|Commander / EDH||Legal|
Printings View all
|Planechase Anthology (PCA)||None|
|Planechase 2012 Edition (PC2)||Rare|
|Rise of the Eldrazi (ROE)||Rare|
Combos Browse all
Creature — Kor Wizard
Kor Spiritdancer gets +2/+2 for each Aura attached to it.
Whenever you cast an Aura spell, you may draw a card.
Kor Spiritdancer Discussion
2 days ago
Hey, good version of Rafiq.
Consider expanding on the enchantment theme? Adding more enchantresses and more enchantments? I suggest this because I see Sovereigns of Lost Alara and it's good with auras with Raqif.
Cards within the budget to consider adding:
- Exotic Orchard
- Ash Barrens
- Yavimaya Coast
- Reliquary Tower
- Enchantress's Presence : enchantress.
- Kor Spiritdancer : aura enchantress.
- Satyr Enchanter : enchantress.
- Favor of the Overbeing : with Rafiq +2/+2 flying and vigilance.
- Eldrazi Conscription : combos with Sovereigns to make Rafiq as powerful as an Eldrazi.
- Ethereal Armor : one drop, lots of pump.
- Tajuru Preserver : protect Rafiq from sac.
- Wild Growth : one drop ramp.
- Fertile Ground : ramp.
- Snake Umbra : draw, double draw with double strike.
- Open the Armory : aura/equipment tutor.
- Alpha Authority : hexproof and evasion.
- Heliod's Pilgrim : aura tutor.
- Darksteel Mutation : removal.
- Beast Within : removal.
Cards to consider cutting:
- Temple of the False God
- Blossoming Sands
- Tranquil Cove
- Treva's Ruins
- Frontline Sage
- Battlegrace Angel
- Grunn, the Lonely King
- Angelic Benediction
- Behemoth Sledge
- Medomai the Ageless
- Hydra Omnivore
- Cold-Eyed Selkie
- Infiltration Lens
- Mirri, Weatherlight Duelist
- Stonehewer Giant
1 week ago
- there are several ways to go about this. I prefer the dont touch me method Merica' Enchant. By using cards that tax my enemy(s) to attack me I can successfully stall into the late game and never worry about my life total. Once i get there i use value town to win the game.
- Your method is much more of the "bogles" method. Utilize creatures like Gladecover Scout and Slippery Bogle to a good creature to pump up. It has hexproof so removing them are hard. These cares a like 1$ a copy roughly. Kor Spiritdancer is really good as well but more spendy. As for budget enchantments I would use 4x Ethereal Armor 2x Gryff's Boon 3-4x Hyena Umbra 4x Spider Umbra 2x Spirit Mantle . If you want to spend more money get Rancor and keep the Daybreak Coronet. If you go thsi rout i recommend 26 enchantments roughtly and about 13 creatures. Dryad Arbor is an interesting creature to look at (dont run more than 1 or 2 being its also easy to kill, and its a land). Path to exil is the best removal in the game in your colors. Id run 2 to help deal with probelmatic cards your friends might be playing. Leyline of Sanctity can also help you out if they have target player spells.
- Either way you go lands help so much. Espically when they tap for 2 colors and dont enter tapped. It helps smooth things so much. Temple Garden are a good investment and so is Razorverge Thicket . If you really want to get fancy Horizon Canopy are also really sweet. If you end up with the boggles rout youll need about 19 lands total. If you for bigger and better spells, Then its not as clean cut id have to look at your spell curve, I am gonna guess itd be 22-24 lands.
- If you want more feed back let me know. If you need help with other decks let me know as well.
- Also being you are considering Spirit mantel. Its gives it hex proof from creatures, and cannot be blocked from creatures as well. It also prevents all damage from creatures so it really helps.
1 month ago
The Enchantments engine is really solid, IMO. I've tried something similar to this in modern, mono-white heroic enchantments, and it's fast and aggressive. Losing Kor Spiritdancer sucks but Sram is a good substitute, and you've already got the one mana Cartouches. Still triggers prowess too!
1 month ago
ok, you have built roughly a deck that wants to hope to draw All That Glitters and ideally a Curiosity and win quickly, yet you have 6 drops, counters that are only decent after turn 6 (when x gains you more life than Absorb ). I would suggest instead run counters in the 1-2 cmc range like Spell Pierce or Mana Leak and maybe go more all in on the All That Glitters by running 4 and running Ethereal Armor x4.
Now I could spend awhile tearing the deck apart comparing similar priced cards to other similar priced cards. But I instead just built my own budget deck of the similar type, cheap aura deck. I dropped the 2nd color in favor of a more consistent mana base. card draw engine is also based on Kor Spiritdancer and aura's that just draw you cards, I also chose to run Conclave Tribunal instead of Pacifism as it's a bit more flexible and occasionally can be free to cast. But I also built the deck as a better starting point to build the competitive style of this deck in Modern (probably why it's a whole $4 more expensive). Though honestly as either of these decks are Path to Exile will just ruin our days in most cases (main reason to run cheap counters in your version).
