|Commander / EDH||Legal|
Printings View all
Combos Browse all
As Gideon's Intervention enters the battlefield, choose a card name.
Your opponents can't cast spells with the chosen name.
Prevent all damage that would be dealt to you and permanents you control by sources with the chosen name.
Price & Acquistion Set Price Alerts
|Have (34)||Supremespeed , the.beanpole , Vasbear1 , Archegos , damo_rox , Spinalripper , Dr_Jay , duff87 , silvereh , chrishuffman95 , electrolynx , Suns_Champion , bakeraj4 , philktoken8998 , NCN946 , Cunningcrow , Pumpkinking913 , orzhov_is_relatively_okay819 , MattN7498 , ShishkyBob , YossarianLives , Ellyreia , SamCre1993 , bustinchops , theilluminaire , RedMulligan , frederiklw , Atroxreaper , AlertKnave8075 , thetechzombie , KB2187 , Raknamadak , TheBl0b , Wolfebladeelite|
Gideon's Intervention Discussion
4 hours ago
You can run the sun, You only run one PW. It should be fine. In case things get a little rough though, always have a good bounce instant such as: Blink of an Eye Into the Roil Venser, Shaper Savant (My favorite)
I like running these cards in my deck in conjunction with the orbs. I run 3 PWs, that's the only reason I don't play the sun.
As for mana rocks, I see now some good one's in your deck. If, and only "if", you want to go big test out Mana Vault, Mana Crypt. Mox Amber Should work just fine as well. I am concerned for need to rebuild after a Armageddon, you could consider running Flagstones of Trokair, Oboro, Palace in the Clouds for recursion, and Land Taxis a must. Voltaic Key to untap the rocks. Commander's Sphere and Darksteel Ingot, Mind Stone. If you're feeling low on colored mana, Coalition Relic and Chromatic Lantern can help.
Select your rocks carefully to match your playstyle. Just, don't overdue. You need to stax the hell out of them, mercy is not an option here.
If you need some more staxing effects, might I suggest: Energy Flux to break artifact themed-decks. Pendrell Mists and Magus of the Tabernacle to break creature heavy decks. Cards that steal control of permanents can also be good. By the way,Phyrexian Metamorph is a great card for a sneaky play (either coping something good or something like a Ulamog).
Dismiss into Dream can be situational, but can also be a great weapon against pump, equipment or aura decks.
1 week ago
Throne of the God-Pharaoh is a decent card but I think I would skip as you don't need as it functions a more of a "win more" card from what I can see.
I do highly recommend counters in the main board like Syncopate that can be used to counter the board wiping threats in spell or creature form. In the side I would add copies of bounce like Blink of an Eye to remove cards like Ixalan's Binding or Gideon's Intervention that can shut you down if you did not have a counter for them when they were cast.
Best of luck with the deck.
1 week ago
Nice take on red white tokens. You may want to consider Gideon's Intervention for side deck to deny sweepers or decks focus win conditions like second sun.
Good luck with the deck.
2 weeks ago
Okay! thanks for the comments!
@SgtGomez404: I really like Pia's Revolution and its especially great in 1v1 format (better now since that Baral, Chief of Compliance is banned, but in a multiplayer format its a little bit less impactful, since there's more people, but ill keep it in mind. As for Throne of the God-Pharaoh its another great addition, so ill also keep it in mind, however, the deck doesn't have a bunch of creatures out at any given time so. I'll do some experiments to see if it will be impactful.
@Hexcimal: Thanks for the suggestions! The more information the better! Let's see here; I really like Aerial Modification and sometimes it has won me games, I like having it in addition to Aeronaut Admiral to add some redundancy. It also turns one of your vehicles into a blocker so there's that.
Reckless Fireweaver: I actually agree with you, it doesn't really do much and I think it's because it's not a mass artifact deck, at most you're plopping down one per turn so definitely something I can but.
I should probably add Gideon's Intervention in there, I just don't have the space!
Thanks for all the suggestions !!! I appreciate it!!
2 weeks ago
I've been running a Depala deck as well and it's been super sweet so far; here are a few things I've discovered from playtesting (and hoping it isn't too much at once).
Aerial Modification has been very slow for me in testing. Many vehicles have flying already, the Admiral gives them all flying too, and several vehicles without flying have different forms of built-in evasion or trade favorably with many creatures of similar CMC. Perhaps consider cutting it for a card with more impact at a similar (or cheaper) cost?
