Make a Stand

Legality

Format Legality
Pre-release Legal
Noble Legal
Hero Legal
Tiny Leaders Legal
Heirloom Legal
Vintage Legal
Frontier Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Leviathan Legal
Legacy Legal
Magic Duels Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Uncommon

Combos Browse all

Make a Stand

Instant

Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Price & Acquistion Set Price Alerts

OGW

Ebay

Have (3) Falte , JeremyTheMiner , GoldGhost012
Want (0)

Recent Decks

Load more

Make a Stand Discussion

Hyperalgialysis on Tempered Will

2 weeks ago

Apostle's Blessing Gods Willing and Stave Off all give you some ways around targeted artifact hate. Make a Stand and Rootborn Defenses both get around mass artifact destruction. Any of these seem like they might be stronger than Survival Cache

ZendikariWol on Whitest dudes alive

4 weeks ago

Okay. Well if you want to go modern, may I suggest a splash of midrange?

1) in response to the mana curve question, other than not having enough 1-drops, the only thing I'm questioning is Angel of Glory's Rise. How much removal is your meta?

2) how about some removal? Gideon's Reproach and Immolating Glare are both nice to have. If you have an opponent playing Alesha, Who Smiles at Death or something, then Searing Light may be good. Make a Stand can be sooo funny on the defensive. Looking your friend who thinks he just won in the eye and saying 'my creatures are indestructible this turn' is a priceless moment.

Awoken_Leviathan on A Band of Legends

1 month ago

I hadn't even considered the fact that Blood Moon affects the band lands. I always tend to think of them as enchantments since they have no mana value, but Land destruction is now very prevalent.

Your concern for creature removal isn't unwarranted, anything short of haste on the board forces me to think 2 or 3 turns ahead in order to use my creatures with tap abilities, but the ones with paid costs can be used instantly. My question is: would you recommend I try to protect those creature via Make a Stand, Conqueror's Flail, and similar, or I remove creatures to throw in regular spells? I try to stick with the creature because of their tutor-ability despite their slow reaction time, conversely spells are instantaneous but require me to rely on the luck of the draw which means I have to include several similar cards to make that more likely.

JerryW72 on

1 month ago

I use www.scryfall.com to search for cards. You can use their syntax guides and search really specifically and really quickly for any card, type, color, or mechanic that you could want.

As for giving creatures indestructible I came across Archangel Avacyn and Odric, Lunarch Marshal relatively fast.

Break of Day for that last possible hail mary pass too!

Make a Stand isn't bad!

What about cards with the Battalion mechanic?

Sorry I couldn't be of more help!

Azdranax on Kaalia Heaven & Hell Rev 1

1 month ago

The more you upgrade Kaalia into the competitive range, the more expensive it's going to get per slot, and the lower CMC you're going to want to have. Additionally, if you are tired of getting "infinite combo'd to death," the best way to prevent that is to either hose the combo (tutors for answers as well as spells that prevent losing the game), kill them first or wreck their board state, and/or kill their mana by running targeted and mass land destruction - the latter of which will undoubtedly bring you a lot of hate. My Kaalia deck is pretty well tuned as well as pretty expensive, and in all honesty it still struggles to keep up with legitimate cEDH combo decks, especially those with blue. Check it out here: The Destruction Will Be Vast

I'd encourage you to run as many low CMC ramp options as you can - because of the color intensive requirements of Kaalia, each of the three Mardu-combo signets are much better options than higher CMC mana rocks. The deck is only viable to win with your commander's triggered ability going off, so make sure you can get her on the board as quickly as possible - good stuff happening turn 5 or later is just too late. Second, find as many low-cost tutor options as you can so you can have the answer/creature needed to deliver the death blow. Master of Cruelties is your best friend always, so find him ASAP. Third, fill your creature slots with A/D/D creatures that swing the board state in your favor. Every one of them should be making something happen right away, and making it hurt for your opponents as soon as they arrive. Balefire Dragon is really good, so try to pick him up, as well as other A/D/D creatures with similar effects. Finally, anything else in the deck that has a CMC exceeding 4 should either swing the board so far in your favor that you'll win 90% of the time, or replace it with something faster (for example, I run one spell with a CMC exceeding 4 - Catastrophe - which becomes either Wrath of God or Armageddon depending on the situation). There are a lot of great options in Mardu that give your creatures/permanents indestructible, so until you track down some of the more expensive cards, options like Make a Stand, Rush of Vitality, and Valorous Stance are pretty good options. Boros Charm is a must have for this deck, and combos beautifully with board wipes and MLD spells.

Those are my best suggestions without going into too much detail. Best of luck with your build.

