Target permanent you control gains protection from the color of your choice until end of turn.
Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
|Want (3)||soapzz , XENS , Jojowithsomemojo|
Printings View all
|Dark Ascension (DKA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Faith's Shield Discussion
1 month ago
Great deck, but in place of open the armory, as there are no auras or equipment, I would suggest Faith's Shield, Gods Willing, or Apostle's Blessing as an extra precaution. They are all great in their own way so it is mostly a matter of preference
2 months ago
Hey there, you've got a pretty good thing going on here, especially for a first deck. A lot more cohesive than my first EDH attempt many moons ago, which was a horrible mishmash of netdeck and "super secret tech" that in fact did not work as intended. Your secret sauce of mild pillow fort actually makes sense!
That said, here are a few pointers that should help you smooth out some rough edges:
- You should run all seven one-drop instant speed cantrips. They're just good, no matter your specific Feather game plan. You're missing Heal and Panic. They don't get you an instant card, but they're still good.
- Dowsing Dagger Flip is really good ramp that flips quite easily because Feather has wings, and you can make use of the big mana shot with your red-centric pump quite easily.
- I agree that Scroll of the Masters is very nice for ending people with voltron damage, I ran it until taking it out recently to focus more on the whole storming out angle. This is a bit of a sad truth, but decks tend to work better when you zoom in on an particular angle of attack. In your case, keep an eye on how the cast payoffs work. You run quite few rocks, so you won't have obscene mana to keep a crazy number of spells in constant circulation. The token guys are still gonna be good for gumming, but the various Guttersnipe variants might end up lacking. I expect Aetherflux Reservoir in particular to do little for you.
- Some voltron stuff I always thought could be good is O-Naginata and Leering Emblem.
- Emerge Unscathed does nothing for you as you don't care about its rebound. You should have enough repeatable protection stuff to not care about Deflecting Swat. Sheltering Light is nice as it's a form of protection while scrying for 1 mana. Faith's Shield is like a second Apostle's Blessing in that it can also protect a non-creature in a pinch. Not sure how vital that will be for you. My personal protection suite is the one-drop insta-flickers (Cloudshift, Ephemerate), two-drop EOT-flickers (Liberate, Long Road Home, Otherworldly Journey), a few colour protection options (Gods Willing, Apostle's Blessing, Faith's Shield, Shelter) and a bit of indestructibility (Ajani's Presence, Ephemeral Shields, Sheltering Light).
3 months ago
@partana I have thought about that in the past, but I do have 2 Aurelia decks so I just go full tilt equipments with this one. Right now I know my creature count is low, and that is something that I want to tinker with more. Something near 20-23 would be ideal. Honestly the truth is I want 3 more of everything in this deck: creatures, removal, and protection and utility spells. However of the 20 or so games I've played with this deck in the last month its winning more than 60% of the time against varied opponents, so until I run into some meaningful resistance (or a new set releases) the deck doesn't need any major changes. Anyway of the equipments you mention, Shadowspear has underperformed pretty hard, so in my paper build I've been using Sinew and Steel in that slot and have been happy with the results in a limited number of games. Umezawa's Jitte is easily the most complicated equipment in the deck in terms of game impact. Some games it does literal nothing, but other games it almost single handedly wins the game by killing things that matter and then pumping to take out players. I had a fun situation recently where things were not going my way at all, but around turn 8 or 9 i was able to get jitte with several counters on Aurelia, and double strike from where to take 2 players out of the game who had 0 commander damage at the start of the turn....thats what jitte can do. Basically with double strike and double combats its insane...and is also an additional source of life gain which I periodically need. I run with out True Conviction which I really don't recommend, but thats where Im at right now. With all that said I have cut Jitte in the past, it is possible to live without it, but its so good. If I were in a non combo meta I would cut the Helm of the Host, its not something I go to super often and its a big expensive play to make happen. I have run without blackblade reforged in the past but honestly I'm much happier having it in the deck. If everything else should go wrong, 8 lands Blackblade and Aurelia means lethal on a player. Its just does player killing amounts of damage really easily. Where it can be relevant also is if stonehewer giant sticks in play for a few turns. You get that first value equipment then you are probably just looking for something to end it and blackblade helps. Your suspicions are correct on aggravated assault it is a little bit clunky on its own, and you probably don't want to see it in your opener and I rarely activate it without the combo. However, the combo has won me a lot of games since Neheb also does the trick. I generally execute this combo much more often than the Helm of the Host combo, given how much easier the mana is. What also makes it powerful also is that both Feast and Famine and Aggravated Assault can be brought back with Sevinne's Reclamation should some sort of mill or wheel situation happen. Ive played without Aggravated Assault in the past, and if I weren't in a combo meta right now Id probably cut it for something else. Also its worth pointing out that this deck is tuned for like turn 7 metas with combos, different metas might require different things. SO yes a lot of your observations are correct and many of these cards could be cut, but Ive chosen to focus around them so they are still very effective at what they do. But there many different ways you could choose to focus the deck.
