Giver of Runes
Creature — Kor Cleric
: Another target creature you control gains protection from colourless or from the colour of your choice until end of turn.
|Have (3)||TheAnnihilator , Bluboltar ,|
Printings View all
|Modern Horizons (MH1)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Giver of Runes Discussion
2 weeks ago
Grand Abolisher can help a lot against control decks and suits the devotion plan as well. If you face control often, you can also include other anti control cards. Fell free to experiment with Eight-and-a-Half-Tails, Favor of the Mighty, 4x Cavern of Souls, Giver of Runes, Greater Auramancy, Ranger-Captain of Eos, Pristine Angel, Voice of All, Pentarch Ward, Spectra Ward. Control has always the upper hand over you, this helps to bind their hands.
Luminous Broodmoth it's not an Angel and you control not enough non flyers that are worth to keep alive. You can run a creature only strategy. I suggest you look at death and taxes decks and draw inspiration from there.
Angels do not synergize with anything. You play Angels only because you like Angels not for competitive reasons. There is an option for a lifegain Angels deck (I'm working on it right now) but it uses very different kind of Angels Angel of Vitality, Resplendent Angel, Archangel of Thune, Lyra Dawnbringer and a lot of 1 life passive trigger cards.
If you add another color or colorless, you destroy the devotion plan. Therefore you need another strategy to get Angels out. See "Other strategies" in description
2 weeks ago
Good looking list! One or two suggestions, if you are going for life-gain Ayli, Eternal Pilgrim might be better value than Pitiless Pontiff. That being said, I'm not sure there is enough life gain to make Speaker of the Heavens worth. Other great 1 costs would be Mother of Runes and Giver of Runes. A sweet tutor to consider is Buried Alive, and good recursion in Victimize. Hope that helps!
1 month ago
Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.
To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.
1 month ago
Wiizy: Indeed, that's true! You're definitely not wrong, but there are a number of creatures in this deck that I don't have much interest in stacking equipment on that are still worth protecting (Mother of Runes, Bastion Protector, etcetera).
Having the ability to give haste for no additional mana in a White deck is quite valuable with things like Giver of Runes or Stonehewer Giant as well. The Shroud part of Lightning Greaves can definitely be annoying at times, but they still draw me a card, grant haste and equip for zero. In my mind the Greaves are just too useful to not include. =)
1 month ago
I definitely agree with GoblinElectromancer's suggestions - Clerics were given a lot of new tools to actually win the game in the new set, rather than be supporting characters. I think you need 4x Angel of Destiny, 4x Fiend Hunter, and 4x Cleric of Life's Bond as a good lifegain and removal core. I also recommend 4x Soul Warden.
Here are some other good Clerics in addition to the above that you should consider. In general, I think going a lifegain, rather than a damage prevention, route will be more successful for you. There's a reason they've moved away from damage prevention in white.
Ayli, Eternal Pilgrim
Bishop of Rebirth
Edgewalker - but please don't buy any now, as they've spiked and will go back down.
Giver of Runes/Mother of Runes
Mangara, the Diplomat
1 month ago
Here are my favorites per color, and of course, colorless!:
Now, as I mentioned, there are plenty staples I didn't mention, here are some of the less common, more budget cards. If you want a list of all the dorks, draw engines, etc. that are at 1 cmc and should be run, just ask!
2 months ago
DuTogira - I actually do already have Swiftfoot Boots and Lightning Greaves in the deck; they're awesome. Cheap and efficient protection. Yet consistency is redundancy, so in addition to Mother of Runes and Giver of Runes, I thought having the swords in there too would make it even more likely that Avacyn isn't bounced/exiled/stolen/etc. The nice thing about the Mirran swords is that they grant a bit of a boost as well as some removal protection and unblockability (though admittedly, as you mention, green removal is almost nonexistent, green flying is pretty rare and green reach is fairly uncommon in practice, so the pro-green for Avacyn doesn't mean as much).
However, given that the cheap protection boots are already in the deck, I was thinking of following Peligrad's advice and using Champion's Helm instead for more comprehensive protection, or maybe just abandoning maintaining that slot as an equipment and adding a creature in there instead. I liked the prospect of having cheap wolves that become indestructible blockers or sac fodder to Plaguecrafter and friends, but that's a pretty small benefit.
Thanks for the advice!
2 months ago
EleshNornsFs - The protections are the big thing, though the creature is nice in case I run into sac effects like Plaguecrafter. I actually do have both Giver of Runes and Mother of Runes and I can fetch them up with Ranger-Captain of Eos or the more flexible Recruiter of the Guard. (With only three CMC1 creatures, I'm not sure how much I'd like Ranger of Eos; I'm not sure it does enough for 4 mana). Thank you for the suggestion!
DuTogira - wow, I completely forgot about Umezawa's Jitte. I was a modern player (I only play casually now) so I've always thought of that card as "off limits." But that's a great suggestion! And the price isn't so bad either; it's cheaper than most of the Mirran Swords.
My commander is Avacyn, Angel of Hope, and so I do think the protection from blue is relevant as most creature theft spells are in blue, and having her stolen would be disastrous, though I have some exile removal and Homeward Path. Do you think creature theft would be relevant here? Is this the best way to go about stopping it?
I also like how the protections make her unblockable against the appropriate colors, as with such a large commander, commander damage is a very viable wincon, and it helps get Worldslayer through, too.
Peligrad - Sure! I was mostly focused on the "mill 10" portion of the sword as part of a general discussion, but ultimately, I do want to improve the deck and it seems that the strength of Sword of Body and Mind is much more context-dependent anyway, especially compared to the other swords. Thank you for the offer!
The deck is here:
Commander / EDH
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Previously, this build was listed as "private" up until today as I ironed things out, so please excuse the hastily written description.