I'm not currently sold on Reckless Fireweaver, but I can see the appeal with the deck packing so many artifacts. How much damage has it been netting on average for you? I might include one for my deck.
As for additional cards to consider, here are a few that have worked wonders for me in every game I've been able to play them and I've always been happy to see:
- Gideon's Intervention has proven its worth in this format and I never regret drawing into it (or having it opening hand). It shuts down many decks that rely on their commanders to work, and makes it easier to survive against decks with few-but-strong beaters.
- Authority of the Consuls is an honorable mention. It's an awesome early play, causing potential blockers to enter tapped to let you keep swinging while gaining you life to combat other aggro strategies. It pairs hilariously well with Seal Away, which as caught many people off-guard.
- Fairgrounds Warden has been helpful in dealing with troublesome creatures, while being a viable target for Depala's triggered ability and providing a bit of crewing power.
- Finally, Renegade Wheelsmith has been good to me. Whether attacking as himself or crewing vehicles to plow through his victims, he's prevented many, many chump blocks in his time.
Depala is an awesome commander and you've got a strong list; I hope you've been enjoying her so far!
3 weeks ago
I've got a few thoughts. And by a few I mean many. But first, Tolarian Academy is banned.
Comboing in Esper
Mycosynth Lattice gives Sydri the ability to destroy target land for 1 mana of any color. Also combos with Darksteel Forge to make your whole board indestructible.
Salvaging Station + Disciple of the Vault + Seat of the Synod + Sydri, Galvanic Genius = infinite damage. Tap Seat to make Seat a 0/0 creature via Sydri's ability who dies, triggering Disciple's ability and untapping Station. Tap Station to return Seat into play and deal infinite damage.
Thopter Assembly + Time Sieve = infinite turns.
Thopter Foundry + Ashnod's Altar + Sword of the Meek = infinite colorless mana.
You're in blue and black with almost no card draw or tutoring. Demonic Tutor, Mastermind's Acquisition, Diabolic Tutor, Phyrexian Arena, Consecrated Sphinx, Blue Sun's Zenith, Rhystic Study, Sensei's Divining Top, Trinket Mage. All are great in EDH.
RemovalAgain, you're in the two colors best for removal in a format that relies on either having removal or being faster than removal, and you run no removal in a slow deck. Swords to Plowshares, Path to Exile, Oblivion Ring, Vindicate, Utter End, Vraska's Contempt, Merciless Eviction, Supreme Verdict.
It's easy enough to say "just run duals and fetches," but they really do make all the difference in the world for Esper decks. Shocklands and buddy lands cycles are great places to start. You want to minimize "enters tapped" unless the secondary effect is relevant. Chromatic Lantern is the best 3 CMC mana rock in the game and you should run it.
Wurmcoil Engine, Steel Hellkite, Batterskull are all amazing cards. Nevermore and Gideon's Intervention are solid defenses. Venser, the Sojourner is cool. Ajani Goldmane and Telepathy are just bad.
4 weeks ago
Firelord excellent performance either way; you did very, very, well. Good work! I love the revisions, and think they are nice. The core idea is still right on time, and the adjustments are what I was looking at. I wanted to know what would unlock it and set the idea up for success. The four Treasure Map Flip I am sure gave a good solid amount of card draw. I might be overreaching a bit with my artifact layout. Cast Out is one I agonized over for a long while; and I'm glad it found a way in this version. As predicted, control decks are the main tough match up, but you can win against them with the naming of cards using Gideon's Intervention and Lost Legacy. I like it! Excellent!
1 month ago
dreas94 Thats why I said that in my write up and you must use Lost Legacy and Gideon's Intervention to stop that. Its your only way out on certain control decks and Superfriends. Sorcerous Spyglass also shuts down planeswalkers. Read my write up instead of ignoring reality.
Im not gonna sugarcoat it; we must stop the Gatewatch from completely destroying Standard. The only way to do that is to get hard in the paint on them and get very fucking evil.
If youre smart, you can beat them. If youre not, youre gonna lose to Hour of Revelation, Urza's Ruinous Blast, and River's Rebuke. You get those cards named along with Planeswalkers and bait out those counterspells and youll survive.