Forbidding Spirit

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Forbidding Spirit

Creature — Spirit Cleric

When Forbidding Spirit enters the battlefield, until your next turn, creatures can't attack you or a planeswalker you control unless their controller pays for each of those creatures.

rdean14 on Card creation challenge

2 years ago

I think it works really well with her powers as someone who sees and alters fates. I'd like to see a card, preferrably a commander, with a unique built-in pillowfort method.

Current methods or deterrence:

Full Protection: Blazing Archon, Peacekeeper, and Glacial Chasm

Conditional Protection: Arboria, Elephant Grass

(Mana) Tax effects: Ghostly Prison, Propaganda, Archangel of Tithes, Archon of Absolution, Forbidding Spirit, Elephant Grass, Windborn Muse, Baird, Steward of Argive, and War Tax (My favorite, I love the politics!)

Other costs: Norn's Annex, Reclamation, Flooded Woodlands

Hurt the attacking creature: Barbed Foliage, Briar Patch, Sarkhan the Masterless, Lightmine Field, and Lost in the Woods

Hurt the attacking player: Revenge of Ravens, Hissing Miasma, Blood Reckoning, Marchesa's Decree, Riddlekeeper? (Is this even a downside? It's not a cost, per the rules.)

Protect/Help you, the defending player: Revenge of Ravens, Righteous Cause, Orim's Prayer, Isperia, Supreme Judge, Search the Premises, Thantis, the Warweaver, Slumbering Dragon

I don't count Aurification-style effects, as the damage was already dealt.

Maverick_Titan on FlicKing

2 years ago

Here are some cards I think may benefit the deck:

Ancestral Knowledge can give you pretty much infinite scry 10

Banshee's Blade goes with the "deals combat damage" mechanic and can beef up your commander

Diluvian Primordial maybe just a sideboard, but could be effective against certain decks

Door of Destinies I saw a couple cards that made all creatures all types and thought this fit in with that

Forbidding Spirit great defensive flicker

Highcliff Felidar nice control flicker

Kinsbaile Courier counter engine

Mace of the Valiant will beef up commander as you flicker your creatures

TheVectornaut on Soulherder Spirits

3 years ago

This deck seems tailor-made for Essence Flux . It could replace or play alongside Cloudshift . As for other flicker effects, I've had moderate success with Eerie Interlude as a Ghostway that lets you keep what you need on the board. Focusing more on spirits, there's Supreme Phantom as another lord or Forbidding Spirit , Geist-Honored Monk , Anafenza, Kin-Tree Spirit , and Hanged Executioner as cards that might synergize with the exile theme. Less budget-friendly but still powerful includes are Spell Queller and Skyclave Apparition .

seshiro_of_the_orochi on The Flying Pony Kills Everyone

3 years ago

You're welcome :)

I really like the nastiness going on here, I guess I'll come up with more ideas soon. In the mean time:

Long-Forgotten Gohei

Blinking Spirit is a must-include basically.

Drogskol Cavalry

Forbidding Spirit

Ghost Tactician

Hanged Executioner

Hollowhenge Spirit

Hundred-Talon Kami

Jeweled Spirit is pretty sick with Martyr's Bond.

Karmic Guide

gebell on

4 years ago

I think you will be fine at 23 lands because of the amount of scry you have. I have been trying something like this on arena, but only with mill as a secondary win condition, so it's a bit different. Some thoughts:

You could replace a couple Elite Guardmage with Fblthp, the Lost. The card draw is what you really want, and that four drop spot can get crowded.

For me I couldn't survive without Deputy of Detention. It is powerful removal, and you can use it early and then you can bounce it to hit larger targets later in the game.

Forbidding Spirit is a great card to counter aggro. Stops them from building up, and you can bounce it keep them slow. I run 4 of them, but I would at least put a couple in the sideboard.

I know you took the Spark Double out, but it is a versatile card.

I would take out at least 1 maybe 2 of Thassa, Deep-Dwelling because of the legendary status. Even though it's really powerful.

I'd not that if you add another Lumbering Battlement and Spark Double you have a semi viable infinite combo.

If you get three battlements out (or spark double copies) they can cycle forever and suck in at least one card to bounce infinitely with them. So Charming Prince could be infinite life or Overwhelmed Apprentice would be infinite mill.

superbirdy2 on Brago - King and his Royal Army

5 years ago

my recommendations: maybe less 4cmc cards -- when are you not just slamming brago on turn 4? and im not super impressed by the legendary artifact enchantments in this list. also, no Flickerwisp ? + Reality Acid

with all the mana brago can make, id advocate for more draw / filtering. for me, i never really feel bad drawing a Serum Visions or Brainstorm . dont you own an Enlightened Tutor ? speaking of mana, other two-drop mana rocks seems good to ramp into 4 mana: definitely Mind Stone but Fellwar Stone / Star Compass could do the trick, too

AEthermage's Touch Forbidding Spirit

Brimstone on

5 years ago

I looked at the Orzhov deck and I think that Teysa Karlov is the key to making it work if you want to use sacrafice effects to make it worth it. Until she is in play, killing your own creatures for bonus effects, even when you are getting afterlife triggers, will usually leave you behind because you wont have much card draw. I would focus mostly on cheap creatures with afterlife, and avoid creatures that force you to sacrifice to get good value out of them.

