|Commander / EDH||Legal|
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|Journey into Nyx||Common|
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Enchantment — Aura
Enchanted creature can't attack or block unless its controller pays .
Activated abilities of enchanted creature cost more to activate.
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Oppressive Rays Discussion
12 hours ago
Pharika's Cure is bad
Tablet of the Guilds is bad
Spectral Procession is amazing in soul sister deck.
Bloodbond Vampire -1 and add another ajani pridemate
Go for the Throat instead of doomblade + sunlance
That would be a start. :) goodluck mate!
3 weeks ago
I would definitely play 4 of each Umbra, cutting Oppressive Rays and a Spirit Mantle. The Umbras are just necessary in case your opponent plays a sweeper or has a creature large enough to trade with yours.
I would also put in another Rancor for Keen Sense. You are almost always going to be the beatdown deck, so it is better to push damage and trample over blockers than draw extra cards. The Spiritdancers are probably enough draw, but I would still keep in a Keen Sense.
For the land base, I would cut a forest and a Sunpetal Grove for 2 Wooded Foothills, because you need double white too often to run multiple forests and the foothills can get your Temple Gardens. With the extra fetches, running a Dryad Arbor seems like a good idea because you can fetch it in response to an opponent activating Liliana of the Veil or if you just need another creature.
1 month ago
And another note on oblivion ring just in case you are considering it. I feel Prison Term is more interactive because it allows you to move the enchantment. But Oppressive Rays is a sexy choice actually
2 months ago
2 months ago
Hey, thought I would give my 2 cents since I've been playing a similar concept. This decklist seems to be built for going aggro. Unfortunately, Spirits doesn't do aggro as well as most other modern aggro decks. Spirits does best in a tempo shell, and Tallowisp aids this strategy. One way I found to buy time and become especially problematic for creature based aggro decks is to include and lean on Kami of False Hope and Gift of Immortality (probably a few Rattlechains and perhaps a Selfless Spirit )which you can get down turn 3-4 for nearly unlimited fogs to set up the Drogskol Captain lock or Geist of Saint Traft. Also, you can make Steel of the Godhead a 1 of comfortably, perhaps replacing it with Oppressive Rays which in a typical game of modern acts very much like removal.
What you are looking for is ideal turn sequences. For example if you get a T2 Tallowisp, your turn 3 can be a 1 or 2 drop and fetch up Temporal Isolation or Oppressive Rays to kill your opponent's tempo. Alternatively, you can throw down a big 3 drop and fetch Steel of the Godhead or Angelic Destiny to beat down if there are no imminent threats on board.
2 months ago
Also, think about Oppressive Rays over Pacifism. 1 less mana, and if they pay the three then they are not as likely to be casting as much. These types of decks fail if you go past turn 5 anyways. As well as it shuts down abilities.
2 months ago
Hmm you really should have access to at least one alternative aura to find with Heliod's Pilgrim, preferably something interactive. My first ideas are off-color unfortunately: Chained to the Rocks and Spreading Seas. You could go for Dead Weight, Oppressive Rays or Lignify but they might not be good enough. Angelic Destiny could be okay in some matchups, and Spreading Algae, Unflinching Courage as well as Spirit Link are potential sideboard cards.
Have you considered Auriok Champion? It's a solid card on it's own since it dodges a lot of removal and can block a number of powerful creatures, but it also improves your combo by giving you a way to gain infinite life.