|Commander / EDH||Legal|
Printings View all
|Journey into Nyx (JOU)||Common|
Combos Browse all
Enchantment — Aura
Enchant creature you control
Enchanted creature gets +1/+1.
Whenever enchanted creature deals combat damage to a player, you may sacrifice Flamespeaker's Will. If you do, destroy target artifact.
Flamespeaker's Will Discussion
8 months ago
Hey, I'm an experienced Tiana pilot and would love to help! ( my deck link here ).
The first thing I would change is Wrath of God and Blasphemous Act because creature-only board wipes destroy the creatures, then the auras, so Tiana won't trigger for any of your auras. But board wipes like Hour of Revelation , Day of Reckoning, End Hostilities , Nevinyrral's Disk , Cataclysmic Gearhulk , Tragic Arrogance etc would make Tiana trigger on your auras. You could put in Auratog or Faith Healer so you respond to creature-only board wipes, or put in indestructible stuff like Hammer of Nazahn , Shielded by Faith , Kytheon, Hero of Akros Flip etc.
Bludgeon Brawl has cool synergy with Tiana, because if Vandalblast , Scrap Mastery , Hour of Revelation etc are cast, then Tiana will trigger on your artifacts too. And if you include this, consider adding artifacts that sacrifice themselves like Unstable Obelisk , Commander's Sphere , Boros Locket , Boros Cluestone , Orazca Relic .
Along with self-sacrificing artifacts, I loved the idea of self-sacrificing auras and recycling them over and over with Tiana, especially with Sigil of the Empty Throne or Ajani's Chosen on the battlefield. Auras like Capashen Standard , Mortal Obstinacy , Flamespeaker's Will , Brand of Ill Omen , Sun Clasp , Weight of Conscience , Bound by Moonsilver , Lunarch Mantle , Uncontrolled Infestation , Inferno Fist , Guilty Conscience etc.
Other than the aforementioned cards, I'll also mention Mistmeadow Skulk which dodges board wipes, the new Swiftblade Vindicator and Smothering Tithe , Fabled Hero and other heroic cards that benefit from the aura recycling, Forgeborn Oreads and Scroll of the Masters and Mesa Enchantress for the aura recycling, Ethereal Armor , Helm of the Gods , Heavenly Blademaster , Laccolith Rig is stupid but fun, Heirloom Blade because RW sucks at draw (except this deck if you add auras that draw).
If I wanted to cut some cards from your deck, I would start with Order since it's 4 mana for a really narrow removal spell, and 3 mana to do something that odric or angelic skirmisher do (which is creatures so can be brought back into the game easier). Kwende, Pride of Femeref is essentially a 4/4 for 4 mana and is only useful for Tiana. Kitsune Mystic isn't needed with all the sacrificing and such. Authority of the Consuls and Godsend and Basilisk Collar isn't that impactful for an aggro strategy. Whispersilk Cloak gives shroud which isn't the best for a deck all about auras and equipment. Chariot of Victory isn't that good and doesn't add any power. And I would take out as many tapped lands as you don't mind, they slow down decks way too much, add Battlefield Forge .
Hope this helps makes your deck stronger!
11 months ago
If you're looking for an 'interactive' aura, Flamespeaker's Will is cheap and can pop an annoying artifact without slowing down your combat.
For a less efficient, but kinda spicy idea Nyxborn Rollicker can come down early to block or be cast later as a (somewhat overcosted) aura.
1 year ago
I too am building voltron for the first time, i'm gonna throw down a couple of categories for cards to cut, cause im too lazy to type out individual reasons.
Too small: These artifacts arn't very impactful to the board state, as they provide very little stats wise. I can see why you would want to run these, for they let you get 3/1s on the cheap, but you need 14 3/1s to connect to face per person to win, so try taking these out, and adding in more high value equipment. I think you'll if you keep these cards in you will end up with an empty hand in the later game. -BoNeSaW
-Thornbite Staff (You have to pay 2 to activate it,)
-Jhoira's Familiar (This guy probably won't get you much value, as nothing in your deck is that expensive, and your not drawing or anything whenever you are playing artifacts, I can see why it looks good, but i think you'd rather have any other card in your hand at any stage of the game.
-Sword of the Animist this card is questionable, and its totally your opinion to run it or not. I would advise against it, as you are ramping into few impactful cards, and you'd rather have a strong buff for valduk.
-Inspiring Statuary (this card seems strong because of the pure amount of artifacts you are running, however your average card cost is under 3, and even you high end card are most 5-6.
-Darksteel Forge (as mentioned before, your average CMC is below 3, and a random 9 cost card is questionable. Although never allowing your artifacts to be destroyed is a great effect, this card will be dead in you hand for most of the game.
-Flamespeaker's Will just a low impact card
-The Brute Rarely will you be saving mana, as you want to build as big a valduk as possible, let alone RRR. and the +1/+0 is very un-impactful.
-Comet Storm as the highest cost card(ignoring the forge) is 6, thats around the amount of mana you'll have by the time that your best option is to cast this card. Assuming you have 3 opponents, it will cost 2 mana to start, and two extra to target to second and third opponents, leaving you with 2 mana for the X cost. This deck fails to capitalize of this card because it has such a low mana curve, therefore this card is a dead card for most if not all of your games.
-Kazuul, Tyrant of the Cliffs a weird card to be running in this deck. It'll be hard to find a deck more aggresive then this one, therefore you opponent's will usually be saving their creatures to be blocking not attacking.
-Brass Squire try this card out in your deck if you want, as I'm not sure how it will preform.