-[Creatures]-

I don't really like the value added by Basilica Bell-Haunt , Forbidding Spirit , or Grasping Thrull . Similarly Knight of Sorrows and Orzhov Racketeers seem a little too expensive to be worth their stats/afterlife triggers. I also think that Knight of the Last Breath is too expensive and his sacrafice ability is expensive and specific to non token creatures, but it might be worth running 1 of him as a late game way to blow up all of your afterlife creatures once you have a Teysa Karlov and Vindictive Vampire in play. The Teysa Karlov + Vindictive Vampire combo is probably your best bet to win late game by giving you enough of a lead to finish them off with your 1/1 fliers. If you have a Teysa Karlov and one (or more) Vindictive Vampire s in play, don't be afraid to use a Kaya's Wrath This will do a bunch of damage, and boardwipe the enemies armies while leaving you with all of your doubled afterlife triggers.

As for which creatures I think are pretty good, you will need to play around with deciding between all of the low cost afterlifeers Imperious Oligarch , Ministrant of Obligation , Orzhov Enforcer , and Tithe Taker all look pretty good. Syndicate Messenger is a little more expensive but is a solid flyer and Seraph of the Scales looks great, my only concern is that they would be in the same mana cost as both Teysa Karlov and Vindictive Vampire . Twilight Panther , Syndicate Guildmage , Pitiless Pontiff and Impassioned Orator all seem a little underwhelming to me.

Hero of Precinct One could be useful but only if you run mostly multicolored spells and that might not be worth it to aid this single card. Resolute Watchdog might be a good sideboard in case the enemy continues to kill off your Teysa/Vindictives. Priest of Forgotten Gods seems like she is part of a combo in an edh deck, just waiting to happen, but if you run a ton of low cost afterlife creatures, which you are, she might work great. Ideally she would kill two of your creatures right after they block or are blocked, and then draw you a new creature!

-[Instants]-

Bladebrand seems like a fun way to punsh the other player for blocking one of your small attackers, I think if used well it will add a lot of value to your little attackers, making the enemy afraid to block them. I would opt for Mortify over Final Payment or Expose to Daylight but sideboard the daylights for pesky artifacts. Undercity's Embrace lets the enemy decide what they sac, and you will basically never meet the requirement to get the extra health, so it isn't very good unless like hexproof becomes a problem? I am not sure about Grotesque Demise and Summary Judgment I feel like judgement is cheeper and will deal with most low cost creatures and may handle some bigger ones, so I would opt for that, but Grotesque will help with creatures that have afterlife, if you are running against a mirror. With our play group, you most likely wont be.

-[Enchantments]-

Ethereal Absolution too expensive, only sideboard in if somehow you are losing to late game 1/1 creatures or if late game your afterlife creatures are just too weak to finish the enemy, my guess is that it's not going to help much in time. Ill-Gotten Inheritance too in single player and in multiplayer makes you a huge target. If you find in multiplayer games that late game you are widdling away at people but cant ever find a way to attack, this might work. My guess is that Kaya's Wrath / Priest of Forgotten Gods + Vindictive Vampire would do better.

-[Sorceries]-

With your life gain, recursion, and death trigger effects, I feel like Kaya's Wrath will often leave you in better shape than it will others. I would run 4 of them however you also need to be careful. If you boardwipe with little or no cards in your hand, other decks will probably rebuild more quickly than you can. Instead, if you are planning a boardwipe, save a few good creatures in your hand, even if it means taking damage for a round or two, then boardwipe. I wish Bankrupt in Blood was instant speed, but running a few might be a good idea to help you recover your handsize after boardwipes. Mortify is better than Bring to Trial unless you are having troubles with enemy enter the grave effects, or idestructable. Could be a sideboard card. Consecrate / Consume is iffy. If you are having troubles with big mean creatures it's a nice card. You could take a hit from the creature for 1 round, then kill it and gain back that life. The ability to use it to draw a card instead id alright, but not great. Revival / Revenge seems pretty fun with this deck. You can use it to get back cheep afterlifers (especially Imperious Oligarch or Orzhov Enforcer ) or, if you draw it late game, you can use it to swing the tide of a game quite a bit.

-[Lands]- This land base looks pretty solid, I would only caution that when running 4x Orzhov Basilica and 4x Orzhov Guildgate you risk getting caught with a very slow start, which is sad when you have such low cost creatures. Ideally you would want to play a Guildgate rnd1, a basic land rnd2, tap for a 2 cost creature, then on turn three play a second 2 cost creature and then a basilica. So that on turn four you can play a four cost creature.

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