Gods Willing


Format Legality
Noble Legal
Hero Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Conspiracy: Take the Crown (CN2) Common
Theros (THS) Common

Combos Browse all

Gods Willing


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

eyes2sky on Who is Jeskaiser Söze?

2 weeks ago

I think you need more draw and/or cantrips. The "Prowess" problem of having an empty hand slows this deck too much. Take a look at cards that have rebound (like Emerge Unscathed or Center Soul) for repeatable Prowess triggers. Also, you might want to add some evasion and/or protection like Gods Willing or your old friend Feat of Resistance. I noticed also that all three charms you are using all require specific colors of mana (no generic), I wonder if this slows you down?(You need more white mana since all 3 charms use white). The Boros Charm seems like maybe not a good fit here...I know you wanted to put Assault Strobe in instead, it would be a good fit esp if you can add some evasion.

Tungdil on New Dinosaurs

2 weeks ago

Funkydiscogod thank you again for the suggestions. I thought about them and I concluded that for this combo Ajani's Presence+Lightmine Field to work all the deck should be in this direction. That is, [almost] all dinosaurs should have Enrage (while I only use Ranging Raptors and Raptor Hatchling). It is very valid, but the deck should be rebuild, on the contrary some cards are better as they are, for example, Gods Willing is more versatile than Ajani's Presence.

Freezingfist on W/G Heroic

3 weeks ago


I'd start dropping/trading spells before cutting anymore creatures.

Could sideboard the 'defensive' spells (Path to Exile, and a mixture of Blossoming Defense/Gods Willing) until you need them... For more Heroic bodies... as a creature-beatdown deck, it still seems a tad light... Vanguard of Brimaz can help you go wide... Dawnbringer Charioteers is a bit high on the curve, but lifelink is nice...

Also, I found a few more spells to consider. Defiant Strike, Viridescent Wisps. These cantrips could help you cycle through your deck a little faster to get to more spells to cast... I know you're already fairly packed... but more options!... Options are never bad.

Freezingfist on W/G Heroic

3 weeks ago

Interesting deck, Aespinoza10. I've always liked the Heroic mechanic, even though it doesn't hold up very well in the Modern meta.

As it is, you have more spells than creatures... which means you're more likely to have a handful of spells, and nothing to cast them on.

My personal take on cuts? Sunblade Elfx4, Common Bondx2, Hardened Scalesx2, Gods Willingx2, Mutagenic Growthx2, Path to Exilex1, Seeds of Strengthx1, Sigil Blessingx4, Rancorx2, Forestx1, Giant Growthx4

Just these cuts should put you at 60.

Some things to add/think about?

Spells with Flashback Thrill of the Hunt, Travel Preparations. These give you repeat-targetting spells to keep the buffs coming.

Spells with Rebound. Emerge Unscathed, Prey's Vengeance... same reason.

Brave the Elements would give your line of weenies protection all at once... Won't stop edicts or Damnation, but it's a decent sideboard option.

This is just from a cursory glance, but what do you think?

Elijia on Naya Heroic

1 month ago

@zephyr_chang I like the idea of adding Monastery Mentor to the deck in place of the Fabled Hero as a progression of the go wide strategy. I really enjoy playing the Hero as a very heavy hitter, as if you hit him with 2 Gods Willing and another pump spell, or give him trample and other pumps, he can almost end the game on his own, but Mentor Doesn't have to do it alone, which I like in a list that intends to use Phalanx Leader and Young Pyromancer

I think I prefer Selesnya Charm over Pit Fight As it functions as a trample effect in lieu of removal for smaller creatures, provides a body, or simply is a removal for larger creatures, such as Death's Shadow or Primeval Titan. I might also give Valorous Stance a try.

If I can, I want to try to keep Mutagenic Growth in the list, as paying 2 life to respond to a Bolt, or dumping your stockpile of Growths before damage can be very, very powerful. The spells are what I feel need the most finalizing, and when I played, Martial Glory felt too slow.

As for lands, I'd probably just pull the fast lands, add in a couple more fetches, 10 does sound about right, and just add more fetchable sources. This deck likes to play fast-and-loose with it's life total, much like a Death's Shadow based list or a conventional burn list, in that it doesn't matter how low your life is, if his hits 0 first.

Thanks again for your feedback! I really appreciate it.

zephyr_chang on Naya Heroic

1 month ago

You're welcome. I really like Heroic as a mechanic back when it was in Standard. However, a deck based on Heroic does run into several problems, like drawing spells when there are no creatures on board, not drawing enough spells to complement the creatures, running out of gas beyond Turn 5, etc. That was why I thought spells that can be cast more than once (Rebound, Flashback), and creatures that generate creatures (Vanguard of Brimaz, Brimaz, King of Oreskos, Monastery Mentor, Young Pyromancer) are key to this type of deck. A go-wide strategy is good because we have ways to pump the whole board, with Phalanx Leader and Anax and Cymede.

Therefore, my own suggested list is this: 4 each of Monastery Swiftspear, Favored Hoplite, Young Pyromancer, Phalanx Leader, 2 Anax and Cymede and 3 split among Brimaz, King of Oreskos and Monastery Mentor (21 creatures); 4 each of Gods Willing, Emerge Unscathed, Blossoming Defense, Pit Fight (I think we do need some mainboard removal), and 3 Warriors' Lesson (19 spells); 10 fetchlands (4 Windswept Heath, 4 Arid Mesa, 2 Wooded Foothills), 4 basics (2 Plains, 1 Forest, 1 Mountain), 5 shocks (2 Temple Garden, 2 Sacred Foundry, 1 Stomping Ground) and a Horizon Canopy (20 lands). I upped the fetch count because I think the maximum number of lands we ever need is about 4 or thereabouts.

This is all theorycrafting though. I have not actually tested a deck like this in Modern before. Do let us know what your testing results are.

Elijia on Naya Heroic

1 month ago

zephyr_chang Those are really great suggestions. The rampant removal is why I have 4xBlossoming Defense and 4xGods Willing. But I really like Travel Preparations and Emerge Unscathed, the latter of which I think I'll give a shot in the Gods Willing slot once I acquire them.

Thank you very much!

Kizmetto on nayasaurusrex {updated 9/10}

1 month ago

xoorath thanks for sharing, I like your inclusions and focus on keeping up the pressure!

Full spoiler is out and im considering the following cards:

Imperial Aerosaur < with reducers, Flying is decent and makes interesting combat also assigns a counter, but not sold on it.

Sheltering Light < not quite Gods Willing

Slash of Talons < removal?? Err... I was hoping for something a little better for white removal.

Steadfast Armasaur < with dinosaur cost reduction, this is cheap and combat tricky.

Territorial Hammerskull < this guy i like a lot. Removes potential big blockers.

Pounce < Instant fight/ enrage trigger

Rallying Roar < +1/+1 to all creatures and untapping? Sounds like suprise shenannigans to me, maybe 2 of!

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