-Armory Automaton/Kazuul's Toll Collector These cards serve as mini valduks, not much room for them for your opponent's ability to remove valduk shouldn't be very consistant as he has shroud alot of the time. Maybe run the Armory Automaton, as he could easily replace valduk should he get removed, swing big, and then you can reattach your stuff to valduk.
Thats all I got for now, don't take any of this personally, just my opinion. Good luck!
1 year ago
I make some playtests and have some suggestions:
1 year ago
TheGeneralAdvisor , if I cut Rapacious One, Sin Prodder, Cudgel Troll, Flamespeaker's Will, Clan Defiance, Soul's Fire, Fire Servant, and Nessian Game Warden and considered adding Gruul Signet, Rampant Growth, Birds of Paradise, and Kodama's Reach, along with filling in more lands, do you think that would fix the mana problem, considering Ive already got 3 mana dorks. Maybe also adding in Manamorphose somewhere?
2 years ago
Cards that you should take out: Infectious Bloodlust (unless you add 2 more) Flamespeaker's Will, Ancient Grudge is waayy better, Great Furnace They are not modern! lol, Whims of the Fates its just not good, Gruul Guildgate, Nyxborn Rollicker a 1/1 for is not good in modern. Cards to Add: Burning-Tree Shaman its good as a 3/4 for 3 and can only get better, Temple of Abandon, Cinder Glade while these are not needed they will be nice. Sorry that this is kinda short, this is my second time writing this and I got a bit impatient.....
2 years ago
Cool deck so far! Looks like you've got some really strong cards in RWB and a killer commander, but your deck might be a little unfocused (which is really hard to avoid in your first EDH deck -- 100 cards is a lot of slots to fill with meaningful cards).
Okay, so probably the best way to improve your deck at the beginning is to decide on what you want the deck to do. Do you want your deck's strength to be lifegain? reanimation (bringing stuff back from grave)? or pure and simple combat strength?
Once you decide how you'd like to win, then make sure every card in your deck helps you accomplish that, either through directly enabling those win conditions or by hindering your opponent. The way your deck lacks focus right now is that you've decided on too many cool strategies at once (I see a mix of all three of the strategies I described), so your cards won't always be useful.
I see your strongest strategy right now is control/lifegain with a little bit of reanimation mixed in (all your Vampires support this, in additon to Tariel, your planeswalkers, and the majority of your creatures). However, cards like Serra Angel, Wispweaver Angel, Secure the Wastes, Brute Strength, Flamespeaker's Will, Pacifism, Volcanic Strength, Ponyback Brigade, Grave Titan, and Bad Moon don't seem to promote either of those goals. You can probably identify some other cards, too.
The first step to making a tightly focused EDH deck is to replace those cards with cards that enable your primary goal. I would recommend cards like Inferno Titan, Searing Meditation, Sunbond, Divinity of Pride, Ayli, Eternal Pilgrim, Sunscorch Regent, Wall of Reverence, Well of Lost Dreams, Greed, Phyrexian Reclamation, Firemane Angel, Firemane Avenger. These either help you get opposing creatures into the graveyard so that Tariel can Reckon them, or they keep your life total high. Obviously those aren't necessary, they're just cards that have worked for me on my lifegain deck. Also, you don't want to remove all of your utility, so I'd totally keep some cards like AEther Snap or Kill Shot -- you just don't want so many that you can't draw cards that help you win.
Best of luck brewing! Hope this helps. Really love the concept of your deck, and let me know if I can help.
2 years ago
I've played with this deck in paper and it's ok. It's less/more consistent (depending on how much protection you kept in your opening hand) version of the blitz deck. It does operate on a different axis, essentially punishing your opponents for trying to remove your creatures and then strikes with a lethal threat.
If money is no object the following is what I would consider:
Figure out if your deck is spells or enchantment based, this is the most important part, a spells base is more tempo orientated because of more, cheaper protection spells. An enchantment base relies on resistant evasive beaters.
There are cards that are in common with both of these strategies and they are of course the creatures. Both of these decks have 4 Lagonna-Band Trailblazer and 4 Satyr Hoplite and some number of Akroan Skyguard.
Creatures that dependent on weather you play spells or enchantments are Akroan Crusader and Kiln Fiend. Both being better in the spells deck because they both dont get bigger when you target them with an enchantment. Akroan Crusader as 1-2 of in the enchantment list is fine with 1-2 in the sideboard to bring in against edict effects.
One spell is universal for both decks in my mind and it is Temur Battle Rage because it constantly outperforms and kills out of nowhere.
For the enchantment base we start with 4-of of the totem armor enchantments Eland Umbra and Hyena Umbra for resiliency. Then follow up with 4 Madcap Skills and 3 Hammerhand for evasion. To make your creatures huge 4 Ethereal Armor.
The sideboard for the enchantment list is superior than the spells list but does have a weaker main. For the side Hopeful Eidolon for lifelink, Flamespeaker's Will agianst affinity, Mortal Obstinacy against bogles. Shield of Duty and Reason for Delver Threshold.
As for the Spells list, it's more explosive and tempo orientated. Start with 4 Gods Willing, 2 Center Soul, 2 Apostle's Blessing for protection. 4 Assault Strobe, 4 Mutagenic Growth and 4 Brute Force for explosiveness.
4 Lightning Bolt for removal and your basically done.
You can mix and match the shells but some cards like Ethereal Armor and Kiln Fiend obviously go in one and not the other. Lands is simple, only play mountains and plains because you want untapped mana and utility lands don't offer enough benefit. You should have 21 lands in an enchantment heavy build, in the spells shell 19 - 21 depending on how many 1 mana spells you have.
No data for this card yet.