Druid's Deliverance

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Druid's Deliverance

Instant

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.)

Druid's Deliverance Discussion

blakeivey12 on Commander Ezuri (Green/Blue)

5 days ago

I think you'd want to focus on proliferate and putting +1/+1 counters on your creatures.

I think that you have a larger number of enchantments then you need. Here are my suggestions to sharpen this area of your deck. Web of Inertia should be replaced with Inexorable Tide . Sheltered Aerie can be replaced with Hardened Scales . This next swab can be a large chunk of money but is a significant upgrade. Asceticism is an upgrade for Shielding Plax . It is up to you but I would cut Beastmaster Ascension and Bred for the Hunt . You can replace them with value creatures that allow you to utilize your commander.

For Sorcery, I am going to again focus on proliferate. Miming Slime creates a creature who can be powerful but not of value, instead I would put in Tezzeret's Gambit . Verdant Confluence is a good card but beings with it a high mana cost. Triumph of the Hordes is cheaper, buffs all your creatures, and threatens your opponents with an infect trample attack. I would replace Confluence with the Triumph of the Hordes card. Cultivate could be more versatile and cheaper then Journey of Discovery .

Now instants. Druid's Deliverance focuses on populate. This ability is for doubling tokens and not counters. Krosan Grip is more value as you get to remove a target artifact or enchantment. Your other cards are good choices but preventing combat damage just slows you down. I would remove Respite and Root Snare . You can use this spot to add 2 more creatures that will buff your experience counters.

Artifacts is really up to you. My only suggestion would be to remove Simic Keyrune and put in Whispersilk Cloak .

Lands look great! Some suggestions would be Yavimaya Coast , Temple of Mystery , Evolving Wilds or Terramorphic Expanse , Botanical Sanctum , and Hinterland Harbor . Sand Silos can slow you down somewhat and Darksteel Citadel only produces colorless mana. It is up to you on how you want to combine these suggestions. My last note is that your land count should be between 37 and 39 to make sure you can constantly play mana and don't get stuck.

Creatures are the bread and butter of your deck. You need them for those experience counters, so let's start putting in some value creatures that benefit you. Wall of Mist is a defender that will never attack, instead lets try to put in Chasm Skulker . Skulker can get very scary and when he is removed, you have an army of tokens. Cultivator of Blades can help to power up your creatures on an attack, triggers an experience counter, and is cheaper in mana then Oran-Rief Hydra . Druid of the Cowl can be upgraded with Gyre Sage . Sakura-Tribe Scout and Wayward Swordtooth allow you to play additional lands but this doesn't benefit your gameplan. Herald of Secret Streams and Champion of Lambholt are good value cards to replace them. Gladehart Cavalry is very expensive mana wise. Vorel of the Hull Clade is a great replacement that doubles your counters. Overgrown Armasaur should be replaced with Managorger Hydra .

Vash13 on King Rhys, Elven Warlord

1 month ago

Other than that though rootborn defences and Druid's Deliverance give me two type of options to block damage and populate any key tokens.

AvengerOfDorubah on Dragharmonicon

1 month ago

Druid's Deliverance is fine and I can used to resist more turns. It doesn't interacts with Panharmonicon but it does with Dragon Tempest.

Maybe I also should sideboard Naturalize. Definitely need more work on it.

Scion_of_Darkness on Dragharmonicon

1 month ago

Druid's Deliverance for those tokens. I have a similar deck Dragons of Jund that might give you some jumping off points. Awesome idea for Panharmonicon.

+1.

snown on Trostani, Selesnya's Voice

2 months ago

This is a great start. Here are some suggestions from a Trostani deck that I use, organized by pricing tiers to help keep this deck budget:

< $1

Vitu-Ghazi Guildmage
3/3 Tokens and another way to populate

Felidar Sovereign
Alternate Win Condition. Probably works better with Trostani as commander due to the increased life gain, but there's quite a bit of life gain in this deck regardless, so it may work.

Rampaging Baloths
Consistent way to get som big tokens on the battlefield for free. (Works well with Traverse the Outlands)

Emmara Tandris
Some token protection

Trostani's Summoner
Get a variety of tokens out quick

Advent of the Wurm
Just a decent token to populate later

Druid's Deliverance
Fog with populate. Optional, but not too bad

Cultivate
More mana!

