Make a Stand
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Make a Stand Discussion
1 week ago
maddoxmtg, thanks for the questions. I am using Pay No Heed over Holy Day because Pay No Heed can prevent damage from a hexproof creature as is does not target. It can also prevent damage from Valakut, the Molten Pinnacle in Scapeshift decks. And it can protect my creatures from damage dealing cards like Conflagrate in Dredge decks.
While Fatal Push is a very strong card for Modern, I find that single target removal isn't as strong against my Soul Sisters deck because of the number of creatures it contains. Cards like Supreme Verdict or Wrath of God are far more destructive to my deck's game plan. However, Make a Stand is in the sideboard and is brought in against removal-heavy control decks. Do you have any suggestions for dealing with Fatal Push?
2 weeks ago
I love it! It's so different than the build that I created! I like how versatile this commander's abilities lend it to GW builds.
I started running things like Selfless Spirit, Rootborn Defenses, and Make a Stand for surviving my own board wipes and white/black destroy wipes, but they are dead in the hand/board otherwise. Rootborn is at least a Populate trigger in your deck.
Last, and probably the only card you really should consider, is Fresh Meat. It doesn't do much for bounce unless you've got a sac outlet, but what a great comeback move!
Just a tip (and perhaps you already know, but I learned the hard way) make tokens at the ends of opponent's turns as often as possible. It leaves mana open for tricks, avoids summoning flu, and lowers threat level from unobservant opponents.
2 weeks ago
Okay, i was thinking about this theoretical deck that includes both Ghostly Prison and Avacyn, Guardian Angel and i thought that while having those (plus Archangel of Tithes, you really shouldnt worry that much about enemy creatures, so maybe having x3Declaration in Stone is too much, the x4 Path to Exile still gives value for its land fetching. Then in this theoretical deck, the main problem would be removal spells, and the ones that could target Avacyn, Guardian Angel and the Enchantments ( Because with Avacyn, Guardian Angel you can protect every other creature easily).So then i started searching for cards that could protect your permanents and i stumbled upon some, so here they are: First, the ones that are not permanents would be Valorous Stance and Make a Stand, the first keeps the removal value (some of it) if you dont really need to protect something, then the second one gives the ability to all your creatures, which is nice. I personally wouldnt pick any of those for the purpose of protecting Avacyn and the enchantments (because those can only protect creatures). Then we have the permanents, starting with Privileged Position, because it can protect everything but itself from the spells or abilities of your oponent, and it can gain indestructible from Avacyn, Angel of Hope. Then we have That Which Was Taken, which is a lot more expensive when using, but, you can protect any permanent (including one that your oponent controls) but itself. Regarding the two previous permanents, the first one has a lot higher effect, but then, indestructible from the second makes them immune to lethal damage, even from combat. for the last pick i chose Darksteel Plate, because it gives indestructible only to one creature, but it is indestructible itself, securing that the equiped creature is as indestructible as it can get. with all of the mana this deck produces having That Which Was Taken wouldnt be a problem, but then, you must keep in mind that you will also want mana for the abilities of Avacyn, Guardian Angel, so maybe, going on with this theory, its better to pick either Privileged Position for its wide effect, or Darksteel Plate for its safety.
3 weeks ago
Utility:Odric, Lunarch Marshal
Thats all i can think of for now
4 weeks ago
It's not a bad build, seedlertk, but I see what you mean by " all over the place". Seems like you have your hand in everything can do in the current meta, but aren't committed to any of them.
So before I really suggest anything, I'd like to shoot a question or two back at you?
What has been winning you games?
The synergy of + is excellent.
Any of these strategies could be your key to victory. You have a lot of good things going in here, but Always Watching seems counter to your token strat, when something like Make a Stand or Selfless Spirit may be better to keep your line alive and keep the damage coming.
1 month ago
1 month ago
I posted this on reddit, but this might be a little bit easier to read since you can just look at the cards this way:
I've had a Odric deck myself ever since he came out and he's one of my favorite decks. Not the most competitive, but way better than you would think, considering it's a mono deck. I'll put some suggestions below but note that they're not all going to be budget options. No clue how much you're willing to put down on these, but frankly most of them are well worth it.
