Ephemeral Shields

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Common

Combos Browse all

Ephemeral Shields

Instant

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature's color.)

Target creature gains indestructible until end of turn (Damage and effects that say "destroy" don't destroy it.)

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Ephemeral Shields Discussion

sonnet666 on [List] The MTG Weapons Arsenal

4 months ago

Don't stop now. I believe in you!

landofMordor on Jeskai control on a budget

6 months ago

Okay! Thing in the Ice  Flip we can work with. With Thing, you'll want a lot of cheap instants (and sorceries, if you must) to achieve a flip as fast as possible, then smash face for the win.

First, I'd suggest Spell Pierce, Dispel, Ephemeral Shields, and/or Turn Aside, all of which will be vital for protecting Thing from opposing removal. Then, I'd use Temur Battle Rage or Assault Strobe as a win condition (after Thing is flipped), since your opponent will likely already be within killing range from their shocks and fetches. Cantrips like Niveous Wisps, Ponder, etc will be pretty good to you, as will multiple-use spells like Faithless Looting, Think Twice, and so forth. If I were you, I actually might be tempted to take out all W except just a splash, if Thing is your main win con. Although I guess at this point, your deck becomes aggro...

If you care about the control part of things, I'd trade your Ulamog for Emrakul, the Promised End (she's better with Nahiri) and dial up the W element of the deck, leaving R just as a splash for Nahiri and Helix. Azorius Charm, Failure / Comply, Hindering Light, Silence, Angelsong, Censor, will all be crucial in extending the game long enough to swing in multiple times with Thing and maybe even get Nahiri to ult.

Either way, I suggest only splashing your third color -- 4-6 spells of that color max. Then, I suggest you build your land base with all basics except for 4 Evolving Wilds and 4 of the tapland of your 2 primary colors (for RU, Izzet Guildgate or the like). Split the basics evenly between all remaining colors.

Hope that helps! Despite what some other posters seem to think, I strongly believe you'll be able to build a fun and effective 3-color deck on a budget, especially if your goal is casual fun. However, I do think that you might be frustrated if you have a mana-intensive deck on a shoestring budget, which is why I so strongly recommend just splashing one of your 3 colors. Mention me on your decklist once you get some cards smashed together -- even if it's not pretty, I'll do my best to help you out! Best of luck.

lagotripha on The Barber

8 months ago

So, modern. For casual play modern is pretty much anything goes, but when playing competitively the game is decided by turns 3/4. This means that the majority of spells are as low cost as possible, intended to remove your opponents threats Path to Exile Be a threat itself Lingering Souls or help stall that decision until later turns where something larger can defeat your opponent Remand into Supreme Verdict, for example.

There are four common archetypes- aggro (kill your opponent as quicly as possible playing fast efficient creatures and spells like Lightning Bolt or Goblin Guide with just enough protection to make sure they hit your opponent for that final bit of damage, Midrange which aims to trade 1 card for one card in the first few turns to prevent damage then cast efficient mid-cost creatures in the 3/4/5 slots to win the game Siege Rhino/Thoughtseize style, combo where if you can get the peices onto the battlefield with enough to protect them you just abruptly win (usually turns 4/5/6) eg Melira, Sylvok Outcast/Kitchen Finksetc, and control which is almost all spells to screw over your opponent with a couple of cards that eventually deal enough damage to win, Supreme Verdict/Celestial Colonnade.

I've listed the kind of cards that are the most archetypal examples, but the variation within these strategies permits for an astounding variety of viable decks at every price and in every colour. Certainly most won't win major tournaments, but they can win your local FNM.

This deck is kinda split down the middle in terms of what it wants to be, running high cost combo or control threats like Foundry Champion or Eldrazi Devastator Warstorm Surge and Assemble the Legion, aggro tools like Boros Swiftblade and midrange tools like Gideon's Avenger.

I'd reccomend making this a creature based control deck based around cards like Nearheath Pilgrim, Boros Reckoner, Spitemare, Lightning Bolt, Flame Slash/Roast instead of shock and some bigger spells, aiming to stall the game with infinite life to resolve an Assemble the Legion or Foundry Champion (which oddly can dodge a lot of removal at the moment if you have mana. Weird). The rest of the deck should be dedicated to resisting your opponent 1-shotting you and removing growing threats. Condemn or Oust is cheap, and if you aren't planning on killing your opponent quickly the drawback is minimal (and screws over Death's Shadow). Legion's Initiative provides some combo protection, and should be retained, but Gleam of Battle and Brave the Sands can be replaced with tools to help . Ready / Willing, Ephemeral Shields, Ajani's Presence and Valorous Stance are all good options to enable the combo. With your sideboard it looks like you're trying to transform into aggro, if so look at threats like Keldon Marauders, Monastery Swiftspear, Skullcrack etc. You'll still want a Shattering Spree or similar artifact/enchantment removal in your sideboard for people playing Ensnaring Bridge, affinity (Batterskull decks) and if you're unlucky hexproof with Worship.

