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
12 hours ago
I can't help but think you could boost those wincons by having more indestructible. I personally would add , Nahiri's Machinations, Eldrazi Monument, and Odric, Lunarch Marshal other Sutable cards that grant indestructible would be Aegis Angel. Ajani's Presence Archangel Avacyn Flip Deathless Angel, Make a Stand, Rootborn Defenses, Selfless Spirit, Spirit Bonds, or Survive the Night
1 week ago
I'd not play more than 1 Timely Reinforcements in the main. Isn't this deck meant to have more creatures than the opponent in the long run? It means the only good time to cast Timely Reinforcements is within the first 4-5 turns. Beyond that, it is likely useless.
Selfless Spirit is probably the most likely board wipe protection that sees play in Modern, I have literally not seen Rootborn Defenses or Make a Stand in any competitive B/W Tokens decklists before. Play one more copy each of Bitterblossom and Gideon, Ally of Zendikar and you can easily rebuild after a boardwipe.
2 weeks ago
I'm not sure on Seer's Lantern or Hedron Archive. They're both just meh for card draw. I also wouldn't bother with Pacification Array because it slows down your deck too much. You already have Immolating Glare to slow them down.
I would consider removing Fumigate, as that destroys all the servos that help you win the game quickly. Maybe replacing it with Make a Stand, which actually protects them from cards like Fumigate and can be a win-con. Good luck!
3 weeks ago
Grasp of Darkness has been a better card for me more times than I can count. Revolt is so hard to trigger in standard so I'm forced to play with Push as if it only hits CMC 2... They both hit a lot of things so I'll look at what they hit that the other can't...
Pretty much any 3 drop because Revolt is super hard to trigger
As you can see, despite costing one more , the utility of Grasp of Darkness in what it hits is too big to ignore.
3 weeks ago
Thanks for your suggestion! The spirits are probably a better way to save my creatures than Make a Stand
3 weeks ago
Your deck is almost purrfect, but it needs some improvements before its truly pawesome.
I can give you 3 Metallic Mimic, and i recommend getting a forth one. Its basically a cat that buffs cats but isn't really a cat.
Make a Stand is a great card for protecting the precious kitties.
1 month ago
DarkStarStorm brings up some really good points. If you want to increase the likelihood of surviving long enough to get your big Angels on the field, you're going to need to ramp up how quickly you can build your boardstate. Currently, this deck gets big creatures on the board by Turn 4-5 using Axebane Guardians and Overgrown Battlements, which need to be summoned no later than Turn 3 to be effective. But that means drawing into two of eight specific cards by Turn 3. This isn't always going to happen.
To be more consistent, you want to add more ways to build up your boardstate on Turns 4 and 5. Descendants' Path can help you do that. There are some low CMC Angels you can add to the deck that will help you get bigger Angels with Descendants' Path, ones you can play as early as Turn 4 with your ramp.
The time it takes to set up your board is your biggest obstacle in this deck, and having your creatures destroyed will set this deck back a lot too. Better ways of giving your field protection/indestructible might end up saving your ass around Turn 4-6 while you ramp to bigger Angels.
Archangel Avacyn Flip can help with both Descendants' Path and board protection. You can Flash her in as early as your Turn 4 upkeep if you have ramp and play Descendants' Path on Turn 3, which might in turn cheat a Turn 4 Iona onto the field.
As for spells to protect your board, you want things that give everything protection or indestructible, not just one thing. Options include Make a Stand, Ready, Ajani's Presence, and Heroic Intervention (maybe remove Emerge Unscathed for a playset of these?).
1 month ago
Thanks for replying to my reply; you make a lot of sense. My apologies for not having understood ramp properly. I need to make some adjustments to the descriptions of my own decks :)
I found that I could never quite out-ramp green or artifact-heavy decks. So cards like Weathered Wayfarer and Land Tax I most often used to keep pace with those (eventhough I couldn't play the land I tutored right away).
I completely overlooked that Make a Stand and Survive the Night only protect creatures. Too bad ;) I'd probably still use them in a deck like yours. In my playgroup I often face opponents who have managed to give all their creatures hexproof so I need to use untargeted removal quite often. Having instants like these on hand can really help in a pinch.
Anyway, have fun with this deck. I'd appreciate an experienced player like you taking a look at some of my decks as well. Could really use the input.