Each other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment.
|Have (2)||sonnet666 , lorddarkstar|
Printings View all
|Urza's Destiny (UDS)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Opalescence occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
- What happens if I have... on the battlefield with... ?
- Is there another way to turn gods into creatures?
- Will Lethal Vapors trigger occur when it is brought into play via Replenish, alongside Humility and Opalescence?
- Does Dual Nature work with Opalescence?
- Rite of Replication on Purphoros. Instant win?
1 week ago
Oo a classic. You might like these: Magewright's Stone, Thornbite Staff, Intruder Alarm, Spark Double, Bastion Protector, Shielded by Faith, Darksteel Plate, Proteus Staff, Adarkar Valkyrie, Nephalia Smuggler, Cloudshift, Kaya's Ghostform, Perplexing Chimera, Sydri, Galvanic Genius, Opalescence, March of the Machines
Strangelove on Grand
3 weeks ago
I don't think this deck is focused yet. You're split between control, stax, taxes, and pillowfort and so there's a lot of anti-synergy; eg. Winter Orb and Wayfarer's Bauble or Approach of the Second Sun. If you want stax, you need more efficient cards. Stax sucks if you shut down the game with no advantage.
You need a wincon. I see a lot of "if then, then, then, then." How do you want to win? What does Enchanted Evening even do for you? Normally you combine this with Opalescence in an enchantress build to kill lands and end with enchantment creatures. All I see is Approach of the Second Sun and not enough draw.
Mana: 5 Ramp and 34 Lands is way too greedy if you want to run triple pips and cmc 5+.
Cool idea, but very difficult to make it run! Lmk if that makes sense to you and I'd be happy to help more.
2 months ago
GucciJesus - This deck seems like a good start but it does have a few glaring weaknesses. From what I can tell you only have 9 instances of ramp with a fairly high average CMC, Two enchantress cards not including your general and no clear game plan. Tuvasa is a fairly versatile commander with strong theming that draws her to have you jam every enchantment into a deck and roll with it. This will work in most low power metagames and feel strong as you will likely have few opponents with decks built to handle enchantments and the extra draw every turn will put you ahead in most cases. However, the lake of a true plan to win the game will, feel like a slog when you get to the last few moments of the game, where you just keep casting Tuvasa hoping she will stick so you can 21 someone, only to have her removed before combat.
This is where a focused game plan can help breath new life into your deck. Typically Tuvasa has two clear options: Pillow Fort Enchantress or Voltron Enchantress.
Enchantress Decks typically try to turbo out a bunch of cheap enchantments to eventually win with overwhelming card and some win-con.
The pillow fort variety will usually puts up a wall of enchantments (Sphere of Safety, Propaganda, Elephant Grass) to prevent your opponents from hurting you while you play cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience) with various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) to draw to a win-con (Opalescence, Starfield of Nyx)
Voltron attempts to win with a large Tuvasa, which appears to be the route that the Precon was built for. The issue is it seems you have no true protection from your commander. But Tuvasa is unique to other enchantment based voltron commanders in that she gets big with regular enchantments rather than aura's. Cards like Asceticism, Privileged Position can protect her, and cards like Levitation can help her get in for damage. The cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience), various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) still apply here.
Finally the ramp situation, if you are in a metagame that has limited mass enchantment removal (most) and shy's away from land destruction, then you should look to land aura's that ramp like Utopia Sprawl, give you extra land drops like Exploration or are just powerful like Carpet of Flowers. A good ration is around 10 to 12 ramp spells.
One final note while Sol Ring is a powerful card in most situations, it isn't necessarily better than the previously mentioned ramp spells, as they accelerate your game plan (buffing Tuvasa, draw you more cards) and can ramp you into Tuvasa, 3 things Sol Ring is not good for. I usually drop it from most of my decks where the commander doesn't have any colorless mana in their cost as its usually a dead draw in my opening hand and causes political problems.
2 months ago
Starfield of Nyx and Replenish seem good in this deck, also Enchanted Evening combos with Opalescence to destroy all your opponents lands, or with Privileged Position or Sterling Grove to set up a pillow fort.
2 months ago
If Godhead entered most recently, then yes the saga would die, however if Opalescence entered most recently, it would have p/t equal to whatever its cmc is.
Because Opalescence applies it’s type changing effect in layer 4, the enchantments it makes into creatures are susceptible to the P/T setting effects in 7b.
Just my two cents!
2 months ago
Will Sagas get their first Lore counter with, say, Opalescence, Godhead of Awe, and Night of Souls' Betrayal in play? "As a saga enters, 'Special Action' occurs" seems a bit ambiguous compared to state-based actions. I lean towards yes, because 714.3a states "as it enters". But could someone wiser clarify?
3 months ago
4 months ago
At the end of the turn before your turn, any spare mana you have creates a flying Thopter (which Alela boosts) and gains you 1 life. Throw in Ashnod's Altar and you have infinite tokens and infinite life, and kill everyone else when those tokens can attack.
Maybe these combos are too mean though?