|Commander / EDH||Legal|
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|Commander 2014 (C14)||Rare|
|Avacyn Restored (AVR)||Rare|
|Promo Set (000)||Rare|
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Artifact — Equipment
Equipped creature has first strike.
Whenever equipped creature attacks, put a 4/4 white Angel token with flying onto the battlefield.
Moonsilver Spear Discussion
2 weeks ago
Alright so this is where things get difficult lol. Right now the deck has some semblance of agro and control but its currently being bogged down by things that don’t contribute anything or enough to warrant their spot. I’m going to suggest a lot of cuts and for each one I’ll offer a decent replacement that will not only make all of our lives miserable but also contribute to making the deck far more resilient and difficult to stop. Creatures to cut
- Aegis of the Gods
- Archangel of Thune
- Archangel of Tithes
- Baird, Steward of Argive
- Basandra, Battle Seraph
- Captain of the Watch
- Elesh Norn, Grand Cenobite
- Firemane Angel
- Guardian of the Gateless
- Herald of War
- Odric, Lunarch Marshal
- Pyreheart Wolf
- Seraph of Dawn
- Soul's Attendant
- Tajic, Legion's Edge
Creatures to Add
- Alms Collector
- Aven Mindcensor
- Combat Celebrant
- Containment Priest
- Eidolon of Rhetoric
- Godo, Bandit Warlord
- Magus of the Wheel
- Mother of Runes
- Relic Seeker
- Samurai of the Pale Curtain
- Spirit of the Labyrinth
- Stonehewer Giant
- Sublime Archangel
- Teshar, Ancestor's Apostle
- Viashino Heretic
Noncreature Spells to Cut
- Dragon Throne of Tarkir
- Elixir of Immortality
- Hedron Matrix
- Moonsilver Spear
- Power Matrix
- Tablet of the Guilds
- Worn Powerstone
- Celestial Mantle
- Ghostly Prison
- Gleam of Battle
- Holy Mantle
- Ordeal of Heliod
- Revoke Existence
- Safe Passage
Noncreature Spells to Add
- Boros Charm
- Crush Contraband
- Path to Exile
- Swords to Plowshares
- Smothering Tithe
- Aggravated Assault
- Open the Armory
- Reforge the Soul
- Steelshaper's Gift
- Coalition Relic
- Coldsteel Heart
- Fellwar Stone
- Gilded Lotus
- Sword of Feast and Famine
- Sword of the Animist
Now what these additions will do is smooth out your mana curve and make you come out swinging far more quickly in more consistently. The additions include another outlet to go infinite through Sword of Feast and Famine and Aggravated Assault . They also contain multiple ways to tutor up Helm of the Host and win. Combat Celebrant and Godo, Bandit Warlord each go infinite with helm and Godo will tutor for it himself and place it straight onto the battlefield.
We also tighten up your control package with cheap removal and creatures that limit what you’re opponents can do. I can provide more explanations in person if you like.
Remember these are only suggestions lol But if you try them I think you’ll like how much faster the deck pops off.
2 months ago
Haha you've got a good friend! I'm glad you've got support for using all of white's tools instead of shying away from land destruction.
If you're still looking to make some changes, I'd really recommend against Archangel's Light . The shuffling your graveyard is pretty irrelevant in commander, especially since you don't have tutors - it's not likely that you'll get your stuff back, and it might not even be as good as what you would have drawn otherwise. So really it's 8 mana to gain some life, which is not good. If someone hits you with a 6/6, and you gain 10 life, they can still hit you with a 6/6 again next turn. On the other hand, if you play an 8 mana angel instead (or some other big bomb), it not only deters future attacks - kind of like gaining life by not getting hit - but it deals damage that can actually advance you to winning the game. Above all else, you should swap out that card.
I'll list out some other cards I'd swap out, and give reasoning for each. Lumbering Battlement is awesome in that it gets huge quickly, but the real reason it's good is because it lets you reuse ETB triggers. Thing is, you only have 4 creatures with ETB triggers, so basically you're trading a creature for +2/+2 on a creature. Considering most of your creatures are bigger than 2/2s, that seems like a bad trade to me. Next, consider taking out Helm of the Host . Yes, the top end is awesome, but it is a 9 mana investment before you get a single copy of a creature. It's not really worth it unless you can reliably get it to stick on a creature, and at least in the commander games I've played, I've literally never seen that happen. Likewise, I suspect Moonsilver Spear isn't that good but it's really flavorful so I'd keep it personally. Finally, I bet Angelheart Vial will disappoint you a lot - I would be very surprised if you got more than one or two activations out of it in a game, and 9 mana to draw two cards and gain 4 life is a pretty abysmal rate.
