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|Future Sight (FUT)||Rare|
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The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
At the beginning of your next upkeep, pay . If you don't, you lose the game.
Intervention Pact Discussion
3 months ago
One way to look at this is; assuming you have made your land drop each turn, then on turn 3 you could have 3 mana available. On turn 3-4 there is around a 50% chance you draw Karma anyway, assuming it wasn't in your opening hand. if you cast Night's Whisper then you still have 1 mana, so there are other things you can do that turn, like play a creature. If you cast Idyllic Tutor you have 0 mana available. Just looking for a card in either scenario doesn't change anything other than your hand, the tutor isn't even card advantage, just replacement, you want to be able to cast something that same turn, which effects the board state, or you have done what amounts to nothing. Let me try and illustrate:
You play Weathered Wayfarer / Your opponent Striking Sliver
You play Marsh Threader / Your opponent Predatory Sliver
You play Urborg, Tomb of Yawgmoth and Idyllic Tutor / Your opponent Sinew Sliver
You play Karma / Your opponent Two-Headed Sliver
Your opponent on turn 4 can swing with 3x 3/3 first strike, menace creatures, you can block one of them. Now it isn't just Slivers that can build that sort of presence; Humans, Elves, Spirits, Zombies, Merfolk and others can all do it. You will take 6 damage, next turn your opponent takes 8 damage, but so do you on your next turn. Unless you draw Wrath of God you will lose. Modern is loaded with aggro decks which kill on turn 4 or 5, heck I play one Power 4 is Ferocious a Hollow One offshoot.
You need either life gain Sovereign's Bite , damage prevention Intervention Pact , removable lands (already mentioned) or a way of avoiding losing the game. You also need to realise that the only life that matters is the one from 1 to 0... So avoiding losing the game, Phyrexian Unlife + Solemnity essentially with these both in play, you can't lose the game for having 0 life and you can't get poison counters. The thing is the best enabler for a deck so heavily in need of enchantments is probably Commune with the Gods , oddly green also has swampwalkers and ways to search up lands.
I'm going to finish off here, as I've written more than I intended...
4 months ago
Eye of the Storm will also shut down a lot of decks, and it will at least turn off the removal for Lavinia. Release to the Wind and Spell Queller are hard removal spells with Lavinia. Also, you should probably be running Idyllic Tutor , Enlightened Tutor , and Mystical Tutor to get your lock pieces. Curse of Echoes , Hive Mind , and Helm of Awakening only work for you, and you can also include Pact of Negation and Intervention Pact combo with Hive Mind to kill players not in that color. You're also running a lot of counterspells, so Guile + Dovescape is a nasty combo.
4 months ago
This is a really cool deck! The normal 'taking turns' list that I have been thinking about building is pretty expensive (Cryptic Command, mainly) and this is a nice budget alternative, as long as I make a few edits to the manabase so that it fits with the lands that I currently have. Also, this deck is even more fun than the original! After some playtesting to see if I wanted to make some changes, I have some suggestions. When comboing off, I'll often get two copies Day's Undoing in my hand, and having two is useless, since when you play the first, it shuffles the second away. I feel like if you cut one of the Day's Undoings, you could get rid of the problem while keeping the ability to reliably have one in your hand, especially if you just start keeping it with your cantrips (Opt, Serum Visions, Sleight of Hand, etc). To replace it, I'd suggest one copy of Howling Mine. It would probably end up drawing you more cards than a Day's Undoing anyway, while not drawing your opponent very many, considering all of the extra turns you're taking. Additionally, I would strongly suggest Ideas Unbound, which would probably replace some cantrips. It digs three cards deep, and if you play it with an empty hand, you can play two or even all three cards and not even end up having to discard. And that's not mentioning the synergy it has with Sundial of the Infinite. If you end the turn before your end step comes, you won't have to discard, making it essentially 1UU draw three cards (because you have to pay 1 to end the turn), which can be very powerful. Also, I suggest Pact of Negation, and to a lesser degree, Slaughter Pact, Intervention Pact, and even Pact of the Titan. Pact of Negation is an extremely strong card. Being able to counter something for zero is very powerful, as people will often completely let their guard down when a blue deck is tapped out, and try to play their win conditions with no protection of their own. When you often times don't even have to pay the 3UU later because you have Gideon of the Trials (Pact of Negation forces you to pay the cost, but only if you have the mana in your mana pool. You have the choice to tap your lands to produce the mana) out? That's power 9 levels of broken. Countering a vital spell completely for free can often times win games by itself. You can also, in a pinch, end your turn in respose to the upkeep trigger with Pact of Negation with Sundial of the Infinite and skip your turn in a pinch. All of this applies to Slaughter Pact, Intervention Pact, and Pact of the Titan, although none of them are quite as good as Pact of Negation. You don't have the black to pay Slaughter Pact's cost, so it may be a little conditional as a removal spell, even if it is free when you can cast it. Intervention Pact can be a very good stalling spell, essentially buying you two full turns, but it's useless if you get off to a fast start, and will only get in the way then. Pact of the Titan can be a free 4/4 at instant speed, but, while that blocks really well when you're on the defense, and can attack when you're trying to close out the game while comboing off, it isn't exactly what the deck needs, and could lower consistency. Anyway, this deck is honestly really fun to play, is pretty skill testing, and costs half of what traditional taking turns decks cost. Thanks!
