|Commander / EDH||Legal|
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Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way.
Price & Acquistion Set Price Alerts
2 weeks ago
Story Circle is a wonderful card, but it has not been reprinted in many years, nor have any cards similar to it been printed, recently, so I wish to pay a homage to it with my own creations, as seen, below:
Shroud of Benevolence Show
: the next time that a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
Shroud of Malevolence Show
: the next time that a source of your choice would deal damage to you this turn, prevent that damage. That source's controller loses life equal to the damage prevented this way.
This card is more aggressive than the other, being very similar to, yet very different from, it at the same time.
What does everyone think of these cards?
2 months ago
2 months ago
7 months ago
Sure thing: For the Boros deck, I'd cut:
Lapse of Certainty. It's cute, but it appears like it's going to be too cute considering the sheer number of expensive X spells you run.
Urza's Rage. This card was great when I was younger, but it's usability is significantly lower in multiplayer and it seems odd to pay 12 mana to deal 10 to something when Banefire exists, let alone things like Blasphemous Act and Star of Extinction.
What does Braid of Fire do? It gives you red mana for instants on your upkeep, but you have no real high cost instants. It's not like that mana stays in your mana pool into your precombat main phase so you can cast a big X sorcery with it. The only thing it's really good for is untapping Grim Monolith or Mana Vault, but I don't see you running Voltaic Key just for that purpose so it's one of those, "Synergistic" combo cards that doesn't really have that great of an impact even when the cards that make it useful are brought together unless significant time has passed (Orrery + Braid + X spell), and all the rest of the time it's just mediocre.
Manabarbs seems terrible. This is for CEDH, yes? There's only one deck I know of that cares about tapping lands repeatedly to go infinite, and that's Worldgorger Dragon combo decks. Otherwise, you'll just see people casting spells to get Protean Hulk, Doomsday, Food Chain, etc., and lands aren't going to enter the equation. It wrecks no one, the card will largely be useless (it will wrack up damage on opponents but it's not like you're Gisela who can use this card to push into the red zone) unless this is a meta choice of some kind.
Is Galvanoth really worth using a card slot on? You have 31 spells it could hit, so roughly 1/3rd of the time it'll reveal something worthwhile (not counting the X spells for obvious reasons), but that's still one in three reveals. Two out of three times his ability triggers, it won't do anything. Meaning, he needs support from Sensei's Top to even do that reliably, lol, in which case you could replace him with a mana rock or cut him altogether and get the same benefit, really.
Fateful Showdown seems kind of mediocre in most cases (7 card combo or not lol).
Elixir of Immortality also seems a little useless. It lets you reshuffle your instants into the library after Sunforging, but you should aim to wrap the game up without needing to do that.
Mirage Mirror doesn't seem all that useful. 9/10 times it's going to copy a mana rock as you get very little value by copying your enchantments or creatures.
Citadel of Pain is practically useless unless it's anti-control deck tech, which if it is, Defense Grid does the job far, far better. It also somewhat nonbos with Mana Web. It'll only get 1-2 damage here or there, and players in CEDH will have the good mana rocks available so it's not like they can't just tap their lands on their turn and then counter your spells using their plethora of mana rocks on your turn.
Karmic Justice seems slow, and won't help against any exile spell (and some of the most commonly played removal spells in CEDH, like Swords/Path, Anguished Unmaking, Toxic Deluge, etc., don't destroy). It interacts with Beast Within, but that's among the few it'll help against (though I guess it helps against those tier 2 sweeper tribal stax decks fwiw).
Those are my most obvious cuts and my reasoning behind each.
For the rest of the cuts, you need to decide which direction you're going to take this deck in. Scepter + Final Fortune + Sundial is a cute combo, but it's just that: Cute. In colors with very few tutors and card advantage, a 3 card combo that doesn't utilize the Commander is going to be difficult to assemble. Notwithstanding, only one of these cards is even remotely useful on its own (being the Scepter), with Final Fortune and Sundial being either terrible or useless if drawn alone. That's why most CEDH decks don't even bother with this combo, is because 2/3 of the cards are really, really bad on their own. Your goal should be to minimize the card slots utilized by the combos in the deck, or dedicate card slots in the deck to the decks that stop you (or cards that stop other decks if they're faster).
