|Commander / EDH||Legal|
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|Core Set 2019 (M19)||Uncommon|
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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."
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Gift of Paradise Discussion
5 days ago
Adds: Satyr Enchanter, Mesa Enchantress, Courser of Kruphix, Sunpetal Grove, Glacial Fortress, Hinterland Harbor, Kor Spiritdancer, Canopy Vista, Eidolon of Countless Battles, Shalai, Voice of Plenty, Prairie Stream, Market Festival, Irrigated Farmland, Corrupted Conscience, Aegis of the Gods, Plea for Guidance, Flooded Strand, Windswept Heath, Gift of Paradise, New Horizons, Abundant Growth, Eidolon of Blossoms, Solemnity, Sigil of the Empty Throne, Unbridled Growth, Omniscience,
1 week ago
Hey, please don't hub your work in progress decks as competitive. This is a brew that has some potential for Guilds of Ravnica Standard, but it's not yet competitive.
Consider Gift of Paradise? It's ramp and good color fixing as well as life gain. The land that's enchanted can be untapped with Teferi's +1. Bant Turns (featuring Nexus of Fate) uses this strategy and it helps to make the deck play much smoother. As far as four colors go I suggest Sultai splashing white. Sultai instead of Bant because Sultai can have an amazing manabase with 4x Watery Grave and 4x Overgrown Tomb both turn on all the Check lands which is important for a control manabase that's four colors. You can splash white for Teferi, Seal Away, Chromium and other single white sideboard cards with Temple Garden, Glacial Fortress and Isolated Chapel. Sultai gives you consistent access to all the good Dimir as well as Golgari cards in the Guilds of Ravnica.
Making the manabase easier to play both Trophy and Contempt is a direction to consider because both these cards are going to be pretty powerful in upcoming Standard. Sultai more than Bant in my opinion is the better color combination to play both these cards consistently as well as to take the best advantage of surveil.
I think it's worth playtesting a small creature base of flash/surveil creatures (House Guildmage, Whisper Agent) who can be fodder to turn on undergrowth for Mausoleum Secrets. With Sultai, two drop Glowspore Shaman also has potential as it puts cards into your graveyard for Search or Mission while also helping to make land drops. Secrets is busted with Trophy because it only takes two creatures in your graveyard to tutor for Trophy. Secrets being an instant two drop tutor is nice for control.
Good luck with your deck.
1 week ago
( Sorry if I write something wrong, my english might be a bit rusty )
I think it lacks a game plan. I see a lot of planeswalkers, So I think you are willing to win with them as your win condition right? If so, I don't see many ways to defend them. Are you ramping into what exactly? And then, Wayward Swordtooth and Llanowar Scout are far from been the best ramp mechanism, since they actually allow you to play lands from hand , but not search them into your library. since there's also no consistent card draw, there will be a limit to how many lands you'll be able to drop. I know Dryad Greenseeker helps with this but then it loses it purpose, because you'll need to much time to make it work. Enter the Unknown also serves no purpose. Right now you are splashing black just to play Vraska, Relic Seeker and Vraska's Contempt. Not saying it's making you deck that much more inconsistent, but I think you should work on that as well.
There is a lot to be changed, but since I'm not sure about what you are trying to accomplish with this decklist, I'll only link some straight up upgrades.
To discourage your opponent from attacking your PW you could use some more Ranging Raptors and Ripjaw raptor .
2 weeks ago
Energy Field and Luminarch Ascension provide you some protection and the latter churns out Angels once online. It can be potentially a wincon on its own, and act as a redundancy for Sigil of the Empty Throne.
Aurification is a really under-rated card that saved me from certain defeat many times.
Imho, the "Loyal" creatures are not worth the slots and can be replaced.
There're plenty of possible suggestions. Perhaps you can let us know which direction you wish to take the deck so the suggestions can be more focused.
Good luck have fun!
2 weeks ago
So I'm brewing a deck, and yes it is the first deck that came to mind when I saw her, to abuse Estrid.
The idea is simple, enchant all your lands and ramp into oblivion...
So far here are all the cards that I'm including to enchant lands...
- Fertile Ground
- Dawn's Reflection
- Elvish Guidance
- Verdant Haven
- Market Festival
- Wild Growth
- Gift of Paradise
- New Horizons
- Nylea's Presence
- Sheltered Aerie
- Squirrel Nest
- Spawning Grounds
- Unbridled Growth
- Urban Burgeoning
- Sunken Field
- Weirding Wood
Now do i go full blown awkward and turn all my lands into dudes to win or do I just ramp into eldrazi or some crazy combo wincon?
3 weeks ago
andbartwo you make a solid point. Originally I was going to play Oathsworn Vampire and use Gift of Paradise as the life gain trigger but ended up cutting him. It's probably best to switch to New Horizons now. Thanks for looking out.
4 weeks ago
Hey, you're welcome.
With the enchant land auras and Estrid you technically don't need anything else to make Stasis busted. In my opinion Stasis and The Chain Veil are the best cards along with the enchant land auras with Estrid. With the idea that Stasis is good with Estrid the rest of my suggestions in my first comment were based on how to make the deck better set-up for a Stasis lock. I didn't make it very clear in my comment, but I was suggesting a strategy to heavily build around Stasis.
You already picked the best enchant land cards and you're right about Unbridled Growth. Gift of Paradise and Verdant Haven however do make an additional mana when enchanted land is tapped. Both are just like Weirding Wood, either one makes two mana when the enchanted land is tapped. Haven is worded strangely, but it's the same.
Consider Enlightened Tutor, Whir of Invention or Fabricate and Eternal Witness? Enlightened can tutor for Stasis, Invention or Fabricate can tutor for Veil and Witness can get back Veil or anything else from the graveyard. Invention is powerful because it's instant, cast it for seven mana at your last opponent's end step, tutor for Veil, put Veil into play and combo off with Estrid on your next turn. Because Whirl is an instant it gives you a lot of flexibility in response to your opponents to use all the mana that's made with enchanted lands and Estrid.
There's several cards in the maybeboard that can be main deck if you have them: Greater Auramancy, Earthcraft, Land Tax, Mirri's Guile, Rhystic Study, Exploration, etc. These are all just good cards for Commander, no matter what strategies your playing. Best of all they're all low mana cost enchantments for the Enchantresses.
The combination of Grove and Auramancy gives all your enchantments great protection. If you have these cards I would play them main deck. Earthcraft is very good with basic lands that are enchanted. Use Enchantresses who aren't doing anything else, tap them to untap enchanted basic lands to make a lot of mana.
Combining the enchantments you have main deck and in the maybeboard consider this enchantment base: