Druid's Deliverance

Druid's Deliverance


Prevent all combat damage that would be dealt to you this turn. Populate. *(Create a token that's a copy of a creature token you control.)

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Printings View all

Set Rarity
Commander 2019 (C19) Common
Modern Masters 2017 Edition (MM3) Common
Return to Ravnica (RTR) Common

Combos Browse all


Format Legality
Pioneer Legal
Modern Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Pauper EDH Legal
Unformat Legal
2019-10-04 Legal
Penny Dreadful Legal
Pauper Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Druid's Deliverance occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Druid's Deliverance Discussion

Alkadron on Munch Munch...

2 days ago

I like it!

It looks like you have 2x Hunter's Edge. I'd suggest replacing one of them with some ramp, like Grow from the Ashes or Cultivate.

Druid's Deliverance is another solid utility card, it's worth considering.

9-lives on Felidae Cult

2 weeks ago

Ahh I just read the rulings on Druid's Deliverance and it says "Combat damage dealt to creatures or planeswalkers you control won’t be prevented." Damn. I thought it did that. Are there any better cards like Winds of Qal Sisma that don't require a 4 Power card as a prerequisite?

And even if I don't pull the combo with Watchers of the Dead and Return to Nature, even if I draw either card, I'll still do damage to their graveyard, and with Return to Nature I will still choose a specific card. The thing is that if I have a combo of the two, I will effectively make them choose the best two of their strategem with Watchers of the Dead, which then signals to me what to get rid of with Return to Nature. If I had more graveyard removal, I would be able to rid him of all useful cards. But a graveyard is ever-growing, so they will just make more cards fall into their graveyard, so it's not really a big deal to use unless I know their strategy, which Watchers of the Dead reveals to me. It's more like a signal card rather than a card that is used to completely wipe their graveyard, otherwise I would use Tormod's Crypt and forget about spending two mana to give them two cards back. And, like I said, a vanilla 2/2 isn't too bad... especially if I plan on exiling it for graveyard removal anyways. Even if I don't exile it, it will be useful in chump blocking or dealing damage to a deathtouch or what-have-you.

BRG24 on Felidae Cult

2 weeks ago

Not sure I’m a fan of Druid's Deliverance. Fog effects are fine, but you need to make sure that you pick one that can be used aggressively, not just defensively. Deliverance can only ever really be used as a defensive fog since only ever stop damage going to your face. I would instead recommend Winds of Qal Sisma instead, since it can also be used aggressively. You can force your opponent to trade with your board, but then make the trade one sided by negating your opponents damage, while still being able to hit their creatures/face. And, the fog effect will still be able to protect your health in much the same way. Sure, the populate is nice, but as I’ve said before you lack decent targets and the ability to one sidedly trade a board is far better value.

Ok, I’m going to have another go at trying to explain why I don’t think Watchers of the Dead should really be mainboarded in this deck. First reason, in any matchup that doesn’t care about its graveyard, the card is a below average rate, vanilla two drop. And sure, it can become a decent size if you have any lords on the field, but so would any cat you ran instead, and any other cat would arguably be a bigger and more impactful threat, be that simply by being bigger or by having a more relevant ability. If you compare to Prowling Serpopard, the other card that is arguably a sideboard card, it’s stats are actually very good, so even if you play it as a vanilla 4/3, it can trade well and be an aggressive threat, and therefore is a much better include. Watchers also has no real ability to scale well into longer games, unlike many other two drops, including Adorned Pouncer, Ajani's Pridemate or Fleecemane Lion. These all have additional abilities that can come into play later down the line that are impactful and can caused problems for your opponent almost always. Secondly, let’s consider what the graveyard hate ability on Watchers is actually able to disrupt on a major scale. Since you are allowing the opponent to keep two cards, you will almost never hit one of their powerful cards, since they’ll opt to get rid of something else, and this ultimately does you very little good. It might cause some momentary problems for a delve or delirium deck, sure, but those decks will quickly be back online since they can very quickly fill their graveyards, and would still have their key pieces available to them. The fact that your opponent gets to keep two cards available to them, and that they get to pick them, makes this effect a very weak form of graveyard hate that I don’t think will ever really be enough to stop a graveyard deck. Also, when evaluating the impact of a card designed to counter something, you must always consider the card in isolation, in terms of how good it ultimately is at that job. Sure, Watchers might be good if you happen to also have Return to Nature to get rid of the biggest problem that they kept, but what if you don’t have that? Since your only running one of each, it is extremely unlikely that you will have both, so that “combo” will almost never actually happen. I know this probably seems like I’m being unduly critical of this one card, but I think it serves as a good example of how cards need to be assessed when making a deck. Consider the range of the cards possible value, from when it will be as good as it ever will be and also as bad as it ever will be, and then compare how often those events will occur. A card that is game breaking 1% of the time but is awful the other 99% is never going to be a better card than one that gets good value 70% of the time (sorry if this comes across as kind of a lecture on why I think you’re wrong, I know you’ll have your reasons for liking the cards, I’m just trying to kinda explain how I evaluate and develop opinions on cards in the hope that it is helpful to you).

