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Target creature you control gains protection from the color of your choice until end of turn.
Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
If Ihsan's Shade attacked and you blocked with some non-white creature, then cast Gods Willing on it after declaring it a blocker to give it protection from black, it would be protected from the Shade's damage and the block would still be legal.
If you're on a tighter budget, I'd go for Urban Evolution
Fated Retribution has 3 white in it's casting cost, a large toll for a three color deck.
Supreme Verdict Also goes through Gods Willing and other spells that say "protection from" The only way to stop a wrath is to 1) counter the wrath in the first place, 2) Be indestructible, 3) Blink yourself, or 4) have a way to come back from the dead, (Undying, Persist, Deathpact Angel )
My first thought is side out the Revoke Existence and main some Gods Willing s. Revoke is a bit more specific in its use, and willing will let you protect your hoomins so they can continue to do work.
Hello. I'd like to throw out a...pretty extensive suggestion.
For your land, go down to twenty-two. Four temple gardens, four copies of Temple of Plenty , and, if you feel like spending the money, four Mutavault s, six forests and four plains. If you don't want to shell out for the vaults, eight forests and six plains. The temples of plenty will serve you much better than the Selesnya guildgates, and dropping a couple basics for better color consistency and scry is worth it. The mutavaults are extra slivers, of course, which is always good in a pinch.
For your creatures, I'd go four each of caryatid, predatory, manaweft, bonescythe and megantic, three sentinel slivers and three Steelform Sliver s. I'm suggesting dropping the mystics because caryatids do so much more work. Tap for rainbow or slow down aggro, not bad options. And I'm suggesting dropping the groundshakers because they're obscenely overcosted. You're already running a pile of slivers, with tons of buffs. Your opponent can't chump block for very long once megantic comes down. Trample would be nice, but I'd sooner have a bonescythe, or any sliver that could come down before megantic to participate in the big assault. I'm suggesting adding steelform because he's highly helpful against aggro. Him plus predatory gives you seven slivers that boost toughness, and if you get any two, an aggro opponent is going to have a hard time dealing.
If I did the math right, all that leaves twelve spots open. Fill it with whatever you want from your current deck or sideboard, but here are some thoughts.
If you want the door of destinies, I'd definitely run four, since the earlier you get it the more it does for you.
If you go for the door, keep in mind that hive stirrings doesn't make the door charge. You have to cast an actual sliver spell for that, and hive stirrings is just a sorcery.
Ranger's guile is a favorite of mine. Pretty much a one-mana counterspell for anything that targets, extremely versatile.
For your mainboard and sideboard, you might also look at Bramblecrush , Gods Willing (better than ranger's guile unless you run auras, then you run the risk of protecting against an aura's color and losing it), Pithing Needle , Ready / Willing (note that with your manawefts and caryatids, you've already splashed black for willing, and if you don't have any of them on field you've still got ready), Revoke Existence (wastes gods plus a bunch of other annoying stuff), Rootborn Defenses , Selesnya Charm (nukes big creatures, including gods once they solidify) and Unflinching Courage (One of my favorite sources of trample and lifelink. It makes aggro cry.)
If the combo is legal as i see it:
Turn 1: white source, cast Judge's Familiar
Turn 2: red source: cast Satyr Firedancer
Turn 3: any mana: cast Acolyte's Reward
targeting opponent's creature, cast Spark Jolt
or other R instant on same creature.
Acolyte's Reward stipulates "the next" and "this turn" to me i'm reading that as each/next subsequent damage would run a prevention check against devotion, and then trigger damage if prevented. (this could be way off... and the prevention only occurs once/initial on cast ....but i argue there, on cards where one time is specified it is with "once" or "only" ...the card lacking it might make it replicate)
if the combo loop is crap. will prob sub out some 1 drop instants, maybe 2 of the acolyte's reward... and go with maybe Boros Reckoner or possibly better burn:: Mizzium Mortars , Anger of the Gods , etc for better removal.
although i do like the idea of keeping Acolyte's Reward and using Boros Reckoner to slam them for 6 damage by casting the instant on their creature, maybe using the satyr to eventually kill their creature on the back end... i dunno.
side board, Heavy control/removal would probably be the biggest threat, slaughter games to nuke, sphyx rev, or det sphere maybe. possibly run some white prot Brave the Elements / Gods Willing or maybe some of the newer red burn spells that target planeswalkers. to kill an elspeth
You really need Temples here. Temple of Enlightenment , Temple of Mystery , and Temple of Plenty . They come out tapped, but they sure beat Transguild Promenade and you need all the digging you can get your hands on to put together your infinite combo.
I don't really understand what Kiora's Follower is doing here, you don't have too much to do with it. I'd replace those with--what else? Sphinx's Revelation again! It gains you life, which will trigger Archangel of Thune . And it draws you cards, which triggers Horizon Chimera (double life gain!). Plus, all that drawing digs you into your combo. I really like the Charm package, but I would try to fit something like Gods Willing in to protect your creatures. Alternately, you could go for some countermagic like Render Silent , Dissolve (this is probably what I would go with, as you can scry into your combo), or maybe Spell Rupture .
With the current sweepers Drown in Sorrow , Supreme Verdict , Anger of the Gods and Mizzium Mortars around Brave the Elements / Gods Willing can blank 2/4 of the sweepers, whereas the +0/+1 from Mizzium Skin could save your creatures from 3/4 of the sweepers, (as could a heroic trigger on Phalanx Leader though).The biggest issue is Supreme Verdict , which this list has no answer for other than speed (which is a stacked race statistically: there is a 47.23% chance they won't have supreme on turn 4 ignoring card draw as a factor, but this deck has roughly a 35% chance of dealing lethal damage in 4 turns without disruption).
|Avg. draft pick||10.30|
|Avg. cube pick||12.41|
|Commander / EDH||Legal|