4 months ago
It can destroy Meddling Mages the turn you intend to go off, and with just 1 colored mana it it's upkeep cost, you could perhaps splash a single Watery Grave and put in some fetches. It would up the versatility a lot, but I get that fetches, (especially Scalding Tarn,) are really expensive.
5 months ago
protean hulk has many lines. up to you which one you want to use.
10 months ago
Here's my latest thought exercise/forum front page clogger. Based on takes on the weaknesses of mono- from e.g. deck: http://tappedout.net/mtg-decks/iona-shield-of-emeria-1/ , I've tried to come up with cards that would remedy this situation. Here you'll find my attempts to address white's lack of card advantage, tutoring and stack interaction, plus some stuff that just rewards you for playing white.. Some of these are simply a few existing good cards which I've had legs removed from/added to with appropriate flavor, since this would alleviate problems that comes with singleton limitations. I've tried to make most of the cards primarily appealing to mono- by e.g. using lots of the color's symbols in mana costs since White is far from a bad color when combined with others, and I didn't want to make e.g. Karador, Ghost Chieftain much stronger.
This thread ended up being posted in a bit of a rush, since Wizards claim they've listened to EDH-related feedback in Commander 2018 and seems to be on their way of proving it with Endless Atlas, which kinda makes the whole "Advantage" category below redundant. (For those who are curious, it made me downright cut a card and its five variants, all which were permanents that let you discard/sac Plains to draw.)
Blanket Grace Show
All permanents and all players gain shroud until end of turn.
“Don’t worry, you are all under my protection.”
Comment: Okay so historically, temporarily giving things shroud has mostly been a thing ( http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[gain]+[shroud]&format=[%22Commander%22]&sort=color+ ). However, the way I see it, since the mechanic is primarily defensive and has a symmetrical "same for everyone" nature, it feels right for to use it. Blanket Grace is meant as a sort of counterspell vs targeted spells and abilities without explicitly going into Mana Tithe's Planar Chaos shenanigans, and since shroud isn't hexproof it can stop people from targeting their own stuff to combo in addition to just blocking a Go for the Throat or something aimed at your guys.
Desperate Plea Show
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.)
Exile all spells from the stack.
Comment: Another attempt at a counterspell that isn't a counterspell, as both exiling and indiscriminate effects are associated with the color. Dunno if Convoke should be removed and/or the mana cost adjusted, I just don't want it to be too cheap compared to regular counterspells (but still usable under the right circumstances!), nor fetchable by Sunforger.
Cloak Caster Show
Creature - Human Wizard
When Cloak Caster enters the battlefield, you may have target artifact, creature or enchantment gains shroud until end of turn.
, : Target artifact, creature or enchantment gains shroud until end of turn.
“What I hide will be found by neither friend nor foe.”
Comment: Same basic idea as Blanket Grace. Dunno if the ETB should have a drawback; I used to attach exert to it. (Also, compare Mother of Runes, dunno how appropriate the additional costs are.)
Pact of Grace Show
You can’t lose the game this turn and your opponents can’t win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
At the beginning of your next upkeep, pay . If you don’t, you lose the game.
Comment: Obvious merge between Angel's Grace and Intervention Pact, as the latter was something I found underwhelming compared to Pact of Negation. Dunno if the upkeep cost is reasonable, nor if it needs Split Second.
Angelic Intervention Show
Nonland permanents you control gain hexproof and indestructible until end of turn.
Comment: I never got why mono- didn't have a permanent type-agnostic source of indestructible when got Boros Charm and even was given Heroic Intervention (what the hell Wizards, it could be White and still be Ajani-flavored!) "Nonland" is specifically there to make it a bit distinct from its obvious green inspiration.
Generous Farmlands Show
(: Add .)
: Add . Each opponent gains 1 life. Activate this ability only if you control three or more Plains.
In prosperous times, charity comes easily.
Comment: White Grove of the Burnwillows, kind of. Just something I thought of to specifically reward going mono color. (Also synergizes with the Charity cards below.)
Meeting of Heroes Show
Cast this spell only if you control a planeswalker.
Search your library for a planeswalker card, put that card onto the battlefield, then shuffle your library.
“Jace Beleren,” he said. “I need your help.”