9-lives on Felidae Cult

2 weeks ago

And Druid's Deliverance seems far more useful than Invigorating Surge for my tokens to attack altogether and not die from collectively attacking a single creature that will kill them all in the process of me killing it with my collective attack, effectively giving me life-points as well through the life-link cats. This is why I'm replacing 1x Brimaz, King of Oreskos with 1 more Leonin Warleader, as I already get vigilance from my Companion, and I need lifelink.

SynergyBuild on Uumaka, Nature's Fury

2 weeks ago

DeinoStinkus Sadly, this doesn't give mana the turn it comes out, and at 3 more mana than Domri, Anarch of Bolas it's closer to Manalith versus Lotus Petal.

Idk, I think mana at that point is really just useful in Commander, which is good so it doesn't hurt other formats. It's also really good and strong with Doubling Season, but isn't overpowered because cards like AEtherize, Toxic Deluge, Evacuation, Black Sun's Zenith, etc. can be such big blowouts. The fact it can be countered makes it pretty useful!

Honestly, I can't think of a way to break the -4, despite trying. The best I have is Dualcaster Mage and a Druid's Deliverance, Full Flowering, or Ghired's Belligerence. All of those are pretty tame considering the mage already went infinite with Heat Shimmer well before this walker. Still some strong but not op idea!

IrateWarrior on Ghired's Pound Town, Siege Mode Edition [C21 Adds]

4 months ago


Hey! Thanks for the advise, I actually cut Druid's Deliverance solely because my group contains the spell slingers while I’m the aggro outcast but I do like the card.

As for Song of the Worldsoul I do run it already and love it, it’s funny you mention Growing Ranks as I’ve battled back and forth with it as I see the same problem it appears you experience with it rly not doing a whole lot for me. I was thinking of cutting it but I fear I’m cutting to many populate cards but ghired is always out so maybe I’m worrying for nothing.

Mimic Vat I love and cut solely on people suggestions it might be to slow. Maybe this is the cut I needed to slip it back in haha

Poly_raptor on Ghired's Pound Town, Siege Mode Edition [C21 Adds]

4 months ago

I’d consider running the following.

I’d cut growing ranks, I don’t think it’s very good, I have a Selesnya tokens deck and ran it in that for ages but it actually only gets you one trigger every round of the table, if you were to cut that for Song of the Worldsoul you’re getting a token whenever you cast anything.

I’d also maybe run the following lands:

  • Reflecting Pool - gives you access to any of your colours and doesn’t enter tapped.

  • Exotic Orchard - it’s very likely, that in any game you’ll be playing against 2 or more of these colours, also a lot people run lands that tap for one of any colour, which would then give you any mana.

  • City of Brass yeah the 1 damage is a bit annoying but it’s great for mana fixing early on

I’d just straight swap these for the scry lands, I don’t think they’re the best.

Mimic Vat would help you against those decks, if they kill any of your creatures you can copy it, or you could copy something if there’s and you can do this whenever.

Daveslab2022 on Rando creature token deck

6 months ago

First of all, welcome to the game! This is a solid looking deck. There are a few cards in here that either, in my opinion, don’t fit, or there are better versions of, or do really cool things but are really “win-more cards.” A win-more card is essentially a card that is awesome! But it’s only awesome when you’re already doing what you want to be doing. In this case, a win more card is Anointed Procession. It does something really cool (makes more tokens) but really only does it when you’re deck is functioning well. If your opponent is playing a Control deck, and just kills all of your early token producers, it’s a sad day. Also, you really want your plays on Turn 4+ to either immediately affect the board, or present a real threat. I feel that Second Harvest fits this definition as well. If you have a decent board- it’s amazing! But in every other case it’s meh.

Druid's Deliverance doesn’t really fit in this deck. It’s really reserved for “Turbo-Fog” decks who utilize similar effects to stall the game while building up to something stupid like Part the Waterveil or Villainous Wealth. I would recommend some removal spells like Path to Exile for super cheap removal, or Cast Out for more versatile removal, hitting planeswalkers and stuff.

March of the Multitudes seems like it would love a spot here.

Hope I helped!

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