Hold at Bay
Prevent the next 7 damage that would be dealt to target creature or player this turn.
Printings View all
|Born of the Gods (BNG)||Common|
Combos Browse all
|Commander / EDH||Legal|
Hold at Bay Discussion
3 years ago
I do have issues with learning priority and the finer elements of phrasing. Usually, I resort to looking it up online. (For example, learning that Hold at Bay can't block damage from Murder because destroy =/= damage.
I think I'm beginning to understand what you're saying. After a few playthroughs against his deck, I did find that we were both topdecking. I think Brave the Elements would be a great card to use because protection is exactly what I need against his deck, but it can be hard because his monsters are split between black and red. Lingering Souls though it's a 3-drop seems really useful because of its flashback. Definitely, something I'm going to consider adding in, though I'm not sure what I'd replace. (I prefer to stay at 60.)
I'm going to add his deck in the description if you'd like to take a look.
3 years ago
Voice of Resurgence is a decent one to consider
This is the only comment that suggests changing the overall deck so feel free to ignore this one. When I think green/blue/white, i think of Collected Company decks. I'll throw a link to a decklist below but the card allows you to hit a lot of goodies (Tireless Tracker, Reflector Mage, Spell Queller, Selfless Spirit etc.) If you lowered the cost of your creatures you could move in that direction.
Sorry, I know this was a lot at once but I hope it helps
3 years ago
Since this is modern, you need some cheap/efficient removal spells. I recommend Path to Exile (which i know is around 10 bucks sadly), Condemn, Oblivion Ring, and maybe even Stasis Snare (since you have somewhat of a white devotion subtheme in here with Nykthos, Shrine to Nyx in here. I'd add one more nykthos, shrine to nyx come to think of it. Add a couple Gideon Jura as well. Helps keep you alive against infect and aggro/zoo decks. I like Emeria Shepherd but it's more of a commander card, the mana cost is just too high for modern. Luminarch Ascension might also be good for this deck. Holy Day might be decent as well as it can fog your opponents creatures.
I'd remove the following cards: Archetype of Courage, Emeria Shepherd, Preeminent Captain, Phalanx Leader, Armored Ascension (your opponent can 2 for 1 you so auras aren't generally good in modern, unless you have hexproof creatures to put them on), Akroma's Memorial (good card, but at 7 mana, many decks will kill you before you even get 7 lands out, burn and infect for example), Tatsumasa, the Dragon's Fang (good edh/commander card, but at 6 mana and 3 to equip, you'd need 9 mana to cast and equip it onto something in one turn, and playing something for 6 that does nothing the turn it comes out is bad in modern, if not in general.)
Debtors' Knell is on the borderline of being ok, at least in a deck that will utilize the devotion to white aspect, however, once again at 7 mana it's not even doing anything until your next upkeep)
I'd replace Devouring Light with some combination of better/cheaper removal, perhaps two Condemn and a Path to Exile (or whatever combination of those cards you have or would prefer to play). Hold at Bay seems very mediocre and it takes up a slot that a better card could fill. It's not terrible but it's only preventing damage as a one time use, so you're better off with Holy Day in its place, as it will prevent all the combat damage, not just 7 of it. Solemn Offering is bad since it's three mana to basically cast Disenchant with some lifegain. Resurrection isn't needed either, just get another Emeria, The Sky Ruin to fill the same function. (replacing a land of course and not simply the resurrection slot in your deck)
Ray of Dissolution isn't that great either, I'd take that one out. Also, a handful of cards would be ok sideboard cards. For example, Reprisal, and Elixir of Immortality. Add a couple of Disenchant to the sideboard as well. Two Kor Firewalker will be pulling double duty by stopping burn decks and giving you two devotion to white.
I'd add another Brimaz, King of Oreskos to the mainboard, and add at least two more Acolyte's Reward, (provided that the finished version of this deck has enough devotion to white to really take advantage of it). Grand Abolisher could be good in either the sideboard or the main, so I recommend that card for the deck. The sideboard could just some graveyard hate as well so if you have cards like Relic of Progenitus, Rest in Peace, Tormod's Crypt or Grafdigger's Cage add them to your sideboard. Dredge is a thing now in modern and it is not fun to play against.
3 years ago
Suggest removing Acolyte's Reward, Crypt Incursion, Dazzling Reflection, Grotesque Mutation, Hold at Bay, Make a Stand, Necrobite, Pay No Heed, Profit / Loss, Riot Control, Smite the Monstrous, Blind Hunter, Hired Torturer, Nip Gwyllion, and Silent Skimmer.
