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If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.
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Island Sanctuary Discussion
12 hours ago
Howling Mine would be cool as well. Cool deck.
1 week ago
Neotrup Thanks for the help in one of the recent games that i was playing i had been protected for most of the game so far with having Island Sanctuary , Nephalia Academy , and Light of Day on the battlefield then after them kill each other the next thing that i realized was a swarm of 1/1 blue red flying locusts all flying towards me oneshoting me. after that yah i am updating my deck.
the deck i was using: The Halls of Protection
1 week ago
Some notes on your creatures:
First of all, you have mostly flying creatures... It proves great against cards like Island Sanctuary (although not very popular), but just a disaster waiting to happen against cards like Hurricane. In my opinion, a dragon deck should have 50-60% flying, and 40-50% Non-Flying creatures to prevent such from happening
You mana curve doesn't look too great. So let's take a look at this from a mathematical perspective, with your current setup you have 27/60% lands, and thus 33/60% spells. So 45% of the time, you will draw a land, and 55% you will draw a spell. Pretty self explanitory, isn't it?
Now let's add in what your creatures cost. You have no 1 drops, except of course Earthquake (which if you take into consideration the first paragraph of this comment, I would take out), which isn't even a 1 drop. That's usual if your not running an aggro deck.
You have 12x 2 drops, which is good for a nice starter, although to pull off casting these on turn 2, you gotta have regular lands that don't enter the battlefield tapped, I usually find that the best ways to pull this off is placing a land that taps as it enters the battlefield, like Stone Quarry, on the first turn, and placing a regular Plains on the second turn immediately allows me to start playing 2 mana cards, and gives me a good variety with what to cast. We can consider the increase of the 2 drops as our "mana peak", as it's the highest amount of CMC of your deck
3x 3 drops. This should really be somewhere up in the numbers, maybe 8, if you want a good momentemous deck, where your able to cast spells most turns.
0x 4 drops. This, in accordance with 2-3 drops, should be at around 4-6 cards. Keeping the momentum once again, as this will usually be (fastest possible) at turn 4.
Now let's just combine your 5-8 drops. You peak at 9x 5 drops, and keep steady up to 8 drops. Of course this includes all your key cards, but in a sense a deck should only need a couple key cards. Try removing some of the high drops that you have multiples of, as having higher chances of drawing that high-mana card in the starting hand is much worse than having higher chances of casting a decent low-mana card each turn and surviving until you get enough mana and draw that card.
So let's take into a good mathematical aspect, as seen above. You have a 45% chance of any card being a land, right? So on average you should have 3 mana in your hand on any given card draw. GREAT! You peak at 2 drops, so by the second turn you should somewhat be able to cast a good portion of your deck (well, with a rainbow (5 color) deck this will be harder to achieve, one aspect why 2 color decks are popular). By turn 6, you should have gained about 5 mana. On most games, turn 6 is when a lot of things kick into action, and spending all your mana to cast that one 8 mana creature, or that one 7 mana creature, will just completely get you screwed.
A good example of what proper mana-curves should look like can be found on any good deck, like Gideon, Amonkhet Paladin, or Mairsil, the Pretender l JLK (note its 100 cards), (see mana curve graph) where there is an invisible curve of converted mana costs of the cards. Beginning deck builders should be good with peaking theirs at 2-3 (which you did well with), and shouldn't have a spike at any later mana cost, to keep from you holding on to a good number of cards in your hand, just waiting for that last land to show up, and your opponent slowly bringing your life down to 0 (one of the worst situations in my opinion). Best way to help that is to keep higher mana cards to at least 1-3 by the time you get to 8 mana
Feel free to ask any questions, and hope you can improve your deck, or at least further decks you make!
2 months ago
I don't know how often you check this for updates, but I would suggest Island Sanctuary.
It gives you an extra line of protection for an Enduring Ideal win. Grab Dovescape, Humility, and then Island Sanctuary to prevent all attacks. Follow up with the usual Form of the Dragon + Copy Enchantment + Paradox Haze win of doing 20 damage at the start of your turn to someone and you'll finish the table in short order.
