|Commander / EDH||Legal|
Printings View all
|2012 Core Set (M12)||Common|
|2010 Core Set (M10)||Common|
Combos Browse all
Enchantment — Aura
Enchanted creature has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
Price & Acquistion Set Price Alerts
1 month ago
I agree that the list looks tighter and that the next place to trim is in the artifact list. Playing more enchantments, like Spirit Mantle or Lifelink or Hyena Umbra, into an Ethereal Armor into a Sphere of Safety can do a lot for you.
I might also keep Grafted Exoskeleton in the main since infect can be an alt win con for you.
1 month ago
Nice deck! I wouldn't really run Lifelink though. I realize it costs a fortune (and one more mana, but it makes up for it), but Daybreak Coronet is infinitely better for that, if you can get your hands on it.
It might be nice to mainboard Hyena Umbra, too. Competitive play is removal heavy, and it won't hurt to keep your creatures a little bit safer.
It could also be nice to run more Spirit Mantles. Making a creature unblockable is pretty powerful - though I get that you have Emerge Unscathed for that already. Another thing to consider, though it has the downside of not targeting your creatures, is Brave the Sands, because it gives protection to all of them at once.
3 months ago
Thanks for the suggestion 13loodknight. Chandra's Phoenix is not only a good replacement, but it is also a very cheap card. FIZZBOG, wouldn't I need to use Boros Charm on Boros Reckoner and then target him with Volcano Hellion or Blasphemous Act? I could also give him Lifelink, just to make it fun. I might have to play around with that combo. Many have suggested it before, I have just been unwilling to buy all of the cards and change the deck until now. I'm kinda getting bored with the current deck.
5 months ago
Some good cards for this would be Unquestioned Authority, Battle Mastery, Open the Armory, Daybreak Coronet, Sterling Grove, Hero of Iroas, Nomad Mythmaker, Druid of the Anima, Naya Charm, and Temur Battle Rage.
You could also take out some Umbra cards because you have Umbra Mystic.
5 months ago
First, i'm sorry by my english. Second, i'm sorry by my magic's skills. Well, let start.
The deck's premisse is "I want to have a angel 4/4 with fly hitting my enemy in their face".To do this, we will use Geist of Saint Traft, he is a creature costly one/white/blue with hexproof, "Whenever Geist of Saint Traft attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at the end of combat", and a body 2/2. The only problem with this card is in the last party: he is a 2/2. So it's very easy to be killed by a blocking creature. For correct this we will use Steel of the Godhead. Our geist enchanted with this will become a 4/4 creature with lifelink, unblockable and whenever attacks put a angel 4/4 flyng and atacking too.
So, mission completed! But, wait... We can do better. Invocation of Saint Traft permit us enchant a creature to do the same thing the geist does. And, maybe you heard about him, maybe not, but Invisible Stalker is the right blue-guy if you want to attack your enemmy without reaction. Costly one/blue for a creature with HEXPROOF AND UNBLOCKABLE, you will pay two mana for a creture that, if enter the battlefield, can be stopped only for a global distruction or a saccrifice order. The only problem is he is a 1/1, but our propose is enchant he with Invocation of Saint Traft, and now we have our angel 4/4 hitting our enemy and one turn before if we used the saint traft.
This is very fun, we have two combinations to do the samething we want, Saint Traft and Stell of Godhead & Invisible Stalker and Invocation of Saintraft. And the best party of this is in the two case we use a Aura. We already saw a GW Aura and a BW Aura. It's time for a UW Aura.
We use Ethereal Armor to buff our creatures for each aura we have AND give him FIRSTSTRIKE (the Stell of Godhead give unblockable for us Geist, but this in the mostly cases protect him enough), Cartouche of Knowledge allow us to give +1/+1 and fly to a creature AND draw a card (that is awesome), One With the Wind is a generic aura: +2/+2 and fly.
To protect us and buff the Ethereal Armor, we use Journey to Nowhere and Detention Sphere. In the deck we use two of each, but the Detention Sphere is best in the mostly cases. You will use journey if have a deck that wins early and with a creature. In the other cases you will use Detention Sphere: exile all permanents with the same name. With that you can exile a enchantmant that make a combo, remove two or three creatures with the same name or clean a board with Tokens. Yeah, detention sphere is pretty better than journey.
