|Commander / EDH||Legal|
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|Oath of the Gatewatch (OGW)||Uncommon|
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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
17 hours ago
Remember to try to have exactly 60 cards. I see this is a tribal deck made of humans. Try to find a specific objective to attain (such as creating as many tokens as possible and then swinging for tons of damage), or a specific card that you can build around + have alternative winning conditions. Remember tribal decks are vulnerable to board wipes such as Wrath of God. I don't really want to tell you what to do because part of the fun is discovering for yourself what might be better for your deck and establishing your own unique way of winning. Find other decks that work similar to this one (with high scores) and see what adjustments you can make.
Firstly, you have too many creatures. White excels in control and late-game. Oblivion Ring Path to Exile are just two of many great examples that will help you establish control. You also need to prevent boardwipes Selfless Spirit or Make a Stand should help out. Secondly, focus your strategy. You're putting lifegain win-conditions in a non lifegain deck. If you want to gain some life, play something related to your deck Heron's Grace Champion although green would help. If you want protection Sigarda, Heron's Grace. If you want trample Overwhelming Stampede or flying Angelic Overseer
This time you've inspired me, I'll create a new Human's deck. I'll keep you posted
2 weeks ago
The biggest weakness of the Red-White decks in commander is card draw, those are the colours who draw the least. Commander (assuming you play multiplayer) isn't a sprint race, it's a marathon, If you run out of cards or you're the guy that's only geting one card each turn, you are going to lose.
You have to get several artifacts that can help you with that. Ghirapur Orrery is a good and cheap one, Staff of Nin another budget option, Culling Dais because sacrifice outlets are also good, The Immortal Sun is a bit more expensive but really good, Loreseeker's Stone, Oracle's Vault.
Some equipments Mask of Memory, Rogue's Gloves, Skullclamp, Infiltration Lens.
In red you have access to "impulsive draw", you exile the top cad of your library and then you may use it until end of turn. Grenzo, Havoc Raiser, Stromkirk Occultist, Outpost Siege, Vance's Blasting Cannons Flip Etali, Primal Storm.
And also Wheel of Fortune effects: cheaper options are Wheel of Fate, Magus of the Wheel, Reforge the Soul, Runehorn Hellkite, Dragon Mage and Knollspine Dragon.
About 8 to 12 of the lower cost ones is a good number to have in you deck so you consistently refill your hand.
You may also want to power up your guys, otherwise they will be hitting like a wet noodle. More options for your deck are Cathars' Crusade, Dictate of Heliod, Call for Unity and if you end up with many artifacts in your deck you can also have Jor Kadeen, the Prevailer. Dragon Throne of Tarkir is a bit bad because it's quite expensive to use (nine mana until you finally use it for the first time and your bigger creature wont be attacking) but maybe is worth giving it a try.
Now you decided to go wide with you creatures, some tokens may help you: Assemble the Legion is a no brainer, Huatli, Warrior Poet is quite affordable at the moment (for a Planeswalker), she pops dinosaurs and can help your guys get though.
Some instants to save your guys from board wipes: Boros Charm definitely a must, other options are Make a Stand, Rootborn Defenses. If you have many "When enters the battlefield" creatures or your opponents usually play board wipes that don't just destroy or deal damage to the creatures, then Ghostway and Eerie Interlude may be what you need.
1 month ago
White has a pretty strong hold on indestructible too see recent cards like Make a Stand, Survive the Night, Built to Last and any version of Gideon. I don't recall many indestructible artifacts that aren't made of darksteel.
Maybe what you want from artifacts are things that are niche towards certain archetypes. Like Throne of the God-Pharaoh is good for token/swarm decks, so elves, goblins, most white-green decks. So making it an artifact makes it good for all of them but still fits a niche. Same with some we've seen in Ixalan, things like Vanquisher's Banner that are good for tribal decks of any color, and Primal Amulet Flip is good for any type of spell slinger build. Maybe that kind of utility is where artifacts should remain, though that doesn't really solve what to do with artifact heavy sets....
2 months ago
2 months 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
2 months 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.
3 months 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.
3 months 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.
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!