2 months ago
FOr now I don't think there has been a lot of discussion about Daxos the Returned, so unfortunately we have no decklist available for him ATM, but I still have a few suggestions for you.
If I was to build this deck, I would try to include things like Glistening Oiland Phyresis. You could have fun sacrificing Glistening Oilto cards like Auratog, returning it to your hands to cast it multiple times a turn and stack on exerience counters. From there, you could simply create some huge tokens with your commander, give them infect and swing to take down a player in 1/2 swings.
Luckily for you, W/B has access to good enchantments, enchantment support, good tutors, removal... For a tier 3 deck you are not in a bad spot. For sure, all the black tutors allowed by your budget (Demonic Tutor, Vampiric Tutor, Imperial Seal, Grim Tutorare amongst the best) would be good. More specific tutors like Enlightened Tutor, Idyllic Tutor would be good as well.
You have a lot of enchantment support, and depending on the route you decide to go you might need different enchantments, but on top of my head I would for sure try things like Ghostly Prison, Worship, Phyrexian Arena, Necropotence, Chains of Mephistopheles, Moat, Island Sanctuary, Luminarch Ascension, Sphere of Safety...
For lands, you always have the white version of Gaea's Cradle, Serra's Sanctum. You could also include Urborg, Tomb of Yawgmoth+ Cabal Coffers, with lots of tutors you could get those reliably and you would never miss mana.
You also have access to enchantment creatures, they would also trigger your exerience counters. Some hatebears also would not be that bad, and I am thinking about Spirit of the Labyrinth.
And also don't forget removal (lots of options so I won't list them all here.)
Good luck and if your decklist seems optimized enough don't be afraid to come back here for a review and improvements!
2 months ago
Howdy! I've played Ephara for a while and had some feedback on your list. You can find what I'm running right now here: http://tappedout.net/mtg-decks/ephara-vidk/
I'd throw in some more low-cost ramp and cut stuff like Lotus. You ideally want to be landing a T3 Ephara so you can get your value train out of the station ASAP. Wayfarer's Bauble can fetch your Wastes to enable Displacer, while Knight of the White Orchid is a good flicker target.
From personal experience, Venser, the Sojourner is a must-add. He does literally everything the deck wants: his plus is an additional flicker engine, his minus breaks board stalls, and his ultimate should flat win you the game.
I don't think you need that many wraths? If you're blowing up your own ETB creatures regularly, you lose the consistency that the deck should run off of. Phyrexian Rebirth and Martial Coup seem like the weakest ones of those you have.
Not a big fan of Rewind or Deputy of Acquittals. Rewind is the weakest counterspell you have; while Deputy can't bounce herself. Run Whitemane Lion and some non-countermagic instead - personally I think you have enough.
2 months ago
Well, at least I can recommend a LOW BUDGET card... that Jenelle can give you -- Island Sanctuary. So it won't protect walkers, it still seems custom built for this commander, you can either choose not to use it or us it and STILL draw a card at your end step, in addition to whatever draw mechanics you probably already have fielded
2 months ago
I'd recommend Oloro, Ageless Ascetic and going pillowfort, and has that in spades. Cards like Propaganda, Ghostly Prison, No Mercy, Island Sanctuary, War Tax, etc, paired with some artifacts like Silent Arbiter and Crawlspace will help keep you safe while you set up shop. I know I'm missing some others, but those are just a few to start with. and can set you up with card draw with cards like Necropotence, Rhystic Study, Phyrexian Arena, Dictate of Kruphix, and Consecrated Sphinx. I also think Soothsaying is an under-appreciated and under-played card. And if you go with Urborg, Tomb of Yawgmoth + Cabal Coffers or Serra's Sanctum, especially if the deck is enchantment heavy, or add in Enchanted Evening, you could get a lot of value out of Soothsaying during the last end step before your turn starts. You could set the top 5 cards of your library pretty easily. Add to that the counterspells available in blue, and the board wipes that white and black offer, you would probably have a pretty good start. You could also consider giving the old Attunement + Replenish combo a go as well.