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Edge of the Divinity
Enchantment — Aura
As long as enchanted creature is white, it gets +1/+2.
As long as enchanted creature is black, it gets +2/+1.
Edge of the Divinity Discussion
3 days ago
I have a Lifelink-based creature deck that is largely (though not all) Vampires. One of the best additions I made to the deck was a creature I see you're already running 4 of, Nip Gwyllion . He pairs extremely well with Edge of the Divinity . Running 4 copies of each I regularly have games where I get both in-hand off the draw and can start swinging with a 4/4 Lifelink on Turn 2. Might be something for ya to consider.
2 months ago
I find Edge of the Divinity particularly hard to pass up in a Black/White deck. It'd hit both of its conditions on your Commander, as well as a decent number of your other creatures.
3 months ago
4 months ago
Viscera Seer is a staple free sac outlet that this deck is going to want, the scry is honestly gravy.
At quick glance I see some cards that aren't doing much to advance your commander's strategy: Vizkopa Vampire is kind of vanilla here, Doomed Traveler gives you something upon termination and thus something for you commander to double up on. These are the effects you want to stack in your deck, Edge of the Divinity really isn't doing much here as a creature enchantment in a deck where you want your creatures to die probably isn't sticking around and you aren't likely to win with commander damage, True Conviction , while a high CMC gives all of your forces [big beater and tiny token alike] a buff.
A land you may want to consider is Vault of the Archangel as I noticed you seem to like your lifelink.
Sol Ring is the most played card in commander and should have a home in this deck. Your mana curve isn't outrageous so you should safely be able to go down to 37-38 lands but I'd replace that with more artifact ramp: Orzhov Signet , Mind Stone , Coldsteel Heart , Wayfarer's Bauble and for the X2 death trigger... Burnished Hart .
5 months ago
It feels like your main way to win is using Edge of the Divinity so wouldn't running maybe a copy or two of Auramancer would benefit the deck a lot. It also works with Journey to Nowhere and would be great if you ran Dead Weight because if it kills the creature then you can play Auramancer and do it again.
7 months ago
9 months ago
Welcome to Tapped Out!
You could adjust your mana production, you have more than you need on and need more unless the deck gets more black spells. I'd run four of Authority of the Consuls, Edge of the Divinity and Novice Knight. Not sure about keeping Demonic Vigor since you can't reuse the Aura.
- You may not have a need for Arvad the Cursed considering he's has a cmc of 5, but if you get a few more legendaries it might be worth it.
- Haakon is interesting since you can graveyard cast knights with him on the battlefield. You can use him as a discard card.
- Bloodcrazed Paladin is good when a creature wipe happens and gives it a number of +1/+1 counters, even on the opponents turn.
- Student of Warfare is a great early card that can be leveled up with on your turn.
- Since you have a large number of permanents, Nykthos, Shrine to Nyx could be useful on having large amounts of mana to cast multiple spells or quickly leveling up the Student of Warfare.
1 year ago
In a gist, less removal, more ramp, creatures and lands.
This is a solid deck. It really has some power in some places. The trick is getting it to be cohesive. Right now there doesn't seem to be a real solid theme or focus which makes the deck unwieldy during play. It wouldn't take much to fix this, though. I think it would be a good idea to focus on getting Athreos out and then playing value creatures and forcing opponents to make the decision on whether or not you get to play those creatures an additional time.
Cards to pull: Removal - You have more than enough in here so you can cut some of the less effective (more restrictive) cards like Divine Verdict, Pillar of Light, Ghostly Possession, Reprisal, Murderous Cut, Arrest, Suppression Bonds, Doom Blade or Armament of Nyx. (I put the cards in order of what I would think is best to pull to worst to pull). I would generally stay away from creature based removal here because you want to increase the number of creatures you have in the deck.
Other - These are cards that kinda just take up a slot. They're generally not bad, but they kinda pull this deck in directions that don't help the deck win like it should. These include Raise Dead, Baneful Omen, Edge of the Divinity, Cutthroat Maneuver, Erebos's Titan, Nighthowler, Pontiff of Blight, and Hopeful Eidolon. I hesitate to put the creatures on here cuz I think it would be best to have more creatures than fewer but these ones are good things to cut if you're looking to make more room.
Cards to add: Generally, I'd try to slot in some more ramp cards like Sol Ring, Orazca Relic, Orzhov Signet, Commander's Sphere, Solemn Simulacrum and the like. Also you could do with more card draw. For instance Dusk Legion Zealot, Ambition's Cost, Read the Bones, Hedron Archive, etc. And then put in some more quality creatures. Maybe they should have etb or death effects like Merciless Executioner, Fleshbag Marauder, Demon of Dark Schemes, Elenda, the Dusk Rose, Blood Artist, and more. Or maybe they're just solid creatures like Bontu the Glorified, Cataclysmic Gearhulk, Crested Sunmare, Urgoros, the Empty One, or Vona, Butcher of Magan. Maybe even a couple more board clearers like Crux of Fate, Bontu's Last Reckoning, Fumigate, or Hour of Revelation
Essentially, this deck has the structure to be real strong. It just needs some focus and a few upgrades to really get where it wants to go. Hope this helps.
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