White Sun's Zenith
Utilize that mana and go wide

Second Harvest
Speaking of going wide, mega populate

Increasing Devotion
Just get some dudes on the board

Phyrexian Rebirth
Board wipe with a token upside

Intangible Virtue
Go wide with a little extra damage, and still have some blockers left

Angelic Accord
Like your Resplendent Angel, but harder to remove, and only requires you to gain 4 life.

Tamiyo's Journal A slow tutor, but might draw you some cards if you can't get to the tutor

$1 - $5

Devout Invocation
Potentially double your board, with 4/4 fliers!

Storm Herd
Another mass token maker, but with 1/1 fliers (evasion is nice)

Aetherflux Reservoir
Alternate win condition. Probably better with Trostani as commander as you need to be able to absorb a loss of 50 life, but even in commander, most other people won't be able to say the same.

Beastmaster Ascension
Win condition. With a wide board, +5/+5 is huge. Also creatures enter the battlefield with the +5/+5, so with Trostani out that's some good extra life gain.

Sandwurm Convergence
Consistent way to get some decent tokens. Also protection from flying

Primal Command
Life gain, removal, mill protection, and tutor? This card just has value.

> $5

Panharmonicon
Again, designed for Trostani to double up on life gain, but helps with any ETB effects you have, of which there are a couple

Anointed Procession
Should be in any white token deck

Elspeth, Sun's Champion
Create creatures, get rid of big threats, maybe get your team in the air

Ezuri's Predation
Often a one-sided boardwipe, makes a ton ot tokens, and will sometime just win the game

Traverse the Outlands
Mana! This is only really good if you have a larger creature out, but like I said above, works really well with Rampaging Baloths

Test of Endurance
Basically another Felidar Sovereign, harder to remove, but requires 50 life instead of 40

Chord of Calling
Green tutor with convoke. You have a bunch of tokens, why not?

Green Sun's Zenith
Potentially reusable creature tutor. have to have the mana available, but it will find answers for you.

Bonus

Parallel Lives
Not exactly budget, but valuable in a token deck

Enlightened Tutor
Artifact and Enchantment Tutor. Again, not really budget, but likely worth it in your deck

kamarupa on spamming those tokens

3 months ago

Mainboard:

1xWestvale Abbey  Flip - makes tokens, synergized wincon

up to 4xBlade Splicer - tokens+First Strike

up to 4xBrave the Sands (swap out Fog, Mending Touch, or Druid's Deliverance - block with tokens instead of dodging - this will free up your mana and give you confidence to swing.

By T3-T4, there's a decent chance you're going to start running low on cards - some sort of draw card is going to be useful, and Harmonize is probably the best budget-minded option.

Sideboard:

3xRootborn Defenses - anti-Ratchet Bomb

4xSundering Growth - artifact/enchantment removal+Populate

2xOblivion Ring/Banishing Light - Remove Planeswalkers and other nasty things

4xBlessed Alliance/Celestial Flare - get around Hexproof/indestructibles

1xElixir of Immortality - thwart Mill

1xWitchbane Orb, Shalai, Voice of Plenty/Aegis of the Gods - thwart Mill and Burn

CaputStercoris on E.S.F

5 months ago

Instead of equipment, I would focus on Damage Prevention: FogLullRespiteTangleMoment's PeaceConstant MistsDruid's Deliverance...an Isochron Scepter would make any of these reusable

I would also seriously consider adding Spider Spawning and Sporecap Spider.

Also checkout red burn spells and black destruction spells for creature control.

Furthermore I would recommend mana ramp (i.e. Rampant Growth, Cultivate, Kodama's Reach, Myriad Landscape) instead of mana augmentation Extraplanar Lens et. al. You will not need as much mana, and they would effectively shrink your deck increasing the odds of drawing something you need.

Finally, for starters, aim for 1Commander, 40 Lands and 59 Others. Drop anything else that seems good but doesn't fit into your maybeboard, and we can adjust later.

If I come up with anything else, I'll let you know.

JagDogger2525 on Population of Growth

6 months ago

No worries on the causing more questions. It's mainly the 'fog's are in mainly because Druid's Deliverance and if I get attacked late in the game, I at least have something to "counter" all that damage with.

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Druid's Deliverance occurrence in decks from the last year

Modern:

All decks: 0,01%

Commander / EDH:

All decks: 0,03%

GW (Selesnya): 0,11%