So up first, I'll point out Odric's biggest flaw: You can be absolutely ruined by a boardwipe. As such, I'd recommend putting some anti-wipe options in there. Personally I think you could do with cutting a lot of the instants you have and swapping them out for protection stuff. My personal favorites (in descending order) include Eerie Interlude, Ghostway, Scapegoat, Rootborn Defenses, Make a Stand, and Brave the Elements (which can also make for a good finisher depending on your opponent). Creaturewise, Avacyn, Angel of Hope is ideal if you can get your hands on a copy, as that'll save your board even before combat.
Up next is your mana base & ramp. 36-38 lands is ideal. Being mono-colored, you don't need a whole lot of fixing. However, there are some utility lands I would recommend putting in there for varying reasons. Emeria, The Sky Ruin is perfect in this deck, as it will get you back any creature that was killed each turn. I'd also suggest Mistveil Plains. It's not necessary, but giving you some form of recursion (that you'd admittedly have to tutor for) is useful. I generally suggest fetchlands if you care to thin your deck at a quicker rate, but they're thoroughly unnecessary if you don't care to plop down that much money. Some ramp lands wouldn't be a bad decision at all, such as Ancient Tomb or Temple of the False God.
Continuing off of that and going towards ramp n' fixing, if you can afford a Land Tax, then I'd say get it. If you get it in your opening hand, you're generally going to hit your land drop every turn (and draw into less land, which helps in the long run), plus it is a great combo with Scroll Rack later in the game (getting you three extra cards in hand per turn). If you add something like Ghirapur Orrery, which admittedly can backfire on you, you can ramp into some big threats fairly quickly. Personally I'm not a fan of single-use land fixers like Knight of the White Orchid or Tithe or similar cards, BUT I can definitely see their use, so I leave that up to you. Pearl Medallion is also fantastic, as it drops the cost of your spells. I'd absolutely suggest Sol Ring & Caged Sun. They're perfect for the deck. One other "semi-ramp" spell I'd recommend is Urza's Incubator. Odric does best with a human/angel subtheme, as they'll usually have your best keywords. So picking Angels when playing the incubator, you make casting them that much easier.
After that, we're on to White's biggest problem as a color in EDH: The lack of good card draw. Frankly, there's just not much in the color that will get you that many cards, aside from a couple of cantrips. Fortunately, that's what artifacts are for! If you're willing to pay for them, I'd absolutely recommend the following: Mind's Eye, Alhammarret's Archive, Scroll Rack, Skullclamp, and Staff of Nin. Skullclamp is great if you can produce tokens, such as with your Nahiri's +2, for instance.
Another issue with Odric is that his ability only works at the start of combat, meaning that your opponents can either kill whatever creature you've got out that they need dead (or even just Odric himself) to avoid a nasty combat sequence. So there's two ways around this. You need to have some protection for him & your troops, for one, so things like Lightning Greaves, Darksteel Plate, or Swiftfoot Boots are great to keep them safe (or Champion's Helm if you're feeling fancy). The other method is simply redundancy. If they keep killing Odric, for instance, plop down a Akroma's Memorial and keep the keywords alive! Aside from the memorial, I also recommend True Conviction, Heliod, God of the Sun (who also gives combat indestructible to urrbody once he's a creature with Odric out!), and Concerted Effort for Odric Redundancy (plus it triggers at each upkeep, so if you've got some good protection going on they're gonna have a bad time).
Some little fiddly bits I'd suggest having are more removal, such as Path to Exile, Swords to Plowshares, Return to Dust, Oblation, & Unexpectedly Absent. If you've got reliable ways to trigger indestructibility, boardwipes can help you out - I'd suggest Austere Command in particular due to it's flexibility. You can also surprise the absolute shit out of someone using Debt of Loyalty. White doesn't have a whole lot of creature theft spells, so that gets some jaws dropped whenever I play it. Also, Crackdown is excellent in this deck. Put that down, maybe cast a Subjugator Angel, and you've locked most of your opponent's fatties out of the game!
Tutors are also great in a deck like this, so I'd suggest things like Enlightened Tutor, Steelshaper's Gift, Open the Armory, Idyllic Tutor, Stoneforge Mystic, Stonehewer Giant, Thalia's Lancers (for any legendary), etc.