Still to protect us we have Hindering Light, anull a spell that target us or, usually, one of ours enchantments. And you draw a card. Talking about draw a card, we have Ephara, God of the Polis, that is awesome in our deck. Like the other gods, she is a legendary enchantment creature with subtype God, indestructible and isn't a creature while your devotion for heir colors is less than 7. She is a enchantment, so she will buff our Ethereal Armor, we have a lot of enchantments, so is easy to she becomes a creature, but the best of this god is your effect: "At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.". As we have a creature entering the field every turn, thanks to Saint Traft and your enchantment, we will bough a additional card on opponent's turn.
Know, let's talk about three cards that do similar things: Auramancer, Enlightened Tutor and Heliod's Pilgrim. These three cards get enchantments for us: Auramancer recover a enchantment from cemittery, Enlightened tutor search our library for an enchantment, and Heliod's Pilgrim search our library for an aura card. Alone, the best of them are the Enlightened tutor, cost only one-white mana and you can do this in instant speed, for... I don't know, but instant speed is cool. So, why we use 1 auramancer, 3 heliod's pilgrim and zero enlightened tutor?
The motive is Call to the Kindred. Cost 3/blue mana, enchant a creature and at the beginning of your upkeep search the top five cards of your library and put a creature card that shares a type with enchanted creature on the battlefield. If we enchant Heliod's Pilgrim with this, and we can search this card when she enter's the battlefield, every turn we can put for free a creature card on the battlefield, because all our creatures, with exception Ephara, shares a type with Heliod's Pilgrim. This is awesome if you are in a field with much deck control and time. That is my case. Now, with that aren't you case, you will preffer to use enlightened tutor, change the 3 heliod's pilgrim and the call to kindred for 4 of them. But, if you field have much blue-decks that counter your's enchantments, change the heliod's pilgrim for more 3 Auromancers, that way you can recover the enchantments that gone to the cemiterry. For black-decks that force you to sacrifice your creatures, its better the strategy of Call to the Kindred + Heliod's Pilgrim .
Last but not least, we have Hero of Iroas. That card be white don't make sense to me, one time Iroas are Boros, but be happy that is white. Cost one/white for a creature with body 2/2 that makes all your auras cost's 1 less, and have heroic - put a +1/+1 counter on it is awesome. It's no the better card on the deck, buts your effects are awesome. If your enemy can't destroy your enchantments, try to change one or two Hindering Light for more Hero of Iroas.
Know, lasts considerations. The first is why we use only two Seraph Sanctuary. I try to use 4 of them, to gain more life every time the effect of Saint Traft activate, but the life gain don't compensate the fault of blue/white mana. After some tests, two are the best amount for the deck. The second, Anointed Procession. You can use them if you don't want to do the combo Call to the Kindred + Heliod's Pilgrim . With this in battlefield, whenever the saint traft activate his effect you will have two angels attacking your oponnets. That's strong, but the times this card makes you win the game... Well, with me that card never was the reason to me win. Normally, if your oponnet can't stop your creatures, destroy your enchantments or something like this, have one or two angels don't make great difference. So, i prefer the combo pilgrim-kindred. And last, if you are facing a Burn, just put into the deck Lifelink. Cost one-white and gives lifelink for your creatures. This is normally enough to compensate the life take by burn.
5 months ago
Lifelink seems unnecessary - I feel a piece of equipment would be more robust.
Consider this: if you play Bonesplitter on turn one and Lone Rider on turn two, then you can equip him and attack turn three and have him transform all by himself. Heck, if you play a second Lone Rider that turn, they'll both flip. Sounds good, no?
Something like Gorgon Flail might also come in handy, considering several of your creatures have First Strike or Double Strike. Heck, if you still want the extra lifelink, Basilisk Collar will do both for you!
5 months ago
Thanks FullmetalWes! Do you think Lifelink is worth adding? With a Pariah attached to a doll (Spitemare, Boros Reckoner Stuffy Doll) wouldn't that create infinite life with Volcano Hellion? Blasphemous Act as a cheaper Star of Extinction and Foundry Inspector to make Stuffy Doll cheaper? Might make a sideboard to splash blue. Is Fulminator Mage worth looking at?
5 months ago
Dac2: Lifelink isn't just for the Burn matchup. Alot of the sideboard slots are overlapping for multiple matchups, so Lifelink comes in for aggro matchups and decks that will try and go wide, since I won't have alot of blockers. So decks like Burn, Affinity, Elves, Zoo, Merfolk, etc.
Fatal Push is good, but if I was going to run it I would run it over Path to Exile. But I prefer path at the moment as it deals with any creature, where Fatal Push is almost a dead card against Tron decks and delve creatures like Gurmag Angler.