be sitting on the board doing nothing sometimes. I also agree with adding Kaya's Wrath and taking out Deafening Clarion . My concern is Kaya's Wrath coming down a turn later. If that turn matters and the three damage would be a board wipe most of the time, I'll switch back to Deafening Clarion .
1 month ago
I really don’t feel that Dovin, Hand of Control is playable. I would prefer spot removal like Vraska's Contempt . He’s just so situational, and even when he’s doing what he’s supposed to be- he’s still not great. If you want a 3 drop walker in his place, I have found incredible success with Davriel, Rogue Shadowmage as he has single handedly won me the game against Control, slowed down Nexus enough for me to somehow beat their face in, and even strips aggro of a card or two before being taken down.
1 month ago
I think some guidelines need to be defined on what makes certain PWs stronger than others in terms of tiers. I'd personally consider the tier list in the same way as the EDH one, assuming the 'Walkers in question are tuned to their utmost and pit against one another at their best. I'll throw in my 2 cents.
Mana Cost Even in heavy ramp decks, anything 6 or above I'd feel has next to no chance of being S tier. The format when taken to its extreme is too fast for these decks, especially with so much fast mana banned. Although Ugin, the Ineffable and Tezzeret, Master of the Bridge are certainly strong enough with their ramp to hit A tier, they're just a bit too slow to win at the same speed other decks have displayed. With a punishing enough stax plan, maybe this can change.
Passive Synergy Pretty much relegated to WAR 'Walkers, having a passive makes a big difference in your power level. Dovin, Hand of Control , Nissa, Who Shakes the World and Saheeli, Sublime Artificer all have passive abilities that can push their game plan to further extremes as they are not restricted to one loyalty activation a turn. Although not everything in A tier and above needs a passive, and despite not all passives being strong, this is still a massive boost in power for those decks abusing them. Its all about how well they can accelerate their game plan.
Utility, or the Swiss Army Knife approach Cards like Dack Fayden or Xenagos, the Reveler provide extra utility outside of being used to win the game. Card draw in Dack's case, mana acceleration for Xenagos. Both of these 'Walkers provide the ability to win the game in the right build, but they still accelerate your game plan without a win all the same. This would be near enough essential for S tier and certainly desired for A tier.
How Consistent/Strong they Combo Narset, Parter of Veils , Jace, Wielder of Mysteries and Ral, Storm Conduit have cheap 1 card combos that either win the game or lock opponents out of the game. Arguments about seeing these combos from the command zone and therefore focusing that player should NOT be considered a factor on the raw power level said combo achieves. S tier 'Walkers should have these, but not all who have a combo will be S tier.
Colour Identity Although Sarkhan Unbroken is often used as Dragon tribal, the colours he gives your decks access to provide plenty of combos, ramp and answers to make a strong and consistent deck. Aminatou, the Fateshifter is another example that would fit here, with both of these 'Walkers also providing great utility abilities to support their game plans too. I'll also use this point to state how mono Green really struggles in this format. There are strong strategies such as Nissa, Who Shakes the World combined with Genesis Wave , but even with the various combos to generate big mana and large threats, it struggles to connect a fast win on the turn it is executed. Lacking cheap and instant speed answers to faster decks apart from Beast Within is also a downside for the colour. For that reason, I think it would be a struggle for any mono Green deck to hit S tier.
I hope this helps. Been loving this format and playing it solid for the past 2 months online or with a playgroup at my LGS to try and test what feels like the more consistent strategies, which as it turns out, feel almost like the opposite of EDH. White is a stronger colour than Green, aggro and mill are considerably more viable, decks that ramp to play big spells struggle to win often. Its a refreshing change of pace for multiplayer games.
1 month ago
I like the idea and the Merfolk work well together. To take this deck to the next level, I would look to bring in Evolution Sage that just keeps adding +1/+1 counters to your Merfolk. Jadelight Ranger is normally standard in a deck like this.
1 month ago
1 month ago
See. As I play them out. The uncommon walkers have a massive downside. The only way to plus, is to proliferate and there is only 14 cards in the format that do this.
So when Vraska, Swarm's Eminence goes to 1 loyalty. I have to rely on a proliferate to get another token.
Nahiri, Storm of Stone is quite powerful on it's own, but gets expensive to cast as the game goes on
1 month ago
What do you think some of the other new cards from WAR? Dovin's Veto , Narset's Reversal , Ashiok, Dream Render , Narset, Parter of Veils , Teferi, Time Raveler , Dovin, Hand of Control , Ugin, the Ineffable , Blast Zone
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