|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Mythic Rare|
|Rise of the Eldrazi (ROE)||Mythic Rare|
Combos Browse all
Linvala, Keeper of Silence
Legendary Creature — Angel
Activated abilities of creatures your opponents control can't be activated.
Price & Acquistion Set Price Alerts
|Have (10)||davir , thetechzombie , GoldGhost012 , metlguy , Vasbear1 , DrPopular , capriom85 , mcstang1986 , wackozacko , ShishkyBob|
|Want (12)||RIft6 , xpsychovampx , MouseyWolf , zachi , AlucardZain , darthnuchi , brokendwarf , RubyStrings , TheAlmostHero , Va1mar , tlhunter07 , Bezter|
Linvala, Keeper of Silence Discussion
5 days ago
Regarding my design choices, it's mostly revolved around 2 reasons. First, I would rather work towards tuning this as a 75% deck mostly because I used to play Modern with Kiki-Pod until Pod was banned. Since then, Marath will always fulfill that hole in my heart. Secondly, my community (and especially my immediate friends-meta) adopt a less competitive EDH philosophy mostly because my LGS offers prizes randomly as opposed to a league or elim format. At that point, everything is left up for style and personal preference.
So with that in mind, I am working on getting more tax cards and trying to slowly remove the higher cmc cards as I go. When the Planeswalkers and +1/+1 package cards get removed, the high cmc cards left will be my 2 board wipes, Avacyn, and Kiki combos. I plan on removing a couple overly redundant combo cards like Restoration Angel at some point. I'll also be converting my ramp cards like Cultivate to the Talismans and trading for fast mana rocks when possible. This will eventually lower my average cmc.
I may end up adding Marath combos in but I'm a bit unsure atm. Currently with Hardened Scales and Cathars' Crusade, Marath will be such a big threat on her own even without an infinite enabler. If I decide to go deep into the Marath plan, the remaining pieces will be a bit costly for me so I'll wing it.
After looking at your deck, I see a very fun route you are going there with your deck. I'd definitely love to get my hands on Living Plane, and I'm really happy your deck introduced me to Harsh Mentor. Never saw it on EDHRec or etc. and would be fun with my meta. After giving it some thought, I will probably try out Silence soon. I've been hesitant on it in the past since the majority of my meta utilizes activated creature abilities and I still don't have Linvala, Keeper of Silence yet but Silence can help bait out a response.
If you happen to know of any other more tax cards, optimal substitutions, side combo-routes, or other fun Loyal Retainers targets I'd be happy to hear it. I mainly just want to keep the Kiki combos and Avacyn/Norn reanimator plays but everything else is fine to change for me. Either way, thanks for the look and advice.
1 week ago
1 week ago
Price of Glory is phenomenal against control-y decks.
Linvala, Keeper of Silence is another choice you have access to.
I know there's more, but those are all I can think of right now.
2 weeks ago
Is Gyre Sage really worth it as a mana dork? Maybe something like Bloom Tender or land untapping like Voyaging Satyr or Krosan Restorer would be better, since you should be able to find Nykthos, Shrine to Nyx or Growing Rites of Itlimoc consistently.
Kytheon, Hero of Akros Flip also feels a tad out of place, maybe try adding another hatebear. Hushwing Gryff, Spirit of the Labyrinth, Containment Priest, Linvala, Keeper of Silence, and Thalia, Guardian of Thraben are great hosers for various strategies, while Recruiter of the Guard can tutor up a bunch of hatebears. In addition, Ramunap Excavator could help against the land destruction you're facing.
2 weeks ago
A good way to speed up a deck on any kind would be more mana acceleration. I see a depressing lack of signets. I'd also advise you to toss in Sunforger and Mistveil Plains, since you already have Tithe and the makings for a nice package. With Kaalia, herself being white, pulling that dirty trick would be much easier for ya. Adding Orzhov Charm would make it even nastier, by giving you a way to bounce Rakdos and Master. >=3
I'd also recommend Thundermaw Hellkite to tap down potential blockers and Linvala, Keeper of Silence to keep other players from screwing with your strategy. Go for the Throat can go out rather easily for either the charm or Condemn, a card that I feel is horribly neglected. I actually prefer it over Path, because it doesn't give your opponent acceleration. I'd even recommend you take out Path for it, considering what you're going for here.
