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Return each creature card with converted mana cost X from your graveyard to the battlefield.
Immortal Servitude Discussion
11 hours ago
I have a few suggestions for you:
- Thalia, Guardian of Thraben
- Thalia, Heretic Cathar
- Null Rod
- Linvala, Keeper of Silence
- Aura Shards
- Worldly Tutor
- Demonic Tutor
- Vampiric Tutor
- Green Sun's Zenith
- Generous Gift
- Assassin's Trophy
- Hull Breach
- Stony Silence
- Price of Glory
- Dosan the Falling Leaf
- City of Solitude
- Return to the Ranks
- Immortal Servitude
- Suture Priest
- Mother of Runes
- Giver of Runes
- Dark Confidant
- Sylvan Library
- Leonin Relic-Warder
3 days ago
1-2x Immortal Servitude in the sideboard would probably be useful.
3 weeks ago
Thanks for helping out kamarupa. I decided to have less lord effects like Always Watching and Signal Pest in favor of more interactive spells such as Spellstutter Sprite and Spell Queller ; tempo cards like that reduce the need for buffs every game since you'll be able to win with incremental value from countering threats and removal; having a board of big fliers that dies to an Anger of the Gods or Damnation is worse than a board of smaller fliers that doesn't, imo. As I said in an earlier comment, the reason I'm not playing Squadron Hawk is because the Spellstutter Sprite s (ie the interactive spells) take up their spots. As for Segovian Angel vs. Healer's Hawk , I personally think it's pretty even. The angel can attack and leave a body to crew Smuggler's Copter and block (though I don't think that situation comes up too often) while hawk is more useful with buffs; either way, I might just replace those 4 cards with Siren Stormtamer since it's EVEN MORE protection and it seems fun to screw with interactive decks with it and the other tax-counter 1-drops.
In regards to the land count, I opted to go under 20 because the deck has a significant amount of drawing power with Smuggler's Copter , Curious Obsession , and Faerie Seer , plus the curve is low enough (with only four 3 cmc cards in the deck at the top end) to handle the lower land count. In testing, the deck doesn't often have trouble getting to that third land or even the fourth. I'm hesitant to add colorless lands to a budget 2-color mana base, and I probably won't. Temple of Enlightenment is a tapland so that's a no-go, Remorseful Cleric is a better answer to graveyards than Scavenger Grounds since it also serves double-duty as a threat. I won't play Immortal Servitude either since it costs a bit too much for this deck and the WWW casting cost is pretty hard to get.
I don't think any of those are substantial reasons to cut Vesperlark , Curious Obsession , Spell Queller , or Smuggler's Copter ; especially the last two. First, Curious Obsession . If you followed standard at all recently it's pretty evident how good it is, but to summarize the good things about it: it is usually able to replace itself immediately (therefore isn't a 2-for-1), gives a little bit of extra damage, and can easily run away with games (through card advantage) if left unchecked. So I really don't get what you mean when you say it's "too narrow."
Vesperlark is, I'd argue, one of the least narrow cards in the deck. As you said, Pride of the Clouds is a prime target for removal; if they have it, they'll kill it. But as long as it's not exiled, Vesperlark can get it back. The same goes for Mausoleum Wanderer or Judge's Familiar , which you can reuse for 2 mana if you've sacrificed them once and are in need of some protection again. Basically, it can serve as copies 5 and 6 of pretty much every creature in the deck. It's also a great value-generator in longer games: a full-cost Vesperlark is able to block, kill something, and leave a body on the battlefield, kind of reminiscent of Kitchen Finks but potentially better if you get a Pride of the Clouds or protection 1-drop back. If you play it on a full board and your opponent sweeps it, you'll still have a board presence afterwards which reduces the tempo swing a little bit. In short, it's a pretty flexible card.