Comment: White has a decent amount of planeswalker support cards (Ajani Steadfast, Djeru, With Eyes Open etc.), so I thought I'd expand on this theme. As a bonus, this gives Tibalt a purpose in life! (Fetching Ugin in decks.) I've been working on some more white PW-stuff, but it's not quite done yet and I want to see what Commander 2018 will address before posting. (Also, I'd prefer to have a Godsend quote from the part that Solidarity of Heroes references, but I haven't read that novel. Instead we'll have to go with the ever controversial Jace, quoting https://magic.wizards.com/en/articles/archive/magic-story/catching-2015-07-22 )
Road Building Show
Look at the top 5 cards of your library. Put up to two Plains revealed this way onto the battlefield tapped. Put the other cards at the bottom of your library in a random order.
Sunborn Hero Show
Enchantment Creature - Human Soldier
Creatures you control get +X/+X and have double strike, where X is your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
In their darkest hour, Heliod sent a single ray of hope to the city’s protectors.
Comment: I've tried to balance the cost a bit compared to True Conviction, dunno if it worked out. While it's pretty much always be at least a 3/3, its 0 toughness means Recruiter of the Guard can tutor for it in addition to various enchantment tutors.
Charity's Reward Show
Whenever a spell or ability you control causes one or more opponents to draw one or more cards, gain life and/or search their library one or more times, you may draw a card or put a land card from your hand onto the battlefield.
Comment: So I always thought Armistice was a neat card that was dragged down by the balance conservatism of the Masques block, so I wanted to see if the basic concept as a way to give white card advantage could be salvaged without just creating a sort of reverse Necropotence. This was one attempt; I dunno if it ended up being too much anyway. Note that it doesn't work with Alms Collector (I think), since replacement effects just modifies existing ones and don't count as their own source (I think). (Also, if you want legs on the card I also made a 0/1 Enchantment Spirit called Eidolon of Charity with the same ability.)
Forceful Peace Seeker Show
Creature - Human Knight Advisor
Whenever Forceful Peace Seeker becomes blocked by a creature, Forceful Peace Seeker gets +3/+0 until end of turn.
Whenever Forceful Peaceseeker attacks and isn’t blocked, it deals no combat damage during this phase. Defending player gains 3 life and you draw a card.
“Harmony, at any cost.”
Comment: Another Armistice derivation. First strike + neo-rampage will hopefully convince your opponent to let it trough.
Ivory Library Show
At the beginning of your upkeep, name a card type. You may look at the top five cards of your library and reveal a card of the named type. If you do, put it in your hand, then put the rest at the bottom of your library in a random order.
Comment: Obvious Sylvan Library + Board the Weatherlight derivation. Five cards might be too much here, but I didn't want the card to create too many "feel bad" moments for when a player doesn't get anything.
Eidolon of Enlightenment Show
Enchantment Creature - Spirit
When Eidolon of Enlightenment enters the battlefield, search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
Enchantment Creature - Spirit Spellshaper
, , Discard a card: Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
Comment: So both are obviously derived from Enlightened Tutor. I dunno if the Spellshaper version would lead to overly linear and boring gameplay; the three existing tutoring Spellshapers just find basic lands.
Guard Recruitment Show
If you control a Plains, you may tap an untapped creature you control rather than pay this spell’s mana cost.
Search your library for a creature card with toughness 2 or less and reveal that card. Shuffle your library, then put the card on top of it.
Comment: Recruiter of the Guard meets Enlightened Tutor, with the alternative cost mostly being me having fun but also kind of taking advantage of white's love of vigilance.
Scroll Assistant Show
, : Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.
"I think Hanna would have appreciated having this in the field."
Comment: Scroll Rack. Moving on.
Creature - Human Advisor
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle your library.
“A nation’s wealth comes from the land.”
Comment: Obvious Land Tax on legs. Also: https://en.wikipedia.org/wiki/Physiocracy
10 months ago
Have you thought about: Ayli, Eternal Pilgrim -could work well with Sanguine Bond and Resplendent Angel -sacrifice the angel after attacking if you have not gained enough life or at the end of opponents turn Drana's Emissary -sit back and watch them slowly die or combine with Anguished Unmaking - - if you have extra life to spare it is a powerful card Kambal, Consul of Allocation -good against creature-less or creature-deficient decks Obzedat, Ghost Council - don't need a defender? Deal 2 damage/gain 2 life each turn after attacking! Also works well with Fatal Push Vizkopa Guildmage - Whenever you gain life, deal equal damage to opponent. With a lifelink creature and Sanguine Bond that is triple damage. Intervention Pact - they won't see it coming Scholar of Athreos - no limit to this ability
These cards may not have lifelink, but may pair well with the deck.
10 months ago
Well if was a little rough in my explanation. The triggered abilities are not put on the stack yet, they are just triggered. They will be put on the stack when all state based actions have happened, meaning you would even die before Intervention Pacts life gain ability is even put on the stack
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