|Commander / EDH||Legal|
Printings View all
|2012 Core Set||Common|
|2010 Core Set||Common|
Combos Browse all
Enchantment — Aura
Enchanted creature has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
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1 month ago
The deck isn't overly efficient, by that I mean you aren't running 4 of anything meaning it will be inconsistent... For instance why run 2 Child of Night over 4 Gifted Aetherborn when the latter is a better card? Or why run Alabaster Mage or Lifelink when most of your creatures already have lifelink?
I also think the deck is light on removal/disruption for a black/white deck you can run a gamut of discard and removal spells as well as taxing spells.
Now what you do have is a reasonable start for an EDH/Commander deck, being that most of your card choices are singleton anyway. If you are looking to go to a store and play casually EDH is the way to go.
If you don't fancy going the EDH route try to improve the focus of the deck, work out the 5 cards you ideally want in your opening hand and run 4 of them, you won't always see them but this is a good place to start from.
2 months ago
Lord of the Pit, Liege of the Pit, or Xathrid Demon, plus any cards that give lifelink such as Gift of Orzhova, Eternal Thirst, Lifelink, Vampiric Link, or Felidar Umbra, to create a Griselbrand like cards. And it fits the theme of the deck.
2 months ago
And another note on oblivion ring just in case you are considering it. I feel Prison Term is more interactive because it allows you to move the enchantment. But Oppressive Rays is a sexy choice actually
2 months ago
Recently met a player and his group...
They were CONVINCED that Lifelink effects remove poison counters.
Has anyone EVER heard of this phenomenon?
3 months ago
Armistice could provide card draw and gain you life.
The Blessed Alliance should go in here, that would be nice.
Curse of the Forsaken would just be evil. Lol Although a bit slow.
Oh and Save Life for sure! ;)
3 months ago
Cards I think could easily be cut:
Web- worst of the reach cards
Auramancer- Better options, see below
Heliod's Emissary- not worth the mana
Nyxborn Rollicker- not useful
Restoration Specialist-have to sacrifice only hits single one
Angelic Gift- flying worse than anything else, draw is unnecessary
Brilliant Halo- nice recursion, but not that great
Eternal Warrior- doesn't do enough to include
Forced Adaptation- too slow
Gift of the Woods- too niche, point is to not be blocked
Instill Energy- haste is eh, untap is basically vigilance, not really necessary
Knightly Valor- CMC too high
Ordeal of Purphoros- slow for what it does
Regeneration, Savage Silhouette, Serpent Skin, Trollhide- Most wraths get around the regeneration anyway, you can afford to lose anyone to spot removal except your commander... which is already hexproof.
Venomous Fangs- your chump blockers don't need it, Uril's gonna be huge already
Vigilance- not enough in this deck
Entangler- high CMC
Venom- meh all around
Cards that are on the verge:
Auratouched Mage-higher CMC, but it does open up more expensive auras
Conviction- Better than Brilliant Halo, still not that great
Fists of Ironwood- Superfluous
Hammerhand- meh card
Lifelink- Nice art, unless you're getting a lot of direct damage, not that helpful
Lightform- Looks okay, too many non-creatures though
Oath of the Ancient Wood- Faster than the ordeal cards, no other benefits though
Indrik Umbra-Keep if you can find something else to go easily.
Cards you should consider adding:
Second Sunrise- Get passed their wrath effects, not a first choice though
Lightning Bolt- Spot removal is nice
Dawn Charm- See above