1 month ago
I would invest in Kor Spiritdancer since it is so good at taking over the game in a matchup like infect where the opponent doesn't have a lot of removal. Also, more one drop enchantments, like Cartouche of Solidarity or Gryff's Boon would make the deck better (both of these enchantments cost very little money). For the sideboard, Tajuru Preserver is only a couple of dollars, and would definitely be worth it, as it is cheap sacrifice protection.
1 month ago
This thread is mainly concerning Commander and especially some of the issues that pertain to certain colors, this thread will focus on white. The color's strengths and weaknesses and what they share with other colors. If you just want to see the heart of the thread and skip the pretext, jump down to the segment named "The suggestions".
First of all I'd like to direct attention to TappedOut's Berryjon and his articles of Pattern Recognition concerning some of white's color pie identity in the following links. If you need to refresh or get a better understanding of what white is all about, please go read them, they are quite good:
This is a brief summary of those articles;
It is a color of community and unity, as seen with Anthems , promoting going wide rather than green's strong. As an effect of this white usually has smaller creatures but they often have keywords like first strike, lifelink, vigilance, indestructible, and others. As a consequence, white has the largest collection of evergreen keywords as a primary identity, sitting at 7 keywords, where the next highest is blue at 5.
(source on keywords: https://mtg.gamepedia.com/Evergreen)
White is also a color that desires lifegain for the sake of lifegain. Whilst a color like black likes to gain life to use it as payment for other effects, white simply hoards life for the sake of hoarding life. White shared this feature with green in the early days , but green has since moved on to something a bit different . In the earlier days white also had a variety of prevention mechanics but it got phased out, mostly because it wasn't a very good mechanic and caused nothing to happen in a match.
White is in many ways "peaceful" but can also be destructive. For creatures the destruction is total and symmetrical or very specific but at an alternative "cost" that is not exacted on you but rather benefits your opponent.
And the same is mostly true for enchantments. White has an affinity for auras, but as most know, auras have a glaring issue that so far hasn't been solved without pushing the auras extensively. White shares the love / hate of enchantments with green.
White's strengths can be roughly summarized in
Going wide and buffing wide
Large collection and occurance of keyword abilities on creatures
Gains life the most efficient
Can deal with pretty much any permanent
Affinity for artifacts and enchantments
White's weaknesses can be roughly summarize in
Little opportunity for interaction with instants and sorceries, meaning white often just takes the punishment, with some exceptions
Going wide often clashes with their desire for balance that blows everything up
Lifegain outside aggro match ups is often not that valuable by itself
Of white's strengths, they share lifegain with black and green. They share mass destruction with black and red. Their removal options on creatures is general for all, but black does it better, and red can conditionally be more efficient but generally not for Commander. Red can perform better on the artifact removal and in the more flexible artifact/enchantment removal, white gets bested by green, especially at multiple spot removals. Blue (and to a certain degree red) can utilize artifacts better, and green utilizes enchantments better.
There's a lot of white's strengths that they share or can be found in another color. As such white is a very flexible color but the old saying is also jack of all trades, master of none.
However the biggest strike white has in Commander is the lack of resource acceleration, this can both be mana ramp but to a larger degree it's card advantage. Blue is obviously master of straight card draw, black has a long list of trading something for card draw, green can get it through dropping creatures (or enchantments ), having many creatures or in rare occasions to off their own creatures , and red has recently been getting a push for temporary card draw or card draw while at a disadvantage . White is still kinda stuck on having mostly cantrips and a few weak conditional card draw engines . Other than that, they have to rely on artifacts for their card draws.
This combination of master of none and no real card draw is one of the reasons why white struggles in Commander as a singular color.
The Command Zone produced an analysis of over 300 games of mostly 4 players, and white came out as the color with the least win rating. And not just monocolor, but decks that contained white.
(Link to a Reddit-hub for said analysis, showing both data and video analysis: https://www.reddit.com/r/EDH/comments/9r4emn/full_data_dump_from_the_command_zone_statistics/)
However this data and analysis is incomplete and cannot be used as a definitive way to compare the colors, as the amount of games is only 316, differing power levels may occur and some conditions may apply to the play groups. However differing power levels and soft-bans is also part of what Commander is, it is first and foremost a casual format.
I've seen a few people argue that white could look like that because one of their stronger archetypes, resource denial, is frowned upon or directly banned . I don't quite agree and frankly I understand the reasoning behind frowning on effects that grinds the game to a halt. If you can lock and kill your opponents easily with Armageddon , then I don't mind it as much. But I would rather not just wait around for that player to slowly grind the rest of the players out. And there's no bearing in "well, you could just concede" - which is basically saying you might as well not play.
As such I really hope white's multiplayer strength does not have to come from mass land destruction, but instead that we can find ways to make white better in the format.
We have recently received Sevinne's Reclamation which some have speculated could be a way for white's color pie to indirectly gain mana ramp through lands, by returning low CMC permanents from the graveyard.
Now, that was a lot of pretext to get to the heart of this thread:
White in Commander or perhaps multiplayer in general needs some way to gain card advantage. Every other color has come up with ways to achieve it and white is kinda still stuck.