Recursion/resurrection is always good, so stuff like Sun Titan, Loyal Retainers, Resurrection, Breath of Life, False Defeat, and so on are strongly suggested, along with the previously mentioned Emeria.
Lastly, we get to your creatures. They're the key to winning with Odric, after all. Looking through your deck, I think many of the creatures could be juuuuuust a little bit more efficient. I'm not a huge fan of relying on equipments to give my creatures keywords, so I usually prefer creatures with static abilities, so things like Archangel of Thune, Angel of Invention, Bruna, the Fading Light, Gisela, the Broken Blade, Baneslayer Angel, (noticing an angel theme?). Admittedly there's not much with indestructible and trample, but I suppose that's what stuff like Avacyn and your Emrakul are for. I'd also really really recommend a couple of hatebear & tax cards since you're playing white - stuff like Archangel of Tithes (nasty with vigilance), Angel of Jubilation (stops sac fodder shenanigans and Toxic Deluge), Thalia, Heretic Cathar (slows decks down), Aven Mindcensor (stops fetching/tutors), etc. Can't say no to Elesh Norn, Grand Cenobite as well. Mix in some good token producers such as Elspeth, Sun's Champion and all-around good cards like Cathars' Crusade and you should have a pretty formidable little deck!
1 month ago
Thanks for commenting, Regoober! I tried to respond to you earlier, but my computer freaked out and deleted my entire response when I went to post it...!
I like Kiki-Jiki, Mirror Breaker and Restoration Angel, but my 2 problems with Kiki is one, the RRR, and two, he gets shut down almost instantly in my play group. People know exactly what he can do. I'm more inclined to run the Angel, I think, but at the same time, most of my ETB isn't relevant to WHAT creature enters, just that it's a creature. That Trostani's summoner combo is nice though, I will admit! I just thought of this as well, but would Kiki's tokens be exiled if you populated them? I don't think they would, but I could be wrong. He's much more viable at that point!
Yeah, I just recently got a couple of valuable cards for cheap, so trading for Earthcraft is a much more viable option now.
I have similar reservations about Midnight Guard and Sunstrike Legionnaire, although they make Cryptolith Rite amazing, a similar effect with Earthcraft, and it also works well with Glare of Subdual. I like the permanance of Presence of Gond and the creatures-in-relation-to-size idea of Elemental Mastery, although out of the two I'm more inclined to run Mastery, although if I ended up putting the other two cards in I'd consider Gond as well.
I could see how Valor in Akros could be extremely useful burst damage, but I have the same problem with that as I do with Mastery; I like permanence. It's gotta stick around to bother opponents every turn of the game that they don't do something about it!
You mentioned Make a Stand and I bought it that night! I was planning on replacing [] with Dauntless Escort anyways, as it is in every way better, it was just a matter of getting it. Selfless Spirit is a bit too high for me, price wise, when I can just run cheaper mass indestructible.
I gasped and started laughing when I saw the Pyrohemia + Vigor combo. That thing is just nasty, plus Pyro is one of my favorite red burn cards, like a cheap Pestilence Demon. If I can manage to find a copy of Vigor for trade or such he'll most definitely be going in. Unfortunately I had considered and tested Pyro, and more often than not it came out to be counter-productive, although if I threw more graveyard and death triggers in there it'd be much more viable.
I also considered Gisela, Blade of Goldnight, but by the point she'd come out in our games she was just a massive target and I was either already shut down or overwhelming.
I picked Phyrexian Rebirth over March of Souls mainly because of my populate cards. If I have to board-wipe and can't afford or can't manage to make my creatures indestructable, Growing Ranks looks much more entertaining, doesn't it?
And another quick question for everyone; know of a cheap mass-haste card? I've seen a couple and have one or two, but I want to see as many options as I can, because I feel like there are ones out there that fit this deck better than just haste, like a second ability on the same card.
The reason why I'd like haste is because it makes combos like Cryptolith Rite+Doubling Season/Parallel Lives=Ant Queen so much more common and easy to run, but it's still at least a 3 card combo, so not my main method of winning.