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Gift of Paradise
Enchantment — Aura
Enchant - Land
When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has "T: Add two mana of any one color to your mana pool."
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Gift of Paradise Discussion
3 days ago
Hey, consider Selesnya instead of Azorius. Selesnya lets you take advantage of Shalai's powerful ability of giving all your creatures +1/+1 counters. Green could replace blue, ramp could replace counterspells.
The two best Angels: Lyra and Shalai have expensive mana costs, ramp can help to play them faster in a game. Ramp also helps with Helm of the Host which you need a lot of mana to play.
You're going to want more than 18 total lands when the two best cards of the deck, the Angels, are four and five drops. Consistently you can't make a turn four or turn five land drop with this low amount of lands. I suggest minimum 24 lands.
2 weeks ago
Ah I see what you're saying. Well the only decks that are truly creatureless right now are Approach and some cycling decks. I predict midrange to be the most played right now though.
Hell I'll just go ahead and give a break down of how I'm sideboarding:
+3 Duress (approach hate)
+2 Doomfall (approach hate)
+2 Kambal, Consul of Allocation (pretty much -2 life on any spell they have)
+2 Ixalan's Binding (for cast out/seal away or any planeswalker if they run one)
9 Cards exchanged. This makes most approach match ups easy, though ones that splash black can be a bit trickier.
They will usually run Torrential Gearhulk as a wincon and sometimes sideboard in some creature threats once you take board sweeps out (like the new 5/5 angel example..forget what she's called)
-4 Fumigate (they build their board too slowly for board wipes to get enough value to be worth it)
-2 Settle the Wreckage (keep one as a just in case card you may want to draw into)
-2 Gift of Paradise (we don't need the life gain and the ramp in the deck is needed more for control than for aggro)
-1 The Eldest Reborn (need them to have a creature out for max value and most of the game they won't have one...3 still stay in for when they do)
+3 Duress (board wipe hate...they will have a lot)
+2 Doomfall (board wipe hate or force them to exile Torrential if they have a clear board to attack into)
+2 Ixalan's Binding (land one on gearhulk or cast out and you pretty much win the game)
+2 Kambal, Consul of Allocation (they will take a lot of damage if you get him out or sets up your ixalan's binding to hit their cast out when they use it on him).
10 cards exchanged.
New Perspectives/Cylcing:Similar to the U/W Approach game.
I think that covers most of the "creatureless decks".Other decks
+1 Seal Away (or +2 if I add another)
This is a really tough match up, and its all about ramping/gaining life with Gift of Paradise, and surviving to board wipe turn 4 and controlling the board till they run out of gas, then turning the game around. Profane Procession is useful for taking out Rekindling Phoenix and Hazoret the Fervent. Even though the deck has a plan and can, mono red might be its toughest match up.
Against Other Aggro Decks deck mostly stays the same and Authority of the Consuls doesn't come in. Just +1 Seal Away, +1/-1 Profane Procession Flip (in if they are running hard to remove creatures like Rekindling Phoenix otherwise out and just rely on board wipe).
@wakawakawaka Ok so with that in mind and now that you kinda see how the sideboard works, I'm interested if you agree with it or if you would suggest a change. Mind you I do now have 2 open slots for sideboard based on your previous suggestion (took out Solemnity and Silent Gravestone as I don't think I need help with the matches they are pertinent to since I already have enough creature removal). I may add another Seal Away to help against mono red and R/G monsters. I was also thinking maybe a Cast Out or another Ixalan's Binding in case super friends starts to be more of a thing. They help against X/W control too since they run the same enchantments as removal.
2 weeks ago
Hey Jimmy looks good. Have you consider Jund?
Splashing red for Samut, Voice of Dissent or Garna, the Bloodflame? These five drops give all your creatures haste. This lets you alpha strike with your team of 2/2 menace Zombies the same turn they're created, right after a kicked Josu. These creatures force your opponent to have a Settle or Fiery Cannonade or some other instant speed board wipe. This is protection from sorcery speed board wipes such as Fumigate.
Garna and Samut both have flash, this is powerful with Josu. Flash either of them in at the end step of your opponent's turn before you want to play kicked Josu on your turn. This forces your opponent to deal with two threats Garna or Samut at instant speed and kicked Josu at instant or sorcery speed. Dealing with one threat is much easier for your opponent than dealing with both.
Garna only has 3 toughness so she's vulnerable to a lot of instant removal, but her ability lets you play Josu as just a four drop, make your opponent deal with Josu then get him back when he dies with Garna putting him into your hand. Samut has haste and hits for 6 damage. She also has four toughness meaning less instant removal can outright kill her.
