Gods Willing

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

frostdiggity on Fangor White-Blue Heroic

4 days ago

I just keep thinking of stuff. I play a mono white heroic deck and personally prefer Emerge Unscathed over Gods Willing for the double heroic trigger... targeting Phalanx Leader is sweet :)

RenagadeJedi on My Attempt at a Jeskai Deck (Feedback Please!)

1 week ago

for aggro, you need low mana costs, lands that enter untapped, and A F*CKTON of low mana draw power, cantrips and other 1 mana draw spells are a must have. here are some suggestions.

lands. ALL tap-lands are too slow. you will probably end up running 20 or fewer lands in total, with a minimum of 4 fetchlands (Flooded Strand is the cheapest, it can search for Sacred Foundry, Steam Vents, or Hallowed Fountain you're going to need all of them to color fix your deck). that being said, being mana flooded is a serious problem that I have run into while playing Jeskai prowess... so play around, and find a balance that suits you. But you will need to run the fetch/shock land combo to have consistent mana for your deck.

creatures are the way you win. this deck takes little weak guys, and turns them into big scary mofos. 4 Monastery Swiftspear. this is one of the best cards you can have in a prowess deck, 1 mana, haste, there is no downside to this card, and she's pretty... just one more reason to run her. 4 Seeker of the Way, a card you didn't have in your build, but is just too good. he will consistently hit for 3 or more, and give you back the life you will be spending on lands and more. 2 or 3 Monastery Mentor, this card is insanely good, if you keep it out for 2 turns it is game over. period. that being said, it will probably be at the upper end of the mana curve, as this deck will most likely revolve around low mana cost spells and creatures, with 3 or 4 being the max. 2-4 Kiln Fiend, it just hits very hard... it's pretty easy to kill, but it hits very hard. 3 or 4 Stormchaser Mage like Monastery Swiftspear, but trade one more mana for one more toughness and flying. Elusive Spellfist is a decent card, but he doesn't really do much for the deck, there are spells to give stronger creatures the same effect.the other creatures you were considering either cost too much mana, or don't really do enough for you to run them. this deck is about damaging your opponent first and foremost, not giving yourself life.

This deck wants to get past your opponent's creatures to kill them directly. there are two ways to do this, kill the creatures, or make your creatures unblockable. kill spells first.

4 Lightning Bolts- red deck staple. damage or removal... either way, triggers prowess. 4 Path to Exile- white deck staple. instantly gets rid of almost any creature, triggers prowess. 2+ Lightning Helix- like a bolt with lifelink, costs one more. ? Unsummon- optional card, blue mana gets a creature out of your face for now.

as for ways to make your creatures unblockable, there are options, each with their own advantages. whichever one (or more) you decide to go with is up to you. Distortion Strike marginally stronger, and you get it again for free next turn. Artful Dodge flashback (possibly using the same card to give two creatures unblockable in one turn) Slip Through Space gives you a draw. Gods Willing can't be blocked by specific color, and can't be targeted by that colored spells. scrying is also helpful.

Drawing spells will be your most important spells, mostly because your deck will die a horrible death without them. Serum Visions- 1 mana, draw 1 then scry 2... some of the best draw power in the game. Gitaxian Probe- 0 mana (2 life), to draw 1 and trigger prowess. Peek- Gitaxian Probe, only costs 1 mana. Divination- wins my prowess deck games. Expedite- haste + draw (important to note that it can be cast even if creature could attack without it). Anticipate- for when you need a particular card in your hand.

other spells to consider. Titan's Strength- simple pump + scry Boros Charm- all 3 of it's effects are useful, and have helped me win games. Assault Strobe- if you feel like boros charm costs too much mana to play. Dispel- for when your opponent tries to kill your creature before it damages him... hit him harder for trying.

These are the card that I would recommend, there may be other cards that would work well in your deck that I didn't think of, or just don't know about. I hope you found this helpful.

Trein on The overly heroic menly men.Sir

1 week ago

I like this deck a bunch. I think you are right hang Young Pyromancer yes it is a good card, but this deck is about heroic he is not. Bandage seems pretty lack luster to me, maybe it works in your meta. Consider looking at Brave the Elements Gods Willing and Rebuff the Wicked if you are having issues with control and removal (removal being the "weakness" of heroic). And have you thought about Crimson Wisps or Expedite to get your second creatures into the game faster?

Clawed6 on Geist of Saint traft

1 week ago

I think you need some effects to protect your non-hexproof creatures. You can apply your pump/unblockable effects but then if the opponent kills them before damage is done it was a waste. I like some Gods Willing and/or Apostle's Blessing - they can protect creature from removal and can also be used proactively to push damage through blockers. Less pump spells to fit them in.

Atony1400 on The Cheap Deck Club.

1 week ago

Neither. I mean stuff like Archetype of Courage and Gods Willing.

Atony1400 on

1 week ago

NotSquishedYet, wow, even the auto-generated image looks awesome! Have you seen a Archetype of Courage or a Gods Willing?

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Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Theros Common

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