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Herald of the Pantheon
Creature — Centaur Shaman
Enchantment spells you cast cost less to cast.
Whenever you cast an enchantment spell, you gain 1 life.
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Herald of the Pantheon Discussion
1 week ago
tetsuothecat thank you SO much for commenting!!!
I had Herald of the Pantheon in the deck before but opted to drop it for more Wild Growth style effects that are part of my infinite mana combo with Earthcraft. If you can see any weaker cards I am running that you would switch for Herald please let me know!
Does my mana base look ok to you? Cheers!
1 month ago
Another tutor option if you randomly need it could be Academy Rector, but without a reliable way to get him off like Animal Boneyard, probably not worth the time. There's also Time of Need and Chord of Calling.
Land Tax is great for ramp, though I'm sure it's already been recommended. Primal Growth is also an option, as is Traverse the Ulvenwald
Spectra Ward is nice, though the cost is probably prohibitive for this deck. Speaking of costs, Herald of the Pantheon could help, though the build wouldn't leverage it that well. If against high defense that Sigarda can't break, Bonds of Mortality could be another option besides the exile you already run.
If against high destruction, there's always Karmic Justice, but that probably will never be necessary in duel. Another possible bit of extra insurance, is Greater Auramancy. I know you mentioned countering as a concern. Prowling Serpopard might be a good response.
Only other thing that comes to mind is Nature's Will
Really nice deck!
1 month ago
I made the changes that I wanted. I took out the 2 Herald of the Pantheon, Karametra, God of Harvests, Nylea, God of the Hunt, and 2 Hoofprints of the Stag. Then I added 1 Solemnity, 3 Elephant Grass, and 2 Legion's Landing Flip.
The combo of not having to put upkeep counters on the grass is a perfect stall until I can dump out an angel token or two. I took out the hoofprints b/c it turns into an anti-combo with Solemnity. With the grass protecting me the heralds came out b/cwe can durdle a few turns. That makes the mana reduction less useful and there is incremental life gain with the coursers. The gods were removed for consistency reasons and they would just get swords-ed once they were turned on. I like the landing b/c it makes a token that I can use to chump block early and helps turning on the sanctum earlier ans later becomes another way to flood the board with attackers. When it flips its not a mana loss to the sanctum b/c it goes from being a +1 of W from the sanctum to making its own mana. I like the way the deck is starting to shape up to.
I also changed from paths to swords. I had a discussion with someone about them in legacy. My thought was that most decks in legacy don't run that many basic lands that swords is better. The potential beating from the angels is ok with the life I would be giving the opponent vs. the basic I could give (which could severely ramp the opponent).
1 month ago
Hey there! Cool deck you have here! I have some comments for you:
The way your deck is currently built, it looks like a hybrid of two of the most common enchantment-based decks in Modern: Bogles and Enchantress. I would recommend picking one to focus on, and ignoring the other. Bogles plays small, hexproof creatures (such as the namesake Slippery Bogle), and then buffs them with four or five Auras, such as Ethereal Armor, Rancor, and Daybreak Coronet. Enchantress, on the other hand, is more of a prison deck, ramping quickly with Arbor Elf and Utopia Sprawl, then dropping Ghostly Prisons and Story Circles to prevent your opponents creatures from attacking, then drawing a bunch of cards with an Eidolon of Blossoms, and closing out the game with a Sigil of the Empty Throne.
You might have noticed that both of those decks have something in common: Green. Green offers a lot to an Enchantress deck, ranging from ramp Auras (Utopia Sprawl), buff Auras (Rancor), and card-drawing engines (Eidolon of Blossoms). There's even cards like Herald of the Pantheon and Courser of Kruphix if you want to get really deep. I would strongly recommend adding Green to your deck, even if you don't choose either of the above routes, as there are so many good options the color has to offer.
If you do want to go the Enchantress route, I have an Enchantress deck that I love playing: Modern is Enchanting.
In any case, good luck with your deck, and welcome to the site! If you ever want feedback on one of your decks, feel free to leave a comment on my profile!
1 month ago
Awesome, ThunderLemon, glad you enjoyed it! If you're finding that Eidolon of Blossoms are dying too much, you can try a couple of Greater Auramancys in the main to protect them. Maybe take out a couple of Abundant Growths, or perhaps a couple Herald of the Pantheons? I would run Greater Auramancys here, but they're a little too expensive for me. Also, its price will drop to like $5 or so if it's reprinted, so there's that too. As for Heliod, God of the Sun and Karametra, God of Harvests, I feel like they could both be run, but I think they're too much mana for too little effect. I'm open, though :)
1 month ago
Here is my attempt to figure out my "7 by 9" classification of my deck (Referenced article about "7 by 9"). The deck doesn't really fit into the model well since many of the cards overlap by just being enchantments that there's a lot of categories/single cards that only care if other enchantments get played.
The deck itself cost a lot to get rolling and I like where the ramp sits right now even if it's a bit high on cards, but being a 5 color deck has its requriements. I'd like to increase the number of cost reduction cards. And slightly increase the number of draw, and combo cards. If I had to I would probably remove some of the buff/removal/graveyard cards. The issue I have though is that I want to keep the same number of creatures as early agression is this decks downfall. If I could I would also update the mana base and then be able to cut some of the ramp cards.
Number of enchantments: 36 (a * represents that this card cares about enchantments) (15 are auras)
- Kodama's Reach
- Awakening Zone
- Fertile Ground
- Font of Fertility
- From Beyond
- Khalni Heart Expedition
- Trace of Abundance
- Birds of Paradise
- Courser of Kruphix
- Enchantress's Presence
- Argothian Enchantress
- Eidolon of Blossoms
- Kor Spiritdancer
- Mesa Enchantress
- Verduran Enchantress
- Assault Suit
- Furor of the Bitten
- Guise of Fire
- Vow of Duty
- Vow of Flight
- Vow of Lightning
- Vow of Malice
- Vow of Wildness
2 months ago
Oh yes I see the Curious Homunculus! So...
Artifacts: the Monument cycle from Amonkhet ( Bontu's Monument ecc.), Conduit of Ruin, Helm of Awakening, Foundry Inspector, Mana Matrix, Planar Gate, Seal of the Guildpact, Semblance Anvil, Stone Calendar, Inspiring Statuary, Heartstone
Azorius: Grand Arbiter Augustin IV
Red: Hardened Berserker
White: Hero of Iroas
Selesnya: Oath of Ajani
Rakdos: Rakdos, Lord of Riots
The cycle of the Familiars ( Nightscape Familiar, ecc.)
2 months ago
Step 1: Add Nykthos, Shrine to Nyx and swap some creatures around to improve devotion. Ex: Swap Centaur Courser for Swordwise Centaur, Pharika's Disciple for Seton, Krosan Protector, Pheres-Band Tromper for Jolrael's Centaur. This also makes Nylea's Disciple more effective.
Step 2: Add enchantments that help you tap forests for additional mana like Fertile Ground, Overgrowth, Utopia Sprawl, and Vernal Bloom. These gain the benefits from Herald of the Pantheon and Dowsing Shaman and provide incredible acceleration.
Step 3: Find something to do with the mana. The easy answer would be to draw with Harmonize and play more centaurs. But I think the more interesting answer is to go for broke with Genesis Wave or Primal Surge (after removing Fruition). Play all (or most) of your deck, gain a ton of life, throw in Concordant Crossroads for haste, and swing with an indestructible, trampling centaur army.
That's how I'd do it at least, though I must admit I am a sucker for flashy plays.