Enchantment — Aura
Enchanted permanent is indestructible. (Effects that say "destroy" don't destroy that permanent. An indestructible creature can't be destroyed by damage.)
|Have (2)||metalmagic , fourcleftcandles|
Printings View all
|Magic 2014 (M14)||Rare|
|2010 Core Set (M10)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Indestructibility occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
1 month ago
Looks like you are running quite a few wraths, a fun one is Settle the Wreckage which deals with pesky indestructible creatures. Otherwise, if you intend for Elesh Norn to spend any time on the battlefield, it might be worth considering running a bit more protection Lightning Greaves, Mother of Runes, Avacyn, Angel of Hope, Gift of Immortality, Indestructibility. In my experience, Elesh Norn is not a fan favourite and quickly becomes the target of removal ;p
2 months ago
I know you're working with what you have, but a casual view of the deck doesn't seem to have much "umph". What is the life gain doing for you outside of keeping you alive? Commander damage makes pure life total a resource, so things like Vona, Butcher of Magan kick ass.
You have things like Dictate of Erebos and Conclave Tribunal which are awesome cards, but you have a very light creature presence (13 total) with no sac mechanic (for dictate) so it seems like an under-utilization of the cards. Who is going to help Conclave when you just have your commander out?
Same concept for Rootborn Defenses and Make a Stand Obviously great cards, but they provide a 1-turn protection for a mass of creatures you're not going to have. Long-lasting protection like Indestructibility or Swiftfoot Boots or Whispersilk Cloak will give you more staying power and force opponents to use their removal on your artifacts/enchantments rather than your combo pieces. Again, I know you're limited, but some instants are no match for something that requires another player to spend their hard earned mana and cards on your permanents.
I love, believe me, the mass life loss from opponents. I have two decks that do that same thing and they are damn near my favorites. But with commander people are going to be sniping your pieces way too often. Draining 4 damage per turn rules, but it needs to be backed up by some beef or a nasty combo. The Control helps, and again I get your constraints, but it seems like this deck will only sometimes work on late turns. Orzhov is my favorite combo and there is so much potential with Kambal, Consul of Allocation Are there cards that can get you benefit for his gain and drain? Sunbond isn't expensive and can do a little voltron or help protect a few creatures to make them big beaters with the constant little life gains.
You have Sheoldred, Whispering One, maybe do something jacked up basing things on tutoring her out and throwing things into your graveyard for benefit? She's a monster that cannot be ignored.
Well of Lost Dreams costs money, but with the theme of continuous life gain is an amazing addition for card draw. I guess I'm looking at the deck and not seeing what the win conditions are beyond "I gain life, they lose life" which is way cool but the rate seems too slow for the format. When commanders can cap you with 21 damage even if you have 200 life it means you need to Go for the Throat or make a real good wall for yourself (Teysa, Envoy of Ghosts?)
Essentially I see a ton of cool removal, a few pieces of life gain/drain and I find myself wondering "where's the teeth?" "How does Kambal say 'it is done'" Lots of life, for sure, but what do you do when a Zurgo Helmsmasher comes in with Rogue's Passage on turn 6? You know? I'm not talking cEDH ,just want to see the best Kambal there is because he rules. Your removal package is killer, great way to remove threats against you, but I feel like there comes a point where when you're just spending mana to take away what others spent mana on, you need an end-game. Overwhelming Splendor is a great way to capitalize on this "wait-them-out" removal strategy, but you can only cast it on one opponent, and what if it gets blasted? with more players, commander is full of win-con-killers so you need to make a deck able to adapt and twist with the removal, or be faster than removal can stop you. Approach of the Second Sun would be fantastic with the heal-and-stall aspect you have going
3 months ago
With that said, I would try to keep things low to the ground, like you have Rhystic Study in the maybe board but, you maybe better with Curiosity, Curious Obsession or even Military Intelligence. That said, Kindred Discovery and Coastal Piracy I think would work out as back up Bident of Thassa for more draw engines.
Your commander is critical for your deck, in these colors I would advice running some mix of Lazav, the Multifarious, Spark Double, Sakashima the Impostor, Lazav, Dimir Mastermind and/or Helm of the Host. One having more then one of your commander on the field at the time is never a bad thing. Two, your opponents will know to keep your commander down so make as many of it as you can 8p.
Watch the nonbos like Hanna, Ship's Navigator or Auramancer with Rest in Peace in play makes for sad days. You have Tragic Slip but, only 2 triggers for morbid (Myriad Landscape and Seal of Cleansing)? I mean I like Tragic Slip and all but, it's better in sacrifice theme decks.Ephara, God of the Polis but, no flash to keep triggers each opponents turn.
More over the game plan is turn dude side ways but, now are looking to run Faerie, Enchantment or Flying mans?
last Omen of the Sea would just be a good card to run.
3 months ago
How consistent are you able to find Arbiter? While not exactly the same, you could add a couple Crawlspaces to add redundancy since that mechanic is important for your deck to thrive. You could also run Wall of Glare + Indestructibility or Inviolability to hold out until you get Arbiter. That same indestructibility could also protect your lone attacker later on. Figure of Destiny could also be a good mana sink if you find that your games go long and you need a beefier attacker.
3 months ago
You could lean on the hexproof more with creatures like Bassara Tower Archer and Witchstalker. I'd also remove Indestructibility since most destroy cards can't get past the hexproof. The biggest problem I've run into with my bogles deck are cards that make you sacrifice creatures, so for the sideboard I'd try and fit in Aegis of the Gods. Getting rid of Collected Company should also help because this deck isn't about getting a lot of creatures out, it's about powering up you're one big guy. Remember to keep Heroic Intervention even though the creatures already have hexproof it's great for protecting your enchantments. The deck could also use some more card draw other than just Sixth Sense, so I'd throw in Season of Growth basically lets you draw whenever you cast an enchantment and it's cheaper than something like Satyr Enchanter.
5 months ago
I found these.
- Aegis Angel
- Angelic Guardian
- Angelic Overseer
- Deathless Angel
- Sephara, Sky's Blade
- Seraph of the Suns
- Stuffy Doll
- Bastion Protector
- Konda, Lord of Eiganjo
- Oketra the True
- Shielded by Faith
- Spirit Bonds
- Zetalpa, Primal Dawn
- Gideon Blackblade
- Gideon, Ally of Zendikar
- Gideon, Champion of Justice
6 months ago
Very nice list! You might consider these cards: Sunforger , Shizo, Death's Storehouse , Shinka, the Bloodsoaked Keep , Weathered Wayfarer , Viridian Longbow , Unquestioned Authority , Curse of Opulence , Curse of Disturbance , Curse of the Nightly Hunt , Open the Armory , Heliod's Pilgrim , Three Dreams , Fumiko the Lowblood , Maddening Imp , Mother of Runes .
I have a Queen M deck built around rattlesnake damage combos (e.g. Spitemare + Indestructibility + Pariah + Binding Agony ) if you'd like to check it out. It's janky but fun, and has some similarities to your build so I think you might appreciate it.
7 months ago
Indestructibility is also an idea for protecting combo pieces.