Splashing red will not be hard because of Grow from the Ashes, Rootbound Crag and Dragonskull Summit. Gift of Paradise is also a very good card for ramp strategies, it can make red mana and the 3 life is quite helpful to buy you time to ramp. I think red can be very beneficial to your strategy.
Good luck with your deck.
2 weeks ago
@wakawakawaka The main weakness of the deck is that it doesn't have many early plays and while the life gain on turn 3 from a Gift of Paradise can help, a pure aggro deck that tries to end the game by turn 5 can be a problem. That's when the cheaper removal like Seal Away and Authority of the Consuls comes in. The deck essentially just needs to hang on till turn 4 or 5 against aggro and those 3 cards help. The rest of the sideboard is actually geared mostly against control. 3 Duress and 2 Doomfall take out combos like Approach of the Second Sun, God-Pharaoh's Gift, and other enchantment/artifact/vehicle/planeswalker threats. Profane Procession Flip is there mainly against control that will try to win with Scarab God or Gearhulks later in the game. It actually comes in for games we don't need board wipes, as a form of spot removal. If you pick the right time to play one its very difficult for U/B to deal with once it's out. White and Green have more answers to it in the form of Cast Out and Thrashing Brontodon, Broken Bond. It is also useful against some of the more resilient creatures like Rekindling Phoenix. I could see myself dropping it for another Seal Away, especially since it seems Scarab God fell out of favor. Kambal, Consul of Allocation is a very underrated card that really punishes control/combo decks that try to dig or play anything other than creatures, and replaces some of our board clear. Based on your suggestion though I think I may remove Solemnity possibly in favor of a Carnage Tyrant. Sultai or B/G constrictor is a pretty easy match up for the deck. I think I may remove Silent Gravestone in favor of something else as well (maybe another seal away or duress not sure).
3 weeks ago
@Nirb Nezahal, Primal Tide is in the board for going against board wipes. Big 6 drops with no etb, in other words Carnage Tyrant is not what you want vs that and there are already 2 Tyrants in the main. And I think you need to take another look cause there are not any mana dorks in this deck. Having a free draw 2 spell stapled onto a ramp spell in Spring / Mind is much better than gaining 3 life with Gift of Paradise. Not to mention having a having a 9cmc spells to reveal to Sifter Wurm instead of a 3 cmc spell greatly increased the life gain. Having access to the card draw and counter magic that blue brings in from the board is the best way to fight through hard control decks.
3 weeks ago
I don't see the point in running 2 mana- mana dorks since your ramp curve is 1, 3, 5 not 2, 4, 6. If you are going all in on ramp then Llanowar Elves would be a lot more effective.
Now if you ever decide to run black instead of blue then the following should be pretty useful:
Josu Vess, Lich Knight, Torment of Hailfire, Journey to Eternity Flip, Liliana, Death's Majesty, Yawgmoth's Vile Offering, Demonlord Belzenlok, Razaketh, the Foulblooded, Moment of Craving, Vraska's Contempt, Cut / Ribbons, Vicious Offering, Unlicensed Disintegration, Yahenni's Expertise, Phyrexian Scriptures, Golden Demise, Fatal Push
I found for dealing with aggro Festering Mummy is insanely good. Can deal with a lot of 2/1s or 1/1s and also trades in combat with 2/2s. To top it all off it is also a great sacrifice outlet.
Frankly, when you have enough mana and reanimation you can start to just ignore your opponents counter spells. With exception to syncopate.
The only thing you'll lose out on is Pull from Tomorrow though if all your cards are mana sinks its a non-issue.
3 weeks ago
Thebiggalactus I actually was thinking something along the same lines as your legendary suggestion - I plan to replace Etali, Primal Storm and Ghalta, Primal Hunger with an extra Gishath, Sun's Avatar and Zetalpa, Primal Dawn - making the deck a lot more reliable while retaining the color combos.
Where the 2 drop is concerned, my local meta is FILLED with aggro and blitz decks (most of the time sloppily forced but still) but I like your idea of Gift of Paradise
Thanks for the input
3 weeks ago
Well you could add more Unclaimed Territory or Sunpetal Grove. You could also take out some of the color restrictive card like Siegehorn Ceratops for cards to ramp you up like Thunderherd Migration.I know Siegehorn Ceratops looks really good but as a 3 color deck theirs only a slight chance your gonna have both green and white mana turn 2. That should allow you to have the white mana when you need it as you can just go get the white mana yourself.Even though you would be getting rid of a two drop, your getting the lands you need to lay down your big dinos quicker and if your really worried about dying to something thats quick, then you could always add Gift of Paradise to gain life. Personally I think the best thing you could do to the deck is choose what elder dinos you like best and take out the ones you don't like to add more of the ones you do. That way the deck becomes more consistent while still retaining its strength, but thats just what I think and I'm not the one playtesting.