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Evra, Halcyon Witness
Legendary Creature — Avatar
: Exchange your life total with Evra, Halcyon Witness's power.
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Evra, Halcyon Witness Discussion
1 month ago
plasmor99 I don't know if this deck suffers from a lack of enchantments as they are over >20% of my non-land cards. I'd love to have Moat but that is way, way out of my budget. I'll probably never own a copy. If anything I'd have to go with the baby Magus of the Moat. Thank you for the critique of my deck it has made it a lot more sustainable in the late game. The first card that I notice is under performing is getting replaced with Mana Tithe.
TheRedGoat I don't mind being a prison deck with life gain shenanigans I think that'd be pretty sweet. We're lacking a control player in our meta. Evra, Halcyon Witness would be crazy good. I'll have to figure out what to take out and maybe put in some stuff like Rogue's Passage. Commander damage isn't "rare" but most people rely upon comboing out. Congregate was added because of the prevalence of tokens in my meta.
1 month ago
Okay, so in a multiplayer game, as a mono white player you have to default a bit to being the prison/hate bear player. The more casually you play, then the less of that you need, but in any case it is good to remember that you always will want more time in order to win (hence the prison and hate bear cards).
So saying, I would first and foremost recommend less Caged Sun and more Burnished Hart cards, because the land search will help be your "card draw" where you wouldn't otherwise have it. This is not to say other forms of mana ramp are not worth playing, but less dead draw lands often works out just as well.
Additionally, gaining life and having a massive pool of health is a powerful barrier to dying, however, Congregate will not save you from a commander damage or infect alpha strike like Holy Day will. If your play group doesn't do that, then you're probably okay, but even then I'd recommend playing more interactive removal.
Lastly, if you want to make space for it, the recent Evra, Halcyon Witness does make a worthy win condition within a life gain build. Though I'm unsure of where to cut space in your current build.
1 month ago
You mentioned wanting to go for life gain as the deck's theme. If I were doing mono-white, I'd probably go with Evra, Halcyon Witness just because I like living dangerously! Otherwise, green/white or white/black are probably your strongest options, though now just about all colors have potential. Some I would consider, depending on which colors you want to play, include Trostani, Selesnya's Voice, Karlov of the Ghost Council, Licia, Sanguine Tribune, and Treva, the Renewer.
1 month ago
2 months ago
It all depends on timing.
The "Combat Phase" is broken down into a couple different steps:
Beginning of combat stage. The main stage is over now, and you declares who will be the defending player(s). The active player (the player whose turn it is) gets priority--this means they can cast instant speed effects. Once they pass priority (i.e. decline to cast a spell), the opponents can cast spells. (I'm going to refer to this as Get/Pass priority to save some words).
Declare Attacks Step - you declare which creatures you will use to attack. You then get/pass priority.
Declare Blockers Step - your opponent declares who will block. You then get/pass priority. You then get/pass priority.
Combat Damage Step(s) (there might be multiple, if creatures with first/double/triple/last strike are in play). Combat damage is assigned. You then get/pass priority.
End of Combat Step: You get/pass priority, abilities that trigger at the end of combat occur and effects that last until the end of combat ends. All creatures are removed from combat.
I know that's a lot, but it is necessary for answering your question.
For your first question: If your opponent plays the instant prior to step 4, you will be killed. This is the most likely situation. In step 4, combat damage is assigned first, before spells can be cast. As such, your Evra will deal damage, you will gain life, then your opponent will have the chance to cast their instant (if they yet live).
For your second example, you would be activating Evra, Halcyon Witness's ability when you gain priority in step 3. Since you've moved past the declaring blockers part, your opponent can no longer declare new blockers. However, you have not moved onto the damage stage yet (4). The ability will resolve before damage is dealt--Evra would deal 20 damage (unless otherwise removed).
2 months ago
Removed Obzedat, Ghost Council to put it in spirit deck, added Evra, Halcyon Witness
2 months ago
@paulriso: I don't know when the list will be updated, but the following is a minimally edited repost of an earlier comment I made. It has been mostly agreed with (or rather there has been little disagreement) and the edits incorporate a lot of the feedback I have read. Note that these are impressions and where they may likely start, but are not guaranteed to be their true standings.
Lyra Dawnbringer - T5. Just an efficient creature. Angel tribal does nothing.
Naru Meha, Master Wizard - T2. Good in a High Tide shell like JVP, but also with a simple combo with Ghostly Flicker.
Demonlord Belzenlok - T4. Efficient beater that draws 1-2 cards in a good color.
Multani, Yavimaya's Avatar - T4. Seems like a decent STAX commander.
Naban, Dean of Iteration - T4. Seems like a decent enough value commander in a good color.
Evra, Halcyon Witness - T4. Requires removal. Good with Aetherflux.
Josu Vess, Lich Knight - T5.
Verix Bladewing - T5.
Marwyn, the Nurturer - T2.5-3. Taps for big mana. Probably a decent Elfball commander. Comparing her to Ezuri and Selvala, so there is potential to be better than T3 where Ezuri is.
