|Commander / EDH||Legal|
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|Conspiracy: Take the Crown||Common|
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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.)
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Gods Willing Discussion
5 days ago
Aight, this is what I can see here, see...
Your commander has haste and has a ridiculous ability, but her mana cost is pretty high, and you're unfortunately NOT in the best ramp colours (Black and Green are the best)... however, you have white, which helps protect her enough to beat the piss out of anyone if you can get her out. You're best bet is voltron-ing her without equipments that have equip costs (since she needs to attack the very turn you can get her out). You should consider cards like Spear of Heliod, Always Watching , Cathedral of War, Elesh Norn, Grand Cenobite and so on... and add cards like Gods Willing and Cloudshift (there are lots of 1 white cards that protect her very well). If you're going to use ANY of the swords, I'd say Sword of Feast and Famine is your best bet, because it's good ramp plus it leaves you mana open to protect her on other peoples' turns when they want to boardwipe her away. Unfortunately... it's really tough to make Aurelia big enough to deter a Toxic Deluge, but this tactic really helps against that card too (you want to make them pay more life). Most of your ramp rocks are good... I would just rethink your voltron method.
1 week ago
I'd try something like Gods Willing to protect the combo. There is nothing worse than having your turn 3 Midnight Guard into turn 4 Presence of Gond ruined by lightning bolt. Plus, it keeps your Duskwatch Recruiter Flips and Thalia's Lieutenants alive. Like the deck.
1 week ago
Your deck looks very good but when I playtested it I almost never had Gods Willing or Emerge Unscathed when I needed it. And almost every deck in modern has Path to Exile. If they exile you beefy creature you basically have to restart. For this I would recommend splashing blue for Mizzium Skin, ( Auramancer's Guise and maybe Corrupted Conscience OFF TOPIC). Or maybe green for Blossoming Defense, Ranger's Guile Alpha Authority. If you go with green you can also have cards for ramp like Utopia Sprawl, and Fertile Ground. Over all it's a fun deck to play.
1 week ago
This looks like a fun deck. The only problem is it's likely to be too slow for modern agro. It wouldn't have the lasting power to win against midrange or control decks either. I would suggest using a straight agro angle. That would mean dropping cards such as Expedite, Manamorphose, Gods Willing, Abbot of Keral Keep, Monastery Mentor, Seeker of the Way, and Chandra, Pyromaster. Some of these cards are great and playable in eternal formats, but not in agro decks.
I assume this is a budget deck? If you want it to be more competitive I would suggest going more towards Burn (Red Deck Wins). You could easily make a budget verion of that deck. Remove the green, Goblin Guide and Searing Blaze(unless you have fetch lands). You would be better off with more white mana, but no basic plains. In an agro deck which is mostly red, a plains in your hand is horrible. Battlefield Forge and Inspiring Vantage are good. Fetchlands that grab mountains and 1 Sacred Foundry is best. Fetchlands are used in 90% of modern and Legacy decks and always will be. They are a great investment anyway.
Sorry for the long winded post. Good luck! :)
2 weeks ago
My other suggestion is Pact of Negation for protection on your Colossus when it's attacking or to break up combo decks.
Another possibility is Expedite. Instead of playing Madcap Experiment and giving your opponent a turn to find an answer for your Colossus, you can hit them in one turn when they're tapped out. It also works as a one mana instant speed cantrip if played during your opponents second main on one of their creatures.
2 weeks ago
Wurmlover thank you for the comment! I have been mulling over running Artful Dodge but my issue is I can either run Artful Dodge and have an unblockable 11/11 Infect Trampler the turn after he comes out or run Expedite and try to swing right out the gate with him (hopefully) on T3-T4. Now with all the protection I am hoping to have (i.e. Remand, Gods Willing, Apostle's Blessing) keeping Blighty safe shouldnt be an issue but I still am having issues deciding. Any input from anyone on this topic would be wonderful.
Happymaster19 I have Mainboarded an extra copy of Serum Visions and a playset of Sleight of Hand as to find the pieces im looking for/need quicker but how many copies of Faithless Looting should I run? 2? Also my issue with Spirebluff Canal is that if I dont end up getting it early then it ends up being a tapland. Thoughts?
Red_X Damn you have a very valid point there on the 2 CMC thing, I put a few copies in the Sideboard just to have them on the list. Should they be Mainboard? Lemme know what you think!
3 weeks ago
With the current build that I am looking at, there's a few very simple replacements that should happen before the tourney.
+2 is not a good return on a mana, you want all your manas to be doing at least three damage if any at all. Gods willing and the blessing push through blockers and protect from removal that your opponent will be saving for when you load up your dudes.
Elusive Spellfist may want to be something else like Nivix Cyclops that's a bit more resilient, but aside from that this deck is fully capable of performing so long as you're comfortable playing with it.
3 weeks ago
I like adding 2-3 Apostle's Blessing on top of those blue cards I mentioned. And I prefer Blessing over Gods Willing so that you're not locked into paying white. You can pay whatever and two life after gaining dozens of life shouldn't hurt. And it protects against artifacts if you need that too.
An above commentor mentioned choosing a direction you want to go. Do you want to go all in on the combo with a bit of control to back it? Or do you want to be a control deck that can surprise the opponent without leaning completely on the combo?