Ephara, God of the Polis
Legendary Enchantment Creature — God
As long as your devotion to white and blue is less than seven, Ephara isn't a creature.
At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.
|Have (2)||metalmagic , gildan_bladeborn|
|Want (5)||typicalmail , atuck94 , hk403 , LoudZoo , adam1floyd3|
Printings View all
|Secret Lair (SLD)||Mythic Rare|
|Born of the Gods (BNG)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Ephara, God of the Polis occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
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Latest Decks as Commander
Ephara, God of the Polis Discussion
3 weeks ago
1 month ago
You have a pretty good base already. A couple of things I notice-
One is your lack of removal. I would suggest 3-5 board wipes (Depending on your meta and how many creatures are played. My meta is high power, combo heavy so I only run 2-3 wipes in most of my decks, but if you play in a creature heavy meta I would suggest running 5)Austere Command, Day of Judgment, and Settle the Wreckage are all good ones, but there are plenty of others out there in white. If you ever get a Cyclonic Rift it is one of the best ones out there. Next I would suggest adding some more single target removal. Around 5-6 single target removal pieces is a good place to be. Beast Within, Krosan Grip, Disenchant, an Return to Dust are all great options. While the enchantment route is not a bad way to go for removal and provides good synergy with your commander, most of them are easily removed, and when they leave the battlefield whatever was exiled comes back. With that said I have found effects like Imprisoned in the Moon and Frogify work well to shut down troublesome creatures/ permanents and usually stick around for awhile for some reason. EDH is a very interactive game and being able to remove threats, or stop someone from going off is pretty big and when you face stronger decks the instant speed removal will be much more valuable than using enchantments to remove threats.
Next I would suggest pumping your ramp up a bit. Looks like you are running around 4 or so ramp pieces, so maybe add about 3-4 more pieces. Kodama's Reach, Cultivate, Dawn's Reflection and Fertile Ground are all good calls. Adding more ramp will improve the consistency of the deck and help speed it up as well as make sure you have your colors. Consistency and speed are big factors in making a deck stronger as well as just making sure you enjoy the deck because it does not shit out on you as often (Being mana screwed/flooded or not getting your colors. This will happen sometimes no matter what you do, just the nature of the game but you want to try to do as much as possible to smooth things out to have it happen as little as possible)
Finally just a few cards I would suggest removing since they add little to the synergy of the deck and or the cmc is just a bit to high for what the card does and what the deck wants.
Thorn Mammoth- It has a high CMC, double green cost and the state based effect is not enough to justify taking up a slot.
Ephara, God of the Polis- High CMC, requirements to get it online, and the card draw aspect is just redundancy the deck does not really need.
Banishing Light- Not a bad card but I would switch out for instant speed removal
Cast Out- same as Banishing
Oblivion Ring- Same as above
Sandwurm Convergence- High CMC, and just does not add enough value to justify a slot. Sure it is an enchantment but for it's cost and what it provides it is really a win more card.
Last few thoughts. Do your best to keep your curve low to help speed the deck up, when you can replace the lands that come on tapped. This helps speed and consistency and honestly the longer you play (And the stronger power levels you get to if you choose to do so) you will learn to say fuck tap lands. I have 9 decks running from super weak to CEDH (I like to be able to play at any power level when I sit down at a table if I am not playing with my main playgroup) and the only tapped lands I run in any of them are lands that provide a huge upside to coming in tapped Mosswort Bridge and Path of Ancestry for example, otherwise tapped lands just slow your deck down and there are better options. Pain lands and check lands are great cheapish alternatives, then of course there are the fetches and shocks and duals and the like but they are not cheap sadly.
Overall your deck is fairly solid and looks good. A few tweaks and changes and it will be even stronger. Here is my Tuvasa list - Little Nicky it is a very strong deck and has been highly optimized to play in high power meta. I run multiple combos, but usually I just load up Tuvasa with a few auras and swing her out. It gets rather dumb quick and I only run a small handful of combat auras, everything else is synergy, protection, and degenerate shit. Feel free to take a look and pull some ideas. Also feel free to let me know if you have any questions on anything I have suggested, or my deck, or just deck building in general. Always happy to help newer players since commander can get complicated and confusing stupid quick. LOL
1 month ago
Ephara, God of the Polis might work super well. Since you create a chump blocker each turn, and you have altars to turn them into mana...
Next Player’s turn: Repeat.
1 month ago
With that said, I would try to keep things low to the ground, like you have Rhystic Study in the maybe board but, you maybe better with Curiosity, Curious Obsession or even Military Intelligence. That said, Kindred Discovery and Coastal Piracy I think would work out as back up Bident of Thassa for more draw engines.
Your commander is critical for your deck, in these colors I would advice running some mix of Lazav, the Multifarious, Spark Double, Sakashima the Impostor, Lazav, Dimir Mastermind and/or Helm of the Host. One having more then one of your commander on the field at the time is never a bad thing. Two, your opponents will know to keep your commander down so make as many of it as you can 8p.
Watch the nonbos like Hanna, Ship's Navigator or Auramancer with Rest in Peace in play makes for sad days. You have Tragic Slip but, only 2 triggers for morbid (Myriad Landscape and Seal of Cleansing)? I mean I like Tragic Slip and all but, it's better in sacrifice theme decks.Ephara, God of the Polis but, no flash to keep triggers each opponents turn.
More over the game plan is turn dude side ways but, now are looking to run Faerie, Enchantment or Flying mans?
last Omen of the Sea would just be a good card to run.
1 month ago
That's what I was leaning toward, Dylan. Here's why:
Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.
So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.
Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.
Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.
If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.
This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.
I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:
This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.
The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.
Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.
Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.
I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.
Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.
Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.
So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.
I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.
That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.
Having said everything I did in here, the truth is I am building this deck as an excuse.
I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.
One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.
So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.
2 months ago
Mulldrifter seems like a shoe-in.
Deadeye Navigator is very strong.
Duplicant has the removal.
Ephara, God of the Polis can draw you 2-3 extra cards per turn cycle, which is awesome.
Glen Elendra Archmage is a repeatable Negate effect.
Knight of Autumn is an extra Rec sage.
Kiora's Follower can ramp or untap Roon.
Palace Jailer can exile things permanently if you blink him.
Perplexing Chimera is just bat-shit crazy, it messes the game up so much.
Reveillark resurrects people.
Solemn Simulacrum is still good ol' sad robot.
Soul of the Harvest... does its thing.
Sundial of the Infinite can skip the end step, permanently exiling a creature with Roon.
Guardian Project is bonkers.
6 months ago
Hey, flashing out Ephara, God of the Polis Ephara, God of the Polis could be super nice card draw. With enough cheap creatures maybe token making you can draw a lot of cards. Another one to consider Lavinia of the Tenth . Then I find Search for Azcanta Flip strong card and flashable. As for interruption of your opponent's plans Narset, Parter of Veils flash this when your opponent is about to draw a million cards, feels super good.
I could also see Teyo, the Shieldmage and The Wanderer beeing really strong in this kind of deck. Usually, planeswalker don't really feel good to flash, since you cant activate their abilities, but with these 2 you can really abuse their passives.
You might also like Emry, Lurker of the Loch
Thanks, for the deck, got some nice ideas from this.
6 months ago
Je jouerais aussi un Sun Titan .