Shalai, Voice of Plenty - T3. Protects creature combos and is an infinite mana outlet.
Zahid, Djinn of the Lamp - T5.
Kazarov, Sengir Pureblood - T5. Can disrupt creature shenanigans, but is too slow.
Squee, the Immortal - T4. No Food Chain, so settle for Skullclamp and Smokestack.
Grunn, the Lonely King - T5.
Teshar, Ancestor’s Apostle - T3-4. Bomberman Combo + Scarecrone/Brass Secretary/Selfless Cathar/Ticking Gnomes.
Slinn Voda, the Rising Deep - T5.
Valduk, Keeper of the Flame - T4. Cute with Skullclamp and/or Possessed Portal.
Baird, Steward of Argive - T5.
Tetsuko Umezawa, Fugitive - T4-5. There is probably something cool I am missing.
Torgaar, Famine Incarnate - T4. I want to say T5, but the effect might qualify it for T4. It also acts as a one-time sac outlet in the command zone.
Danitha Capashen, Paragon - T5.
Urgoros, the Empty One - T4-5. I want to say T5, but the "at random" may qualify it for T4.
Kwende, Pride of Femeref - T5.
Whisper, Blood Liturgist - T3-4. Relatively cheap reanimation makes for a decent commander.
Yargle, Glutton of Urborg - T1. By far the best Legend to come out of Dominaria and will easily be brewed for ages to come.
Darigaaz Reincarnated - T3-4. Decent beater in good colors. Also an okay Food Chain commander since it "stores" 8 mana.
Jhoira, Weatherlight Captain - T1.5-2. Tentative starting point for the powerful artifact storm commander. Comparing most closely to Nin, the Pain Artist.
Muldrotha, the Gravetide - T1.5-2. Three best colors combined with an efficient value engine. Works very well with Command Beacon. There are also combos with LED, Phantasmal Image, and Animate Dead. Comparing mostly to Damia and Rashmi.
Aryel, Knight of Windgrace - T4. Makes tokens and is (slow) removal.
Jodah, Archmage Eternal - T3. Can cheat in a lot of cool stuff.
Firesong and Sunspeaker - T4. Cool with damage based board wipes and Aetherflux.
Grand Warlord Radha - T3. Free mana is free.
Adeliz, the Cinder Wind - T4-5. Is wizard storm possible?
Arvad the Cursed - T5.
Garna, the Bloodflame - T3. A better No Rest for the Wicked with a haste anthem is playable. It turns Entomb into an Eladamri's Call. Good in a shell with Paradox Engine and a sac outlet.
Hallar, the Firefletcher - T5.
Raff Capashen, Ship's Mage - T4. Can have Shimmer Zur lines with Aetherflux.
Rona, Disciple of Gix - T3-4. Goes infinite with LED and Deadeye.
Shanna, Sisay’s Legacy - T5.
Slimefoot, the Stowaway - T2.5-3. Comparable to Ishkanah, Grafwidow. Likely to rise since it only needs infinite colorless rather than infinite black.
Tatyova, Benthic Druid - T2.5-3. Good colors and abilities.
Tiana, Ship's Caretaker - T4. Helps recover from Bane of Progress. Best combo I could think of: Possessed Portal + Sigarda's Aid + 0-drop equipment.
Traxos, Scourge of Kroog - T5.
Niambi, Faithful Healer - T5.
2 months ago
A lot of interesting choices wich could be quite good. I just totally disagree with 1 card:
Tainted Remedy: You don't have ways to give your opponents life and if your opponents do not gain life or better play a lifegain deck this card will simply be a dead one. The probability of it being good in a game is too low.
You run a low curve with those vampires wich can be explosive but keep in mind that unless you play 1v1 this will let you run against a wall you can not climb in multiplayer. Also you run a lot of non vampires wich slows your deck down considerably. In addition cards like Evra, Halcyon Witness don't seem to make any sense in here from my point since it does not help you get out strong. You don't even have a good evasion in here so it's just a big dumb creature that will be destroyed after you change life total and before it deals damage.
You have almost no recursion or card draw in here so in a drawn out game you will be sure to be exhausted and not get back into the game any time soon. I would suggest adding those. Patriarch's Bidding might be expensive but there is a gold bordered version wich is affordable.
I will not add cards in this comment as suggestions that are already in my deck since you can simply look it up in this one but I want to get your attention on 2 cards I found out to be really strong in Edgar:
Anointed Procession basically doubles the value you get from each vampire and lets you get more aggressive and Cathars' Crusade basically is a multiplied pump spell with each vampire you cast. For example you cast a random vampire: Then first a token enters the battlefield, giving each creature (including itself) a counter. Then the actual vampire comes into play adding a counter on each creature (including itself). This way you end up with a permanent +2/+2 on each creature including the new token and a permanent +1/+1 on the new vampire. Sounds stupid? Is stupid and fun as hell.
So. Basically that's it for now. I might add things later if you ask me. But for suggestions I would need to know your budget, playgroup and personal preferences regarding this deck.