You could also use more tutors, I think. Vampiric Tutor and Demonic Tutor, at the least. If you go for the forger strategy, I'd also recommend Enlightened Tutor and Reito Lantern as a backup to Mistveil Plains. in the even that someone sees what you're going for an kills the plains. Another potentially hilarious card to try out is Razia's Purification. >=3 If you don't mind hardcasting, Desolation Angel is also an emergency late game option.
Those are just a few of the options I'd recommend you try out.
3 weeks ago
Cards I think are very good in this deck:
Blade of Selves, Sunbird's Invocation, Nahiri, the Harbinger - These synergize with your game plan of casting a bunch of big Angels and beating down with them. They're also just individually powerful cards.
Cards I would heavily consider cutting:
- Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
- Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
- Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
- Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
- Flamewright - This card just isn't doing anything this deck wants.
- Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
- Glory-Bound Initiate - Again, just too low-impact for Commander.
- Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
- Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
- Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
- Iroas's Champion - See Glory-Bound Initiate.
- Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
- Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
- Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
- Shepherd of the Lost - See Glory-Bound Initiate.
- Skyknight Legionnaire - See you-know-what.
- Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
- Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
- Truefire Paladin See...yawn
- Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
- Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
- Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
- Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
- Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
- Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
- Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
- Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
- Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
- Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.
Cards I'm unsure about:
- The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
- Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
- Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
- Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
- Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?
Cards I recommend:
- "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
- Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
- Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
- Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
- Assault Suit - Get Anya attacking on everyone else's turns, too!
- Champion's Helm - Protects Anya while also making her big.
- Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
- Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
- Pariah's Shield - When equipped to Anya, this basically makes you invincible.
- Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
- Stoneforge Masterwork - This one should be obvious.
- Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
- Sword of the Animist - Ramp sword? Ramp sword.
- Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
- Worldslayer - This one is just to silly to not bring up.
- Herald's Horn - Makes your Angels cheaper, and helps you draw them.
- Door of Destinies - This should be fairly obvious.
- Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
- Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
- Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
- Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
- Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
- Archangel of Tithes - Makes life hard for token decks and discourages attacks.
- Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
- Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
- Exquisite Archangel - Saves you from death once, which damn well better be enough.
- Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
- Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
- Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
- Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
- Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
- Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
- Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
- Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
- Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
- Wear / Tear - Versatile artifact and enchantment removal.
- Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
- Swords to Plowshares - Spot removal that deals with just about any creature.
- Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.
On the manabase:
I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.
Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.
1 month ago
Ok, thanks again for the help! I will remove Knotvine Paladin for Conqueror's Flail. I had a question as well. I was wondering if you though it would be worth it to remove more of the "Bant Good Stuff" as I call it to put in more hate to protect Rafiq?
So doing something like this:
1 month ago
freakingShane: Glad you like it! Here's the answers:
Chain of Vapor is unconditional removal: it removes any card that's preventing you from winning (stuff like Torpor Orb, Stony Silence, Null Rod, Linvala, Keeper of Silence, Arcane Laboratory, etc., etc. PLUS, it's also a mana trick, if you target your own Mana Crypt or Mana Vault or Mox Opal, or all three, you can really generate a lot of mana to fuel your combo.
Dack Fayden is probably one of the weaker cards in the list, but Tezzeret is a lot worse. Dack's really here for his +1 ability, which is awesome. It dramatically improves your card quality in hand, it helps you find mana when you need, helps you ditch too many lands when you don't need it, and it puts combo pieces in the graveyard, where they're needed. If you can activate Dack's +1 for 2 or three turns, it's really very powerful. The only downside is that it's sometimes hard to get blockers for Dack, but if you can cast Breya that really solves that problem.
Pull from Eternity is great if people are trying to exile your graveyard combo pieces. It's also great with Tainted Pact and sometimes Doomsday, Yawgmoth's Will, or Chrome Mox. Try it. I think you'll like it.