Favor of the Overbeing

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eventide (EVE) Common

Combos Browse all

Favor of the Overbeing

Enchantment — Aura

Enchant creature

As long as enchanted creature is green, it gets +1/+1 and has vigilance.

As long as enchanted creature is blue, it gets +1/+1 and has flying.

Favor of the Overbeing Discussion

multimedia on Tuvasa - Enchantment Deck

3 months ago

Hey, nice budget deck and good upgrade of the precon.

Consider adding more low mana cost auras? Especially ones that can give Tuvasa evasion. She should be your main source of damage to opponents, Commander damage; I would focus on that. Other than the Enchantresses I don't see a need for lots of other creatures.

Budget cards ($3 or less each) to consider adding:

Lands:

Evasion:

Good Auras:

Protection:

Tutors:

Other Enchantresses:

Overbeing, Oversoul and Godhead are great with Tuvasa because she's three colors. Boots, Cover and Authority are low mana cost ways to protect Tuvasa from targeted removal with hexproof. Cover and Authority also provide potential evasion.


For cuts to consider my advice is to cut many of the high mana cost cards to help to reduce the avg. CMC of your deck. Take more advantage of three drop Tuvasa and the Enchantresses by adding more low mana cost enchantments.

Cards to consider cutting:

  • Blossoming Sands
  • Meandering River
  • Thornwood Falls
  • Tranquil Cove
  • Tranquil Expanse
  • Woodland Stream
  • Take Possession
  • Omniscience
  • Martial Coup
  • Arixmethes, Slumbering Isle
  • Celestial Ancient
  • Heavenly Blademaster
  • Hydra Omnivore
  • Nylea's Colossus
  • Silent Sentinel
  • Bruna, Light of Alabaster
  • Octopus Umbra
  • Faith Unbroken

multimedia on Tuvasa the Sunlit EDH Commander MULTI

3 months ago

Hey, looks good. I like the enchantment package, a mix of voltron and other powerful enchantments. Consider expanding on the voltron theme with more low mana cost auras? I think there's too many creatures and the avg. CMC of your deck could be lower.

Cards that are within the deck's budget to consider adding (in order):

Cards to consider cutting (in order):

  • Krosan Verge
  • Temple of Mystery
  • Blighted Woodland
  • Llanowar Scout
  • Skyshroud Ranger
  • Sakura-Tribe Scout
  • Budoka Gardener
  • Reclamation Sage
  • Karametra, God of Harvests
  • Nylea, God of the Hunt
  • Rafiq of the Many
  • Heliod, God of the Sun
  • Sphere of Safety
  • Sigil of the Empty Throne
  • Finest Hour

I offer more advice if you would like. Good luck with your deck.

multimedia on Bantchantress

6 months ago

Hey, other than one aura, Ancestral Mask , your deck is setup to use Estrid as a Commander more than Tuvasa.

Tuvasa is strongest when she's attacking doing Commander damage. What makes her powerful is she's both an enchantress and beat stick for Commander damage from the Command Zone. With Tuvasa as Commander consider low mana cost auras that can make her a real threat? Rancor , Ethereal Armor , Daybreak Coronet , Steel of the Godhead , Favor of the Overbeing , etc. Want to get enchantments onto the battlefield fast to pump Tuvasa, but this goes against the extensive pillowfort strategy.

The pillowfort strategy with combos requires a lot resources and time to setup and that's in Estrid's wheelhouse not Tuvasa. Tuvasa can still benefit from some pillowfort cards such as Blind Obedience and Authority of the Consuls since these cards help to clear blockers for her to attack. Aura of Silence , Energy Flux , Stony Silence are also quite good since they shut down artifacts and artifacts aren't part of your strategy. Tuvasa can also benefit, but much less than Estrid, from low mana cost land auras. Unlike Estrid who wants all the land auras to take advantage of her +2, Tuvasa doesn't need them all, just the low mana cost ones that create ramp (Growth, Sprawl, Fertile).

Many creatures are less needed when playing Tuvasa as Commander because she's the creature you want to focus on and enchant. All the other enchantresses as well as Sram, Senior Edificer and Kor Spiritdancer (aura enchantresses) and Heliod's Pilgrim are all the creatures you need. Rather than big creatures consider instead splashy cards that interact with auras/enchantments: Retether , Three Dreams , Wargate , Plea for Guidance , Aura Thief .

Good luck with your deck.


wardfunk on Tuvasa's Staxation

7 months ago

some potential cuts:

Mirri's Guile : an inferior Sylvan Library . unnecessary

Ghostly Prison / Propaganda / Sphere of Safety : bad in cEDH, possibly meta-dependent if yours is creature-heavy

Favor of the Overbeing : Steel of the Godhead / Shield of the Oversoul are much better. still probaly only need one of these though

Phyrexian Unlife / Teferi's Protection : more useful in dedicated combo decks, Teferi's Protection is good enough to keep though

also i know its expensive but Humility would be soo good in this deck.

Funkydiscogod on $50 simic menagerie

10 months ago

I'd vote Plaxmanta instead of Mana Leak, since it can also trigger Evolve.