3 years ago
Soulfire Grand Master's last ability uses Hybrid Mana (an either/or mechanic), so there's no blue splashing involved. You could just pay . That's not the relevant ability though, it's the second one that gains life whenever instants or sorceries deal damage. A single Lightning Helix could activate your Angelic Accord. You could also replace some of the other less-fitting bits of the deck with more damaging instants like Lightning Bolt, Boros Charm, Arrows of Justice, Stoke the Flames, Warleader's Helix, Lightning Axe, Deflecting Palm, or mainboarding 4x Fiery Tempers. All of them would be doing double duty with Soulfire GM just sitting on the field.
As an aside, I'd also suggest removing the Boros Signets and Luminarch Ascensions to just triple/quadruple up on the other 3 enchantment spells. With the land you have, you don't need the mana fixing the Signets provide (if those are meant to provide MORE mana for the expensive angels and Gearhulk, Signet does nothing to help that way. A higher land count would be better). The Ascensions work off having a Fog effect, like Angelsong, Ethereal Haze, or Hold at Bay. Gaining life BACK after life has already been lost during a single turn would still prevent Luminarch Ascension from getting a quest counter.
4 years ago
Alesha needs a good number of creatures to work best, i think you should definitely play more than 30. Some suggestions (not all of them creatures): Ponyback Brigade, Duplicant, Karmic Guide, Blind Zealot, Buried Alive, Bone Shredder, Shizo, Death's Storehouse, Siege-Gang Commander, Marsh Flitter, Filth, Nahiri's Machinations, Skullclamp, Swords to Plowshares, Hanweir Battlements.
I think you should cut Hold at Bay, Avenging Arrow, Show of Valor, Safe Passage, Messenger's Speed, Lava Axe, Great Teacher's Decree, Flurry of Horns, Spite of Mogis, March of the Returned. None of those are good cards.
As far as protection of Alesha goes, Emerge Unscathed and Center Soul seem like two good options that you are missing, rebound makes them better than Gods Willing.
4 years ago
Deflecting Palm and Wear / Tear into Sideboard. Ethereal Haze or Holy Day over Harmless Assault and Hold at Bay. Smite is ok, but exchange it with Path to Exile if possible. And where is your Lightning Helix?
4 years ago
Ok, it's your first deck and I respect that, and please do not take it as me being a douchebag, I really just want to help you out!
You said in your description that you wanted life gain, but your deck is heavily centered around heavy hitters and not much about lifelink. I would say that you're better off with aggro rather than lifegain, but I'll give you some suggestions:
Drop the 2 Opulent Palace, get 3 more Blossoming Sands, and you're running way too many lands, I suggest you drop 9, so your deck has 60 cards exactly, more than that will just throw you off your game.
Nothing that has constellation will do much for you, because you simply don't run enough Enchantments, so I'd cut Eidolon of Blossoms, Humbler of Mortals and Harvestguard Alseids, they'll just be dead cards most of the time.
Also, there are cards that just don't do enough, or cards that can be replaced with much better and cheap (as in, less than 50 cents at your local game store) cards that will make your deck be more efficient, those cards are: Dragon Bell Monk, Highland Game, Kitesail Scout, Oreskos Sun Guide, Oreskos Swiftclaw, Satyr Grovedancer, Soulmender and Trained Caracal.
This will leave you with 14 cards that you can fill with:
4x Sunblade Elf
3 more Sedge Scorpion
there are some instants that are just underwhelming, they seem good but they won't do much and they can be switched for much better cards that fit your playstyle. I would drop Hold at Bay, Pressure Point, Savage Surge and Strip Bare.
this will open up 5 spots, my suggestion is:
1 more Shape the Sands
Lose Incremental Growth, it's just too expensive to be useful in a deck that's not centered around counters, Phytoburst is weaker than Titanic Growth and similar cards, so I wouldn't keep it. As for Commune with the Gods and Alive / Well, they feel useless in this strategy.
This will open up 4 spots, here are the suggestions:
2 more Lay of the Land
3 more Explosive Vegetation
My suggestion is, drop all of those enchantments and get 4 Pacifisms.
I'm sorry this became a huge text, and I'm terribly sorry if I came off to strong, I only mean to help! Much love!