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 day 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?).
2 days 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.
2 days ago
NV_1980, with 16 mana ramp cards, (plus Herald of War and Gift of Estates, which I wouldn't count with the dedicated ramp), and a turn 4 average for casting my commander, (turn 2 greaved and swinging at best), I don't see that adding any more ramp would be particularly useful.
I also must point out that the two cards you suggested, Weathered Wayfarer and Land Tax, are not actually mana ramp. They simply put land to hand, ensuring your land drops, but without accelerating the deck. My original build ran cards like these, including Land Tax and even Armillary Sphere, but unless you regularly miss land drops early game, these just create dead lands in your hand. (I do still run Gift of Estates for these purposes however)
Make a Stand and Survive the Night are good against a deck like this, but do little for it. They are single use, and only protect creatures, or even just "creature." Plus, they would have to be cast in the same turn as my boardwipe, adding an extra 3 mana to their cost. At the very least, they aren't worth the deck spot.
Soul of New Phyrexia and Elspeth, Knight-Errant are good suggestions though. I love Elspeth in all forms, and her ult would be a nice backup to this deck. My qualm with her is it takes 4 turns after casting her to actually activate it, and that's assuming no damage goes through. Ultimately it's unreliable at best, so I opted not to give it a slot.
Soul of New Phyrexia may actually make it in, especially since his ability soecifies "permanents." The deck produces enough mana to play him easily, and to pay for his ability. While it would be difficult to both cast a boardwipe and activate his ability in one turn, he would go wonderfully with Magus of the Disk and Nevinyrral's Disk, and he would protect my mana-rock based ramp from opponent's destruction.
Thanks for the suggestions, and I'm glad you liked the deck.
2 days ago
I like your deck but I think I'd still add some more ramp; especially considering the relatively high average CMC. Granted, the deck does have some ramp, but I'm missing some of the more powerful options at the disposal of a pure white deck (like Weathered Wayfarer and Land Tax. I'd also consider adding Sword of the Animist.
Also, if the main theme of this deck is to make everything you own indestructible while wiping everyone else's board, it might be a good idea to have more tools on hand than Avacyn to make your stuff indestructible. How about Make a Stand or Survive the Night? I've also used Soul of New Phyrexia and Elspeth, Knight-Errant to great effect in some of my decks.
1 week ago
1 week ago
Looks like a fun deck, Rafiq is great and can be very powerful!
Saw your deck on the commander thread, here are some quick suggestions, hopefully some of them you like and are in your budget. Cheers!
Lands: cut Vitu-Ghazi, the City-Tree and some of your ETB tapped lands for some etb untapped multicolor lands to help your color production be reliable: Command Tower, Yavimaya Coast, Adarkar Wastes, Prairie Stream, City of Brass, Breeding Pool.
ramp: Sol Ring, Simic Signet,Azorius Signet, Cultivate, Kodama's Reach.
Wrath of God > Terminus.
Rout > Martial Coup.
Counterspell, Arcane Denial, Swan Song, Swords to Plowshares, Cyclonic Rift.
Eternal Witness, Seasons Past, Mystical Tutor, Archaeomancer.
Recurring Insight, Fact or Fiction, Stroke of Genius.
things to help Rafiq of the Many crush your enemies:
Rancor, Inquisitor's Flail, Steel of the Godhead, Shield of the Oversoul, Swiftfoot Boots, maybe Command Beacon, Sword of Vengeance, maybe Sigarda's Aid.
given how many creatures creatures you run, you might want some tricks to protect your board from boardwipes. Bastion Protector, Make a Stand, Dauntless Escort may or may not be useful.
anyway those are just the things i thought of. I built a rafiq deck a while ago, you should be able to find it in my profile if you want any more suggestions, i went a little bit more in on the pillowfort/control/combo side of things but the list was a bit pricier too. anyway have fun and keep crushing!
1 week ago
Make a Stand That's super cute!
I was also thinking about adding the new Zombie Lord Lord of the Accursed what do you think?
2 weeks ago
I think this is a decent start, but this deck definitely needs Path to Exile. The inability to interact with your opponent's gameplans is a definite weakness. I would also advise against Elite Vanguard - a vanilla 2/1 is not where you want to be. Fill out your playset of maindeck Thraben Inspectors instead - it gives you resilience. I'd also advise you try and sneak in a couple of Kytheon, Hero of Akros Flip in here, as it has significant upside.
Brave the Elements used defensively covers what Make a Stand does in most situations, so I'd advise that you cut it. Gather the Townsfolk is a card that I advise you consider, as it has great synergy with Champion of the Parish and Thalia's Lieutenant (not so much with Thalia herself, but that's why you can have it in the sideboard and bust it out when Thalia herself isn't helpful). Relic of Progenitus is mostly a better Tormod's Crypt for you, and Sundering Growth is mostly a better Disenchant.