So far white's card draws have been conditional on doing something else that results in a card draw.
Mentor of the Meek , Dawn of Hope , Puresteel Paladin , Kor Spiritdancer , and Sram, Senior Edificer are the only real card draw engines in white. They are all quite narrow or have a cost associated with it. I don't believe white should just get straight card draw, but they need something less constricting/more generic to help out white as a whole.
Suggestions on card draw Show
"Life gain variant
Whenever you gain life, put that many resource counters on ~.
Remove three resource counters from ~: Draw a card."
It's conditional to lifegain, which white likes to do, but it's also a 3 CMC do nothing enchantment that needs some help to start producing cards.
"Land trigger variant
Whenever a land enters the battlefield under an opponent's control, if that player has at least 3 lands, you may draw a card unless that player pays ."
Sort of a Rhystic Study but for lands - making it overall worse, as people start playing more cards later in the game and one or less lands at that time. It's also delayed so it cannot provide bonus too early. Triggering for each opponent makes sure it functions better in multiplayer than 1-on-1.
"Attack trigger variant
Creature - Soldier
Whenever you attack with three or more creatures, ~ gets indestructible until end of turn.
Whenever a creature you control attacks, put a resource counter on ~.
Remove all resource counters from ~: Draw a card for every two resource counters removed this way.
White likes going wide, so drawing advantage of that could be a possibility. It's also a relatively early but weak creature.
Having to remove all counters to gain advantage means it can get awkward to attack with an odd number of creatures and then pop the ability as you effectively lose half a card.
That it doesn't have to attack to gain counters is a way to keep it safe, but the indestructibility makes it easier to do. The trigger is on attack contra on combat damage, as white has a lot of on-attack triggers and it functions well with Holy Day and Reconnaissance .
I don't think the creature is strong enough to see play in Modern, and I picture it gets printed in a supplementary set like Modern Horizons 2, so skipping Standard.
These are just examples on what could be a direction to take white's card draw solution. But by all means, I wouldn't mind seeing all three of them available. I still think other colors does it better in general so I wouldn't imagine it causing issues that white gets in on some of it.
Another issue I see with white is how they have a lot of cost expensive cards but no real mana ramp outside artifacts.
Green is obviously covered, black usually cheats mana costs, red is not that heavy on costs but do have some rituals to grant quick mana and in some scenarios the Braid of Fire . Blue has been getting a lot of mana boosting through non-mana artifacts with Urza, and they tend to untap their permanents, generating mana. White is again getting the short end with less to show for direct mana ramp.
As mentioned before, we have recently gotten Sevinne's Reclamation (and Brought Back ) which could be an indirect source of mana ramp, by restoring lands from your graveyard. I think this would be a fine way to utilize white's color pie and their ability to restore permanents.
Let's get to some suggestions
Suggestions on land ramp Show
"Direct land restoration
Return up to two target land cards from your graveyard, put up to one onto the battlefield and the rest into your hand."
It requires some lands in the graveyard, so either that Land Tax and discard, an ETB sacrifice land or fetchlands are required, making it worse than straight mana ramp but not impossible to achieve either. It could help if more variants of fetchlands like Terramorphic Expanse gets printed. Obviously it can also be used to make Field of Ruin or any utility land run another turn on the mill if they get blown up.
"Small CMC restoration
Return target permanent card with converted mana cost 2 or less from your graveyard to the battlefield.
If you control three or more creatures - return up to two such permanents instead."
Indirect mana ramp with aforementioned cards and more flexible. Can be utilized to resurrect some utility permanents instead. Later in the game, the effect is scaled a little. It could definitely help white but could also be a strong utility card for other types of decks.
So with all that said and done. What is your experience with white in Commander? Can you recognize these issues? What do you think needs to be done?
And of course, you're more than welcome to share your ideas and suggestions of cards and mechanics that can help white in multiplayer formats and Commander.
1 month ago
@ Splitzer : added all of them except Kemba (doesn't do it for me). Also, there seems to be a promo version of Bladehold which was spicier then the normal one.
1 month ago
In the spirit of giving deckbuilding advice, and at the risk of sounding a bit obtuse, I don't think this deck is going to be competitive in Modern. Your only real protection is Sphere of Safety , which is too slow for Modern, and you will not realistically be able to benefit from either Celestial Ancient or Sigil of the Empty Throne , since you'll likely be tapped out after casting either, and will have to wait a whole turn before you can get any benefit. Finally, auras are just a bad strategy in a format with so much removal--your opponent can easily take out two of your cards using one of his or her own.
That said, Selesnya enchantments can be a fairly competitive deck, but it is an aggressive one, rather than a control one. The deck, often known as Bogles or Aura Hexproof, revolves around Slippery Bogle , Gladecover Scout , and Kor Spiritdancer to quickly drop low-cost hexproof creatures then start swinging with cheap enchantments like Rancor and other 1 mana auras (as well as Daybreak Coronet and maybe 1-2 copies of Spirit Mantle ).
However, if you want to keep with this plan, here are a few suggestions:
Kor Spiritdancer occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.01%