Optimator on

2 months ago

With a heavy Equipment theme you aren't going to have much room for utility. A such, all non-card-draw utility cards should probably be removal. I would include at least two board wipes (more is often better, depends on your meta). Blasphemous Act and maybe Rout are good budget options. Vandalblast is sick. I'm super big on enchantment removal so Return to Dust is S-tier outstanding. Not super budget but not expensive either. I like Ray of Distortion a lot. It's very mana-intensive but the fact that you can do it twice is awesome in EDH. Dust to Dust will be handy. Lots of artifacts in EDH. I kind of like Revoke Existence since artifact recursion is common.

Chained to the Rocks, Oblivion Ring, and Banishing Light are versatile on a budget--as are the other cards with similar effects.

White is really good at shutting down commanders with things like Darksteel Mutation, Prison Term, Arrest, Pacifism, Faith's Fetters, etc.

There is also Crib Swap, Swords to Plowshares, and Path to Exile--budget willing. Chaos Warp is good in EDH. Very versatile.

There is lots of random utility to find out there. Reconnaissance and Dolmen Gate are usually great for aggro decks but your commander makes it far less necessary. Perhaps Brave the Sands and Always Watching . Fervor and Hammer of Purphoros are sick too. Ogre Battledriver is nice but not a samurai.

Boros Charm, Make a Stand, and Rootborn Defenses can save your board state.

Really, at this point the sky's the limit. You could do random stuff like Throne of the God-Pharaoh or Gift of Immortality.

Forgot to mention Mask of Memory when discussing card draw and equipment. Slate of Ancestry would be good in your deck.

NV_1980 on Avacyn, Judgement Day 8/22/97

2 months ago

Hi High_Priest_of_Avacyn,

This deck lacks focus. It looks a bit like an Avacyn-wipe/Angel-tribe deck, to which you have added a whole host of cards that imho prevent you from executing a predictable, repeatable, solid game-plan. If this is not what you want, all power to you. However, if this is what you do want, I think you would have to make at least some of the improvements I am about to suggest:

Mana-base/ramp

A typical commander deck contains at least 36 lands and between 8-10 mana rock/ramp cards, depending on the color(s) that are being played. Especially when you want to cast big creatures like Angels, this becomes pretty important. Aside from adding some land, I would recommend some artifact mana rocks like Sol Ring (which is the most included card in EDH/Commander of all time), Mind Stone, Worn Powerstone and/or Thran Dynamo. As you are using snow-covered plains, you could also consider adding Extraplanar Lens; that way you can profit from double-mana, while opponents using normal plains cannot. There are also some great ramping creatures for mono-white decks, like Knight of the White Orchid, Oreskos Explorer and if you want to throw some money around, Weathered Wayfarer.

Creatures

There are a few fantastic creatures available that synergize really well with an Avacyn-wipe/Angel tribe deck. Herald of War has the potential to make casting your Angels, including Avacyn, much cheaper. Sunblast Angel provides you with a one-sided wipe, making it unnecessary for Avacyn to be under your control and still be wiping the place effectively :) Admonition Angel is a great point-remover, and a powerful Angel to boot! Angel of Jubilation is fantastic at restricting the power of many decks; especially those who rely on infinite combo's through sacrifice. Angel of Finality is fantastic if you do not just want to wipe your opponents' stuff, but exile it too. Last but not least, Platinum Angel can be a lot of fun; especially when you have Avacyn on the battlefield to protect her from harm. And since you seem to like cards that grant protection, how about Mother of Runes and Eight-and-a-Half-Tails? I think they are a lot more versatile than the protection cards you have included now.

Wiping

Some really great wipes/wipe-enablers that do not just target creatures (like the Akroma's Vengeance you already have included), could be Nevinyrral's Disk and Worldslayer. Also, since you are playing mono-white, Mass Calcify could be really useful. If you want to wipe creatures, but Avacyn is not available yet, some great options to protect your own stuff are Rootborn Defenses and Make a Stand.

Utility

Last but not least, I would like to propose some all-purpose cards. First of which are Lightning Greaves and Swiftfoot Boots. Avacyn, though indestructible, is not impervious to harm. These will ensure that removing her will prove much more difficult. A great way to slow your opponents down is by letting his/her artifacts and/or creatures enter the battlefield tapped. Authority of the Consuls and Blind Obedience are awesome, cheap ways to make this happen. Also, you could consider adding tax cards to make your opponents pay for attacking you. Ghostly Prison, Sphere of Safety and/or Norn's Annex could fulfill those needs. As white is terrible at allowing you to draw more per turn, I would also suggest maybe adding artifacts like Mask of Memory, Staff of Nin or even Mind's Eye.

Ok, that's it for the additions I would suggest. If you want, I can also dedicate a post on what I would cut in order to make room for the above. Let me know.

With regards,

NV_1980

Load more