Choose one —
- Destroy X target artifacts and/or enchantments.
- Target player gains twice X life.
|Have (2)||GoblinElectromancer , jecder|
Printings View all
|Theros Beyond Death (THB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Heliod's Intervention Discussion
1 week ago
Alright, first of all you are not allowed to play this deck this way. The way i see it, you are playing two flip lands without playing their flip side. Thats not the way they work. i suggest you to google the rulings here.
Some cuts: Primal Amulet Flip (You are only running 9 instants and sorceries), Heartless Pillage, because discarding is not the best strategy in EDH and seems to be a little bit out of the focus of this deck, same goes for Raiders' Wake, Sanguine Sacrament and instead Heliod's Intervention.
Add some single target removal (you are in Orzov, which has the best cards of this category, e.g. Swords to Plowshares, Anguished Unmaking, more ramp like Sol Ring (e.g. Talisman of Hierarchy) and play around 36 lands.
1 week ago
Nice list! I've been looking to build something way different, and griffins have stood out to me. This looks like a very fun and well put together deck!
As far as suggestions, I'd maybe look at dropping Karoo and Temple of the False God. I've found from personal experience running white decks that these are both too slow and/or unreliable. Maybe swap for a Path of Ancestry (I know, comes in tapped, but lots of scry is good in tribal) and really anything else of your choice.
It's been a while since this has been updated, so I'm guessing you already know a few of these, but Smothering Tithe, Generous Gift, and Heliod's Intervention would all be solid includes. Also I would maybe replace a few of your weaker pump spells (i.e. Kongming, "Sleeping Dragon") with card draw. Slate of Ancestry and Mask of Memory have done very well for me in mono white.
All in all though looks good and I can't wait to get started on mine.
1 week ago
Hey, very good version of Edgar.
Some card upgrades to consider:
Skullclamp > Bloodcrazed Paladin
Paladin looks to be the worst Vamp here and Clamp can be amazing repeatable draw with tokens.
Cover of Darkness > Merciless Eviction
Ultimatum and Dominance are better high CMC board wipes. Three high CMC board wipes is a lot.
Champion of Dusk > Vanquisher's Banner
Dusk is a Vampire and is good immediate draw with tokens. Banner is too slow to be a draw option and an anthem effect.
Twilight Prophet > Olivia Voldaren
Voldaren is completely outclassed by Captivating because of eminence. You will get the city's blessing quick and then Prophet becomes a value engine for no additional mana.
Mirror Entity > Sangromancer
Entity is a Vamp, it triggers eminence and it's a mana sink to pump tokens.
Heliod's Intervention > Bedevil
Bedevil is by no means a bad card, but enchantments/artifacts are more important to remove and currently there's only Unmaking that can remove an enchantment at instant speed.
City of Brass > Fabled Passage
Another rainbow land that can ETB untapped turn one to make black mana.
Caves of Koilos > Tainted Field
Another dual land that can ETB untapped turn one to make black mana.
Good luck with your deck.
3 weeks ago
Fun deck! Who says White can't be competitive? :D I've built a Tiny Leader version of this which is incredibly similar to this, and I honestly think it's the highest-power deck I've got - it regularly wins on T3/4, and that's with opponent interaction!
(Yes, some people still play TL. My playgroup find that it's just the right length to get a game in at work over lunch!)
Would highly recommend Oketra's Monument and Sun Droplet for the deck - having an extra token alongside your creatures double all the 'ETB gain 1' triggers, and Sun droplet heavily decentivises your enemies from swinging at you since if gives you 4 free life-gain triggers around the board. You mentioned going wide - I was going to suggest Mikaeus, the Lunarch, but I see that you've already thought about that above :) Mike's not super great in the deck, but he's a good lad to turn 1x +1/+1 into >5x +1/+1s.
Other cards that might be worth considering are Shinewend (repeatable card-free removal ftw!) and Heliod's Intervention (I personally like it more than Return to Dust since you have flexibility, even if it destroys instead of exiles). Ashes of the Abhorrent was on my Maybeboard for the anti-graveyard and board-wipe utility, though I decided against it in the end. Perhaps it might fit in the EDH version of the deck?
Hope some of those suggestions are of help. Let's make White great again! (Hold up, that came out wrong. What do you mean that it's already gone to press? STOP THAT PRINTER!)
4 weeks ago
Hiya! Long time Aurelia player here, hope I can help out!
The first thing I see- you have 15 pieces of hard ramp in your deck, but only 31 lands. Especially considering your mana-curve, 31 lands is not enough. I suggest upping your land count to 38 and cutting a handful of ramp cards as you have so many. In particular, I don't think you need Seer's Lantern, especially considering you already have a copy of Sensei's Divining Top. I also don't think you need Walking Atlas as you don't have enough lands to support it consistently. In addition, if you want to pump out big angels, you'll want to have ramp that really puts you ahead. In particular, Thran Dynamo is an excellent choice to get you from 4 mana to 8 (provided you hit you land drop, which you want to do every turn).
The next thing- your deck's ways of generating card advantage aren't very consistent, they generate it typically in ways like getting lands to your hand, tutoring, making tokens, etc. Only 3 of them actually increase the amount of cards in general you have access to. You do have some of the best ones though like Mask of Memory, Magus of the Wheel, and Tectonic Giant (I typically count impulsive draw, the exile and you can play for the next turn as card draw since it practically increases your hand size). Mask of Memory is one of the best ways to draw cards in any aggressive deck- the problem is, you need smaller creatures to stick it on early so you don't have to wait- and the cmc of your creatures is really high. If you want to go angel reanimator with your deck, wheel effects is the best card draw for your deck. You already have a copy of Magus of the Wheel, you might also want to include Reforge the Soul and Wheel of Fate. The caution with Wheel of Fate is that it's awful late game. And of course, when you can afford it, Wheel of Fortune is the best- it's the original after all.