If you search around online, Smuggler's Copter is played in nearly every Favorable Winds deck, and for good reason: it's an undercosted flier that also lets you cycle through your deck, discarding extra lands or dead removal spells and finding more threats. Some people even play Copter in Merfolk, a deck that has no apparent synergies with the card, because the ability to find gas in exchange for useless cards you draw is so good. As for Spell Queller , the mana cost is never a problem. 18 lands is plenty to get to 3 mana on curve, and add the card draw/cycling/scry from Curious Obsession / Smuggler's Copter / Faerie Seer it's even rarer that I don't get a third land eventually.
I haven't put any thought into a sideboard yet since this deck was honestly just a 10-minute draft (budget deckbuilding practice) that I had no intention of sharing with others, but I'll keep those in mind. Sanctimony 's a cool card I didn't know about :D
3 weeks ago
Looks very close to my deck "Sand Flies." A few spells I run in that I recommend here:
Always Watching . I've found a full set of AW along with a full set of Favorable Winds drastically improves the consistency of pumps hitting the battlefield.
Signal Pest - The big problem with this creature is that Favorable Winds doesn't apply. I think it makes up for that by essentially being another pump, and for only 1CMC! In mine, 2x SP, 4xAW, & 4xFW means there are 10 pump spells to make all my little 1/1 flying creatures often become 3/3's and bigger.
If you include Always Watching, then Segovian Angel isn't needed. Also, I completely disagree with DefectiveDwarf regarding it over Healer's Hawk . While a 1/1 HH might not be all that meaningful, a 3/3 HH is a menace. And it's not that uncommon to get 2 or even 3x HH down in a single game - 3x 3/3 flying, lifelink is good enough that you can let your opponent hit you.
I really like Squadron Hawks in my deck, mainly because I see it as pseudo draw-card. It's just a really solid way to keep creatures hitting the battlefield turn after turn. I've playtested my deck quite a bit and the Hawks have been better than I'd hoped.
Even if you don't add Signal Pest, I'd still suggest adding 1x Buried Ruin . Just playing it can make opponents second guess the wisdom of removing an artifact you control. Other lands I'd suggest considering: Temple of Enlightenment - shifting a scry ability into the mana-base means more room for other utility effects. Scavenger Grounds - it's pretty useful to be able to exile some people's graveyards.
I think Immortal Servitude is better than Vesperlark and worth the extra casting cost. It tends to hit right at the point opponents think they've got you licked, which also tends to be devastating for them.
Over the years, I come to realize that no matter how low a deck's AVG CMC is, 20 is really the lowest number of lands a deck can scrape by on. Of course, there are sure to be exceptions to such a rule of thumb, but generally speaking, 20 is the bottom number. Good decks can get going with 3-4 spells and 2-4 lands in an opening hand. A lot of decks try to do too much or over-kill opponents when it typically takes a lot less to win. If we consider 4 spells and 3 lands a good opening hand, that means statistically, about 57% of a deck is spells (34-35) and 42% lands (25-26). Now I've always been a bit rebellious and for years have tried to build decks with 16 lands, but I'm sad to report it doesn't yield great results. I'm typically trying to include as much as 25 lands in most the new brews I work on, but it usually ends up being more like 22. I think 20 is enough here. Another way to put all this would be to say I think you need to cut a couple creatures or other spells.
Spells I'd suggest dropping: Vesperlark (too narrow), Spell Queller (too high CMC), Curious Obsession (too narrow), Smuggler's Copter (not a creature, resource demanding, not great to discard).
As crazy as it sounds I'm actually considering dropping Pride of the Clouds . It's a major target that almost always get removed. It seems like I've had better games when all my creatures were close to the same power/toughness. It's hard for opponents to deal with decks that don't have singular wincons.
Other spells to consider: Dovin, Grand Arbiter - it's really fun to +2 him and add another 2-4 loyalty counters. It's actually pretty easy to ultimate and that ultimate is pretty good. Serra the Benevolent - another pump for fliers and a Worship ultimate is not bad at all. Sideboard/utilities: Generous Gift , Faith's Shield , Blessed Alliance , Negate , Oblivion Ring , Celestial Purge , Disenchant , Revoke Existence , Nevermore , Ratchet Bomb , Elixir of Immortality , Pithing Needle , Teyo, the Shieldmage , Witchbane Orb , Sanctimony , Shalai, Voice of Plenty , Leyline of Sanctity , Tormod's Crypt .