Looking in your sideboard, you've got good choices. Literally every one I'd run over the cards I just mentioned, but if I were you I'd slide in Akroma, Angel of Wrath , Pristine Talisman , and Sigil of the New Dawn . And I'd like to again point you at Mana Tithe . I promise you will get use out of it, and I promise it will be awesome when you do.
Hope that helps, it's been cool watching your updates!
2 months ago
In addition to Smothering Tithe , another new card to consider is Divine Visitation . Possibly a token sub-theme? You've already got Moonsilver Spear , Luminarch Ascension , etc. Assemble the Legion or Rise of the Hobgoblins could be pretty sweet.
2 months ago
Ok I'm gonna start with recommended cuts to look at and then we'll move on to what possible additions could be looked at, and why.
Angel of Jubilation - This is a maybe cut. Its a good anthem effect and its anti-sac effect can be very useful. However due to being a token deck, we might want to be sacrificing our tokens to do things. So we'll evavluate this again later.
Ant Queen - Another maybe cut. Its a fine token creator, we might just be able to find something thats more efficient. But with some of the other things we'll be doing this might be worth keeping.
Geist-Honored Monk - The one off effect of creating 2 spirits probably isn't worth the slot here. We can find cheaper creatures that have the power and toughness equal to the number of creatures you control if we like that bit.
Jade Mage - Same argument as the Ant Queen really. Though this one doesn't even have a good body to back it up and three mana to make a 1/1 might not be good enough.
Kazandu Tuskcaller - It takes 6 mana to get this guy to the point where he makes 1 3/3 every turn. I think we can do a lot better than this. Its just soooo slow.
Selesnya Guildmage - This one is another maybe. The 4 mana for a 1/1 is rather underwhelming. But the anthem effect is ok.
Thelonite Hermit - Its a lot of mana to get anything out of this guy. It will cost you 8 to get the tokens which seems like a lot even if it is split over multiple turns.
Tukatongue Thallid - As much as we love this guy, the one off effect probably isn't worth his slot. We could do with a couple of other things at 1 mana.
Worldspine Wurm - I love this guy too, but its a lot of mana and he only makes the tokens on death. Seen as we want the tokens sooner rather than later so we can duplicate them with Rhys etc, we might want something that makes the 5/5s quicker. But we could keep this guy for the big guy turn sideways plan.
Cathars' Crusade - I despise keeping track of the board state that this thing creates. Though the effect is actually really powerful and should be in. I put it in the same boat as Coat of Arms. The "Oh Good God, you're on your own just tell me how much your attacking for" boat.
Growing Ranks - I'm never exactly a fan of cards which only trigger in your upkeep like this as they can feel so slow when you play them on your turn, then 3 other peoples turns go by, then you get your first activation. Especially when it only copies one guy.
Leyline of Vitality - While all the effects on this card are fine. I think we could just do better than this. The toughness buff is unlikely to save our creatures from a wrath effect, and the life effect we can find for cheaper. The chance of triggering the Leyline start in play is so low in EDH its probably worth discounting.
Sigil of the Empty Throne - We'll keep an eye on this one. Good card if we have enough Enchantments to reliably trigger it. But bad if we don't. So we'll check out count afterwards.
Verdant Embrace - I think this is expensive, but the effect could be great to stick on something and let it go. This one is more of a maybe.
Devout Invocation - I've always wanted to love this card. But if you have enough creatures to make this a viable card, then you should have enough creatures to be winning anyway without spending 7 mana and a card to make your board into overkill.
Storm Herd - Very expensive card. In fact is the 2nd most expensive card in the deck behind Worldspine Wurm. The effect is cool, but we need to see if its worth the mana.
Moonsilver Spear - another card I've always wanted to like, but rather slow. If it put the Angel into play attacking then It would be a different story, but it doesn't. This one might be ok to keep, but i'd put it on the short list of things to cut.
Sarpadian Empires, Vol. VII - Erm, i don't think i need to explain really why 6 mana for a 1/1 and a further 3 for another 1/1 each turn is bad.
General Ideas For Improvement
First thing i can say on this one is that the deck has no ways really of stopping your opponent from doing anything they want to you while you are trying to execute your game plan. Something that is going to happen is that you are going to get all your creatures destroyed. Its the nature of commander. You're also going to get comboed out with some creatures or you're going to have an artifact or creature that completely shuts down what you're trying to do. So you need some more things that will interact with that.
More Card Draw
You have a lot of good threats and synergies. But you're going to run out of gas in hand if you don't have something to refill after you've put everything into play. Especially if we get got by a wrath we couldn't stop. So we want a few things that will keep us ticking over when we have a board state. And a few things that might help us get back into it if we get blown out.