I would also balance your mana-curve. It's high in some places and really low in others.
Last of all, some cards I recommend. Winds of Abandon is one of the best pieces of removal for EDH that has been printed in a while. I definitely recommend adding it in. Heliod's Intervention is also incredible. If you need more tutors for equipment, Steelshaper's Gift is the best you can get. Lyra Dawnbringer is a great angel for angel tribal. Blasphemous Act is one of the best boardwipes in Boros colors for EDH.
Let me know if you need any more help! I also recommend DespairFaction. He has a YouTube channel known as Commander Replay and also has plenty of great decks here on tappedout.
1 month ago
Your deck seems a lot more solid now! You've got good ways to generate advantage and to ramp, now we've got to work on upgrading your removal and getting the synergy in your deck down better.
You've got a copy of Lightning Bolt in your deck, and while I do think the card is underrated, there are better options that should go in a deck before it. Lightning Bolt is a nice one mana, and can kill a lot of common creatures, but also misses the mark on a lot of other common, important creatures. White is the premium color for removal, so you have a lot of options. You have some of the most efficient removal spells in the game with Path to Exile and Swords to Plowshares. You've got enchantment form removal to hits any nonland with stuff like Banishing Light, Oblivion Ring, and Grasp of Fate. You have Creatures that do the same for creatures like Banisher Priest and Fiend Hunter. You have the great new Generous Gift, and you've got plenty of ways to hit artifacts and enchantments like Return to Dust, Heliod's Intervention, Crush Contraband, etc. Then of course, white also has plenty of board wipes, pick the ones you like.
I recommend adjusting your removal count based on play experience. At the end of each game, ask yourself if you felt your deck lacking removal or not. If you did feel lacking, add more in. If you felt you had too much, take some out. Now of course you don't have to remove every threat in the game, the other players will remove each other's things too, but in those key moments it's good to be able to wipe the board or to shoot down that key piece that's gonna swing the game in that person's favor or save your life.
The other thing I noticed in your deck is the tribal synergies. From what I understood, you said you wanted double tribal, and I'm guessing those two tribes are soldiers and angels, or soldiers and humans. Either way, the tribal synergies seem to be a bit lacking. There don't seem to be enough creatures of each tribe to really benefit from the payoff cards, so you might want to look into adjusting the number of tribal cards and payoffs, or ditching the tribal aspect.
Really though, I wanna hear how the deck has been running and how you've liked it. Boros is a lot of fun to play if you like aggression, so I want to hear if you've been enjoying it. Above all card suggestions, having fun with the deck is what is most important.
1 month ago
Hey man, your Friendly Neighbourhood Deckbuilder here. as you requested ill be helping you with your lifegain deck today. some cards i would remove and reasons as to why.
Accursed Witch Flip -for what she does (which is meh at best) she costs too much mana. too slow. Night Market Lookout bad card Opaline Unicorn way better mana rocks out there Xathrid Gorgon slow for what it wants to do. much better cards in these colours with the same cmc. Paradise Mantle dont really need it Final Reward way too expensive for what it does Pharika's Cure really weak for a hard 2B Tribute to Hunger giving your opponent a choice is most times bad. token decks exist. Unholy Hunger 5 cmc to kill one creature and a requirement to hit the incidental life gain? oof. Fate Forgotten my recommendations will render obsolete Fated Retribution better replacement recommended Visara the Dreadful Seer's Lantern meh Elbrus, the Binding Blade Flip Shimmering Grotto you can stand to cut a land of two Swamp see above Vampire Envoy can do better Desecration Demon its fine but not necessary Reya Dawnbringer lets face it, great ability, but with 9 mana i hope youre doing more than waiting until your next turn for a big play... with 9 mana you wanna try to win games.
here is what i have for you my friend
Heliod's Intervention one of the better cards in white recently, this deck loves the options here. Felidar Sovereign win con Merciless Eviction probably the best boardwipe these colours can ask for Fumigate amazing wrath Suture Priest great at any point in the game Utter End fantastic removal at a fair cost Talisman of Hierarchy decent rock Gray Merchant of Asphodel life gain synonymous Erebos, God of the Dead too good not to run Vona, Butcher of Magan so much better than visara K'rrik, Son of Yawgmoth best black card next to his dad Athreos, God of Passage incredibly good to keep wearing out your opponents. much better costed than reya Torment of Hailfire good game. Bolas's Citadel so beyond powerful when your life could be 300... Tainted Sigil very impressive when partnered with a big life drain spell (...if you havent already won) Bloodchief Ascension a game winner if not dealt with Test of Endurance win con Black Market gotta pump those x spells up!! Beacon of Immortality very cheeky with tainted remedy. dont use against me dawg.
1 month ago
Hi xSKINCOLLECTORx, By Force is definitely a great scaling removal spell and I run it in a few of my decks. I just love the versatility of Heliod's Intervention to hit artifacts or enchantments. Or Generous Gift and Oblation's ability to hit any permanent.
The reason I didn't include Guttersnipe was that this deck only has 20 Instants and Sorceries but it has 60 Noncreature spells. Looking at the numbers, I chose to focus on Noncreature spells to keep the liklihood of Noncreature triggers higher, hence Firebrand Archer.
Rhystic Study is fantastic, no doubt, and someday I'm sure to add one to this deck. It's missing only because of the dollar amount of the card itself. There have been other pricey, more impactful cards for me to focus my budget on first, like a land base that doesn't enter tapped, The Immortal Sun, Cyclonic Rift and Anointed Procession. Someday Kykar will see a Rhystic Study and my opponents can spend another game hearing me ask, "Do you pay the extra ?" :D