1 month ago
I suggest you use your remaining 8 slots for: Akroan Crusader , Fabled Hero , and/or Favored Hoplite . All of those pair well with Feather, the Redeemed , which I suggest you run 4x. Even though it's legendary, since it seems like it's at the crux of the deck, it's essential to do everything possible to play it.
Deflecting Palm is usually useful in a boros sideboard.
In terms of deck building, my best advice is to keep your deck hyper-focused on a wincon - make your deck find the wincon, protect it, and execute it and do that 2 out of 3 times within 5 turns. Keep spells to the absolute minimum CMC. There's not really great ramp in red or white, so odds are, spells over 4 or 5CMC won't see hardly any play. Your 1-2CMC spells are a deck's bread and butter. Be sure you have include enough to get them every game.
I try to include the following mechanics in all my decks in some form or another:
draw card - not just a cantrip - spells that draw at least 2 cards, either at once or 1 card repeatedly. These include straight-forward spells like Divination and Harmonize , as well as spells like Collected Company and Descendants' Path and even stuff like Immortal Servitude or Squadron Hawks. The point is really card advantage. I typically run 3x draw-card spells.
protection for my key spells - these are almost always instants and can include anything that makes stuff hexproof, indestructible, gain protection, or spells that counter or blink. IE - Faith's Shield , Heroic Intervention , Vines of Vastwood , Negate , etc/
I slapped together a deck for Feather, the Redeemed recently. (Feather's Cap) It's focused on the Heroic mechanic, and because of those spells, also tokens and +1/+1 counters. It's far from perfect, but the creature CMC curve is decent and you might find some spells worth considering there.
2 months ago
2 months ago
Thanks a bunch for the +1 and suggestions! Mikaeus, the Lunarch can enter for 2CMC, vs 3CMC for Mirror Entity . This is actually pretty important - I win with this deck with only two lands pretty often. Additionally, Mirror Entity acts as a mana-sink, which ties up mana. My goal with this deck has been to add counters and avoid pumps. Counters stick around, while pumps can be easily removed. Mirror Entity, acting as a lord, becomes a primary target. Without such a pump lord, there is no one key creature opponents can remove to knock down all my creatures. Also, I can include Mikaeus with other 1CMC creatures with Immortal Servitude , which, while Mikaeus dies instantly, will still trigger my Champion of the Parish s and any Thalia's Lieutenant s already on the battlefield. If I have a Metallic Mimic , Mikaeus can even stick after a Servitude. Also, Mikaeus is awesome with Thalia's Lieutenant , it allows Mikaeus to enter for 2CMC and tap the next turn to add counters. Also, as Mikaeus repeats, because he bestows counters, his effects continually build up over time. Kind of like the difference between owning a home (Mikaeus) and renting (Mirror Entity). The only problem with Mikaeus is that he's Legendary. If he wasn't, I'd run a full set.
I run Journey to Nowhere over Seal Away because in playtesting it was too common that creatures I wanted to remove weren't tapped. Keeping mana open to play Seal Away ended up just slowing me down. This deck wants to tap out pretty much every turn. Also, with Blessed Alliance , I already have an Instant speed removal spell and with the Alliance, I don't have to worry about Indestructible, Hexproof, or Vigilance.
2 months ago
Thanks a bunch for the solid suggestion and +1, TheRoaringRegisaur! I'm considering Chart a Course . I will point out that there is some draw card built into the deck with Faerie Miscreant (which can even recur with Immortal Servitude !) and pseudo draw card with Squadron Hawks. The Squadron is very powerful here, keeping at least one new creature hitting the battlefield for up to three more turns. There's also Dovin, Grand Arbiter 's ultimate, which isn't particularly difficult to achieve.
Immortal Servitude occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%