For example, consider Chant of Vitu-Ghazi or Hallow for infinite life with Firesong and Sunspeaker (Hallow needs you to target Sunspeaker while he's on the stack, though, and then play another spell to trigger the second ability once he resolves, as per rule 400.7b, this works). That + Aetherflux Reservoir is a lot more reasonable for a win condition than Final Fortune on Scepter + Infinite Sundial (which requires 3 cards, none of which are your Commander). This takes 1 less card slot than the Final Fortune combo, and while it is still a 3 card combo, one of those 3 cards is your Commander. It's slower than FF + Scepter + Sundial (which could be done as early as t3 with minimal acceleration), but the odds of you putting this together without the God of the Topdeck assisting you is extremely slim, so you can't call it consistent.
I don't know why you dropped Aetherflux Reservoir but I do feel it should have stayed in. Your Commander makes it ridiculously easy to gain life, and you can snap kill players that might threaten you (let alone win outright if you resolve Blasphemous Act/Star of Extinction/Earthquake/Disaster). That's pretty huge.
Orim's Chant is not as good as Silence on your combo turn. Chant only stops one opponent, Silence stops all of them. That's why a lot of CEDH combo decks in white run Silence instead of Chant. I would make that swap, honestly.
Also, if you've got Mana Web, run Urborg, Tomb of Yawgmoth in your mana base. That'll force multicolor decks to tap down in one main phase only, basically (because otherwise someone could tap their Ancient Tomb to play a rock on their turn, then tap their Underground Sea to Spell Pierce one of your spells on your turn).
I don't have any more easy cuts and this took me longer than I care to admit to type up, so I'm going to jump off here for now. Hopefully this mess helps, lol. I'd be more than happy to further justify any cuts I recommended though.
11 months ago
To answer the question, shinobigarth has it right. Hallow will prevent all of the damage that Star of Extinction would have done, to anything. So for each creature and each planeswalker than Star of Extinction would have dealt 20 damage to, you will gain 20 life. If there are 5 creatures on the battlefield and zero planeswalkers, you will gain 100 life.
11 months ago
1 year ago
Okay so I'm going to go through these from least to most obstructive to the deck
Option C: Retire the deck, this would require no edits so the deck isn't technically changing, if you did this (please don't by the way) your meta is fast so you would want to play either an agro deck or burn to keep up and give you the best chance of success.
Option A: Adding green could do a lot for the deck and it would retain the enchantment focus however adding green would make the mana base significantly more expensive, more on that to come. The inclusion of green would most notably give access to Utopia Sprawl and Eidolon of Blossoms. The former would accelerate the deck and provide it with a way to keep up with faster decks, the later would provide a card draw engine. If you went this route I would drop Gideon's Intervention and Wall of Omens to make room for the new additions. The biggest change here however would be the mana base, you would need to have a fetch/shock setup 4x Flooded Strand, 4x Windswept Heath, 1-2 Misty Rainforest and then 2-3 Temple Garden, 3-4 Hallowed Fountain, and 1-2 Breeding Pool, 1x Oboro, Palace in the Clouds, Razorverge Thicket, maybe Minamo, School at Water's Edge, and you probably also want 4 Ghost Quarter in there. If you go this route I'll draft an example mana base so you can get a better idea.
Option B: The deck would basically be a whole new deck if you went this route, it would probably be built around Thing in the Ice Flip, with cantrips such as Serum Visions, as well as a collection of prevent damage spells including Holy Day, Ethereal Haze, Angelsong, Riot Control, Hallow and Luminesce in the side, and most importantly Isochron Scepter to get repeated use out of the prevent damage spells. Again green could be added here but this deck would have a low curve so Fog isn't necessary. The core prison pieces would stay Ghostly Prison, Luminarch Ascension, Nevermore, Runed Halo, Detention Sphere, Path to Exile but just about everything else would be cut or be in serious consideration of being cut. This concept is something I haven't really seen before so I can't attest to its power but it seems like it could be good with the power of Thing in the Ice Flip (this deck would also likely run some counters like Remand).
I would personally go with A or B because I think the deck could work but if you chose to retire it I'm more than happy to help you find a new deck, just I feel this deck is almost there.