|Commander / EDH||Legal|
Printings View all
|Core Set 2019 (M19)||Uncommon|
Combos Browse all
Gift of Paradise
Enchantment — Aura
When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has ": Gain two mana of any one colour."
|Have (2)||, bakeraj4|
|Want (20)||icebeing , snowmaster55555atgmaildotcom , shootersam12 , math_puppy , DoctorMagic , Sivart , NobleSlay3r , publicvoid , Verbeckr , thevolvowhisperer , Kaslay , IsaacGreenseed , fast313 , newoldmail , swarlelion , tswalden95 , Waldeaux , AnotherStarfruit , nibelheim , cepheus|
Gift of Paradise Discussion
6 days ago
If this deck is not for Magic Arena Bo1, I think that you need a sideboard. If you want to do a sideboard, and you need help, tell me.
2 weeks ago
After looking at this list and working on some tweaks I think this has the potential to be an ok archetype but nothing interesting. Blue makes Rec what it's renown for but I think there still some hope here.
For starters this is hoping your opponent isn't playing counters or post-board hate, which isn't reality. Sadly, enchantment removal and mono-blue just destroy slow builds now and this doesn't exactly have quick pay off like Nexus.
Turn 1 you have nothing. Turn 2 you have 5 cards that do nothing to interact. Turn 3 Casting Gift of Paradise after Treasure Map Flip looks bad to me on the curve. But that does leaves up a possible turn 3 Clarion, which isn't bad but not what this deck can rely on.
Turn 4 Rec may just get countered, bounced, Mortified, etc because no creatures or anything in particular is eating their removal. That's assuming 4 lands we're drawn or Paradise resolved. Route is a great power play but usually this deck doesn't really do much until Route resolves leaving your opponent a turn extra to continue their plan. Paradise into Route is also a bad curve. This is all the best case scenarios assuming you don't draw a gate either on curve, which happened to me frequently.
The good news is the power spells are mean once (if) resolved and hopefully you can play your next turn. Again our Dragon will immediately eat any creature removal and you can pray at least one untap with Rec to maybe want to do a measly 2 damage. Of course, this is generalizing from my experience.
So how to make this competitive from what I've seen. Needs 2CC removal spells. Lightning Strike , Justice Strike , Seal Away , or MB Lava Coil depending on meta. No control deck plays just big spells without early removal for time-tested reasons.
One suggestion I've made was Growth-Chamber Guardian . It made this deck a lot smoother against varied archetypes but left me wanting more.
One possibility would to be just go all in Gates. Likely splash for blue because it's just so powerful. Trim down Rec and add 4th Route and card draw + X spells.
3 weeks ago
But anywho, I'd focus more on control hate over Burn. I think if you can churn out Chalice of the Void fast enough, you can lock Burn out of the game.
1 month ago
Yo meatman87, for a competitive Tuvasa Enchantress deck, I would definitely do some reworks and go a bit more into the taxing route. Some cards I would add in already that comes to mind is:
- Rhystic Study
- Greater Auramancy
- Fertile Ground
- Carpet of Flowers
- Energy Flux
- Ground Seal / Ashes of the Abhorrent
I would also reconsider adding in Mystic Remora , it is a great card that slows down other competitive players or force you to gain card draw which is important. You should also consider other avenues to winning with Tuvasa as your 3rd line to winning if all else fails. You can do something akin to Enchanted Evening / Aura Thief or Cleansing Meditation . Three part combo with that as well as Calming Verse / Faith's Reward / Teferi's Protection . Enchanted Evening also goes well to make infinite tokesn with Ajani's Chosen .
Another line you can also go for in the Blind Obedience + Bloom Tender / Pemmin's Aura / Freed from the Real infinite extortion win. There are also cards that don't make sense with the current build so these would be the cards I would recommend cutting.
- Open the Vaults
- Kruphix's Insight
- Green Sun's Zenith
- Sword of Feast and Famine
- Sword of Fire and Ice
- Rampage of the Clans
- True-Name Nemesis
- Thassa, God of the Sea
- Eternal Witness
- Aegis of the Gods
- Abundant Growth
- Gift of Paradise
- Steel of the Godhead
- Weirding Wood
- Fortified Village
- Port Town
The cards I mentioned above either doesn't have a place in the deck your going for or isn't further accelerating your game plan. What you want to do assuming is to accumulate resources and value ahead of your opponent while preventing them to do anything. I would also say that you wouldn't actually need JTMS, Mother of Runes or Noble Hierarch as they won't trigger your draw. You also might want to consider adding in a High Market to have a kill switch for your Academy Rector . You have a couple avenues of fetching for it in the forms of Crop Rotation as well as Wargate when you add the latter in. Sylvan Scrying might also not be a bad add in as it can fetch you your Reliquary Tower / Serra's Sanctum and if you want to consider adding in Nykthos, Shrine to Nyx , those are all valuable targets.
Lemme know if you have any questions on the card reasoning or if somehting doesn't make sense to ya!~
1 month ago
1 month ago
2 months ago
Personally, i think your playing to many 2 ofs and not enough of your threats needed for game one. I think Hydroid Krasis needs to be a four of no matter what. Skargan to me is a sideboard card. I also think instead of Gift of Paradise you need to play the new explosive veg. I cant remember the name but it allows you to get gates as well. I think you drop rhythm of the wild cause its not really a card that matters in this deck. Thats more of a win more card in this kind of deck.
2 months ago
Krasis is a card worth building around, but I think you want a more robust ramp strategy to go along with midrange with Incubation Druid , Growth Spiral , Gift of Paradise to fuel it. Climb could fit into this shell because of it's interaction with Incubation. I also really like the explore package: Branchwalker, Jadelight and Wildgrowth Walker with Krasis, Guardian and Zegana. Explore helps to have lands in your hand and is busted with Wildgrowth for life gain. Wildgrowth with explore would help to be able to play Krasis in an aggro meta. I like the interaction of Wildgrowth with Zegana and Climb because Wildgrowth can get really big with counters, giving it trample and/or flying makes it a huge threat.
Blink of an Eye seems good with Krasis after attacking for the turn bounce Krasis and then cast it again to draw more cards and gain more life. Find / Finality , especially Find is great with the explore package and is also a way to recur Krasis. Having ways to get a Krasis back into your hand is good because the power is in it's cast trigger.
Gift of Paradise occurrence in decks from the last year
All decks: 0.12%
Commander / EDH:
All decks: 0.01%