I'm looking at Shambleshark. Only a returning Strangleroot Geist or Endless One can evolve it. Maybe replace it with Jhessian Infiltrator?

Maybe find some space for Calcite Snapper at the top end? Random thought: if you overload a Mizzium Skin it can deal 1 extra damage.

I remember back in "the day", Shorecrasher Mimic on turn two followed by Favor of the Overbeing on turn three was a pretty solid opening. "Dies to Lightning Bolt" is a good reason it won't work these days.

Spirits on

1 year ago

I don't like Angelic Page, he has to to use his ability, where Exalted is immediate. He can pump a blocker, but not sure the +1/+1 is worth it.

I'd probably rather have a Neurok Stealthsuit (Shroud) over a single use Favor of the Overbeing (Vigilance/Flying). Even if you don't have the for attach, just pay equip. It's not bad, but Exalted/Shroud/Hex are more valuable in single removal scenarios, especially if your sorcery +'s them. Have to reply on the protection spells to save them.

Skarrg Goliath CMC7 Bloodrush at least is instant, Enlarge you'll have to be sure to have the CMC5 + a protection spell (or shroud/hex) before engaging that. Why does it have a monster kitten in the pic!

You should have lots of blockers (the exalted crew), Guardian of the Gateless is a flying blocker, but dont think you need this ability. Palace Guard is even worse with no flying, Fog instead it's the same thing pretty much. Since neither has Exalted anyway.

I like Soul Snare going to need to work that into some of my other decks (like Alesha, Who Smiles at Death.

Hunter's Prowess gives draw, and Revenge of the Hunted Miracles.

Collective Blessing might be interesting for you. Increasing Savagery too is better. These effects are permanent, and Increasing Savagery has recursion (flashback) too!

Banishing Light is similar to Oblivion Ring and doesn't carry the $2 burden of Journey to Nowhere. If you planning on Infinite Combo off of the the ETB/LTB of Journey to Nowhere then keep it, if not, I would just go with Banishing Light (even though it can't infinite combo)

Pentarch Ward feels missing, it gives Pro-Color of your choice, the best part is it draws a card to replace itself (and you can still choose white). Never hurts you because of the draw, unless they remove the creature in response.

DrNevermore on Selesnya Bogles

1 year ago

I like what you're doing here, especially Favor of the Overbeing. Only question I have is why Canopy Vista and not Sunpetal Grove?

ThallionDarkshine on Rafiq the budget

1 year ago

I feel like you went a little too all-in on exalted creatures. Essentially, they serve as much more fragile equipment, pumping your attacking creature +1/+1 but dying as collateral damage in board wipes. In my opinion, +1/+1 is way too low value to justify a card slot, so I would probably shift away from vanilla creatures with exalted, and shift to using some more powerful buff effects. By doing this, you could dedicate less card slots to buffs, and free up some more space for utility cards, draw, ramp, or removal.

You're already running Favor of the Overbeing, and while the other cards in its cycle are a bit more expensive, I feel their power level definitely justifies the cost. Shield of the Oversoul gives some evasion in flying, but the reason to run it is the indestructible it gives. Likewise, Steel of the Godhead gives lifelink which is nice, but the really important keyword is unblockable. You throw that on Rafiq, and all of a sudden you're swinging for 12 unblockable commander damage a turn. In addition, since the unblockable is for blue creatures, all the other creatures in the deck that you need to hit opponents also can get unblockable from it.

Because you focused so much on exalted cards, you seem to have neglected a few important categories. By my count, there are only 5 pieces of draw, and 7 pieces of ramp in the current deck. This is just a rough rule of thumb, but I usually like to try for at least 10 for each of those categories.

So, let's start with draw. If you decide to stick with the hordes of exalted creatures, Lifecrafter's Bestiary is a great way to filter your draws for no mana early on, and then start drawing cards off of every creature you play later on. On the other hand, if you decide to shift the deck more towards equipments/auras, Sram, Senior Edificer is a great way to draw cards off of those. Hunter's Insight and Hunter's Prowess both let you draw cards off of the damage your creatures deal. Hunter's Prowess in particular turns your commander into 7/7 trampling double-striking monster on its own. One cool creature that lets you draw cards is Augury Adept. Not only does it draw cards off of hitting opponents, it also gains you some life on the side. While it has no inherent evasion, I feel that the combination of those two abilities is worth a slot. One more thing that's kind of just a pet card of mine is Conqueror's Galleon. All of its abilities are kind of expensive for what they do, but the flexibility it offers is pretty awesome. You can use it as a land, loot, draw, or even recur stuff from your graveyard.

And I'm realizing that this comment has gotten really long, so I'll keep my ramp suggestions pretty short. Talisman of Progress and Talisman of Unity are both good, Kodama's Reach and Cultivate are great, and a card that I really like for this deck is Thada Adel, Acquisitor. She has built in evasion, and hits people to steal their Sol Rings for powerful ramp early on.

Anyways, sorry about how long this got, hope you find some of my ramblings useful.

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