We have a few ramp spells in here, but not a lot. We could do with some more if we wwant to be able to reliably get up to 6 mana to start Rhys'ing as soon as possible.
Obviously, there has been some new cards printed since this was updated last so we can get them too :)
Sundering Growth - In the same way that some creatures ruin us. Some enchantments and artifacts do to. This is the best way to get rid of them for our deck. But some other Naturalize type effects are not a bad idea. Possibly in the form of creatures like Reclamation Sage or instants like Krosan Grip or Beast Within . Aura Mutation Is a specific enchantment removal that makes us guys which might be worth considering
Rootborn Defenses - The Anti Wrath cards. This one is our best option for our deck, and is the cheapest money wise. Dauntless Escort is good too. Then Heroic Intervention is more expensive moneywise and so is Selfless Spirit .
Mentor of the Meek - With the amount of small tokens we will be making, this guy is great.
Huatli, Radiant Champion - Her ultimate does not say 'Non-token'
Camaraderie - This one requires a board presence but can be well worth it
Shamanic Revelation - This one requires a board presence too. But a lot of green card draw does.
Harmonize - Straight up draw 3. Never bad.
The New fun things!
Anointed Procession - Another Parallel Lives, but in white
Divine Visitation - Just read it.... its a bit good
Cryptolith Rite - Lets all of our guys tap for mana
March of the Multitudes - Instant speed make a lot of guys. Very good with our Gaea's Cradle effects.
Second Harvest - Instand speed 4 mana Rhys activation for double everything.
Shalai, Voice of Plenty - Gives your other things Hexproof and can be used to pump the team with any spare mana you have.
Oviya Pashiri, Sage Lifecrafter - Like another Rhys. Except she makes big things. Do note that for some reason WOTC made her make fixed size guys so they are equal to the number of creatures you have WHEN YOU MAKE IT. I played this wrong for a few rounds in the prerelease.
Shanna, Sisay's Legacy - Hexproof lass with P/T equal to the number of creatures you control for 2 mana.
Throne of the God-Pharaoh - A good way to kill everyone at once without attacking.
Song of Freyalise - Lets our guys tap for mana for a few turns before then buffing them for a turn.
Sandwurm Convergence - Good protection and starts making 5/5 Wurms.
Thousand-Year Elixir - This is great for us as it effectively gives Rhys haste and can let you activate him twice in a turn.
Illusionist's Bracers - Doubles all of Rhys's Activations
Triumph of the Hordes - Kill everyone without them expecting it?
2 months ago
3 months ago
Your deck wins by having bigger and better creatures than your opponent, so you really shouldn't be in a situation where Wrath of God helps you. You might, however, be in one where Urza's Ruinous Blast does. Legendary creatures aren't too popular, and you have a good few. I would probably just cut it, though.
If it works for you, keep Luminarch Ascension , but I don't expect it to be relevant very often. Maybe against mill or control decks, in principle, but I'd cut it.
Frontier Siege seems like a fun piece of jank, but not a solid part of your deck. I'd cut it.
You really want to be able to put an untapped green mana in play on turn 1, so I'd cut Blossoming Sands and Canopy Vista for something faster. Horizon Canopy is probably the best, followed by Windswept Heath , Temple Garden , and Razorverge Thicket . Unsurprisingly, that's also how they're priced.
If you go all in on dual lands (which I recommend), I would cut Flagstones of Trokair . They don't do that much if there's no straight-up land destruction in the local meta, and they can't be fetched if someone uses Ghost Quarter , Field of Ruin , Settle the Wreckage or Assassin's Trophy against you.
Deadly Recluse is a fine blocker, but all it does for you is postpone things, and what you really want to do is put your big dudes into play. I'd replace it with more ramp, or possibly card draw. Take a look at Thraben Inspector or Wall of Omens .
4 months ago
I know you're budget, but if you get your hands on some Anointed Procession s, your deck will be so nasty. If you do, I'd suggest taking out Moonsilver Spear because it is too slow for modern. Four to cast then four more to equip is a lot, and the time and mana spent to cast it could be spent on Anointed Procession and other utility. Imagine sacrificing Promise of Bunrei while having Anointed Procession out, that's 8 spirit tokens right there!
Also, your deck has no removal. I'm not sure how important the lifegain aspect of this deck is to you, but I would highly recommend cutting Ajani's Welcome for budget removal like Condemn . Anything to control your opponents board is a must in modern.
Regardless, very solid deck and looks really fun to play!
4 months ago
So for sure Drop:
EQUIPMENT POWER STUFF
Moonsilver Spear occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%