All told, good luck, happy testing and have fun.

OriginLeon on Budget Boros Damage Mirror

8 months ago

kellen.rice I did have Boros Charm on the first version of the deck. I ended up removing it for two reasons:

  1. Usually don't have too much mana to spare to cast it like that, after a mana-heavy effect that will destroy my creature(s) (Like Blasphemous Act, Volcano Hellion or Shivan Meteor).
  2. The fact that is deals damage only to my opponent for 2 mana creating a 4 point difference makes Lightning Helix a better option wich has the same cost, gives a 6 point difference and can also target enemy creatures.

With the first option in mind i tried also Ephemeral Shields instead wich can me cast for free tapping two creatures. But I found it was too specific for destroying effects and was relying too much on my own combo. In a format where Path of Exile and Dismember are staples, indestructible is not too much effective. So I'm using Apostle's Blessing instead on the sideboard, but unfortunatelly I'll keep destroying my creatures.

Firebones675 on Trostani's Growth

9 months ago

Just wanted to clarify something i said earlier. I'd look for around 36-38 lands total. This would include the nonbasics you have already. The amount of basics varies from deck to deck with 5 color decks only having a handful where 1-2 color decks tend to have more

You'll still need to make other cuts too but here are some that come to mind.

Attended Knight: you have a lot of ways to make tokens already, this is one of the weaker ones so i'd start here.

Centaur Healer yes it gains a bit of life but it's still only a 3 mana 3/3 with no abilities once in play.

Emmara Tandris if this said it made them indestructable insead then maybe but as it is for 7 mana i'd want more than this

Ephemeral Shields cute combat trick don't get me wrong but i think you can do without it

Savage Surge: if you're using this as a a pump spell/ a way to eat an attacker Spidery Grasp is probably better. If the intent was for your commander, i'd much rather run Thousand-Year Elixir.

Divine Favor is too inefficient

Pheres-Band Warchief with only 7ish other ways to get centaurs out it's a bit questionable

Siege Wurm: not a bad card by any stretch especially if you can get it down quickly but it is a bit outclassed by some of the other creatures already in the deck

Trostani's Judgment yes it populates but it's slow and expensive

Rootborn Defenses I know a lot of people that like this card but personally i'm not a huge fan. When it's good, it's great but otherwise do you really want to hold up 3 mana for the rest of the game just in case you need to cast it? I suppose you might be doing that anyways with your commander but the point is that it's a bit more situational than i would like.

Selesnya Guildmage It's a mana dump late game but that's about it. not very efficient.

Selesnya Evangel: too slow

Kazandu Tuskcaller. Can be great if your opponents let it live but having only 1 toughness and the need to invest 6 mana into it before it has any ability is a bit awkward. Most times i've played with it people let you spend your turn leveling it up and then kill it before you get much in the way of tokens.

As i said you'll still have plenty of cuts but these are the one's i'd start with.

Emzed on Doran's Army

10 months ago

Since your deck is so very focused on its commander and really doesn't want it to get removed, you might want more effects that protect it, like Blossoming Defense, Mother of Runes or Ephemeral Shields. If you are worried about countermagic, Grand Abolisher might be helpful.

darter0111 on Heroism for the Modern Age

1 year ago

In my opinion, Hardened Scales Beats any turn one play you have, even if it's a turn one creature, so you can hold some mana up. Twisted Image is hilarious turn two after turn one Lagonna-Band Trailblazer. Warriors' Lesson is good because it targets two creatures and can draw you two for one (similar to Ordeal of Thassa but one mana and two triggers. No Battlewise Hoplite? Rebound on Battlewise Hoplite controls your draw to a degree. I also feel like relying upon 12 creatures is hard you get bad mulligans, as with Bogles. Emerge Unscathed is good until you have to give him pro white and can't kill them that turn. Ephemeral Shields is good because of the convoke and saves your guy (possibly without using mana). Not saying this is bad, I rly like it. With heroic it's hard to choose what all you want in your deck.

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