Ive got a few things I am trying test at the moment. Faith's Shield is one, someone always tries to blow your stuff up eventually. Intrepid Hero seems interesting a sword carrier and repeatable removal for big stuff. Haven't tried yet by Myojin of Cleansing Fire seems interesting in that it gets me a board wipe and a creature, but I suppose Realm-Cloaked Giant does the same. Also Im at a place where I want to try and get Argentum Armor back into the deck, and probably need to find a spot for Embercleave. So still lots of problems to solve. Hope this helps!
3 months ago
So the way you put it in parenthetical:
Creature - Angel (Mythic)
At the beginning of your upkeep, you may sacrifice Serra's Herald, if you do, scry X, where X is a quarter of your life total, rounded down.
Using a favorite mechanic of mine, Fateful Hour (Break of Day, Clinging Mists, Thraben Doomsayer, Gather the Townsfolk, Faith's Shield, Gavony Ironwright, Spell Snuff, and Village Survivors): and an effect I like- Revival / Revenge
Double your life total. Target opponent loses half their life, rounded up.
Fateful hour - If you have 5 or less life, you may have two target players exchange life totals instead.
Another Fateful Hour card
4 months ago
Cabal Coffers, Expedition Map, Buried Ruin, Renegade's Getaway - This last one is unique in that it allows you to target anyone's permanent, unlike stuff like Faith's Shield that only target your own. 3CMC isn't a great but it seems worth considering or including 1x
6 months ago
6 months ago
Hi cheeseycrackers, I really like it. I might consider changing out Besmirch and Fiery Confluence for a bigger Sunforger package and a little more protection (And style points) with cards like Mana Tithe , Apostle's Blessing , Faith's Shield and Rebuff the Wicked which have all worked great for me. Having said all that, I would be more than happy to play your build, looks fun and strong!
8 months ago
I am playing around with a casual (60-card constructed) GW Lure deck (using creatures with the Lure ability already stapled onto them), and I'm trying to decide the best route to take to protect my Lures when they're attacking into a sea of baddies. The tools that come to mind are:
- Regeneration (e.g. Yavimaya Hollow )
- Protection after blockers are declared (e.g. Spare from Evil )
- Selective fogs (e.g. Dolmen Gate )
- Indestructible (e.g. Shield of the Oversoul )
What are the pros and cons for each of these? I only have so many slots in the deck for protection, so I'm wanting to choose the best type.
I'm also trying to decide whether I should go with one-off instants like Faith's Shield (tend to be cheap mana-wise and the opponent doesn't see it coming) or permanent / repeatable effects from Auras like Shielded by Faith (are more fragile against removal), enchantments like Asceticism (tend to be expensive mana-wise), or lands like Maze of Ith (takes a land drop and interferes with color fixing). All repeatable effects also have the downside of being known to your opponent.
Let me know your thoughts!
P.S. No equipment, for flavor reasons.