Pacifism

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Pacifism

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

Chino90 on Stop hitting yourself

10 months ago

Stuffy Doll. Pacifism for flavorful defence.

multimedia on Tariel wrecker of holes

1 year ago

Hey, you haven't really made a complete deck yet to begin optimizing? Since there's only 14 lands here and you have to know that's not enough lands for a Commander deck?

There's some good ideas here, such as stealing opponent's creatures, attacking with them and then sacing them, but you want more sac outlets for this strategy. Making opponents discard cards is good, but giving an opponent the choice of what card to discard can be problematic for Tariel since opponent is not going to discard a creature. There's some reanimation and lots of recursion here which is good in these colors, but there's few enablers to get your creatures into your graveyard.

Some causal budget deck building advice to get started.

To start add 36 lands, they can be all basic lands to begin, can change some to dual lands later. Have 36 lands so you fill all the spots that are needed for lands and to clearly see how many cards have to be cut for lands. The double faced cards represented as lands here are all terrible cards for the mana cost. Cut them all and replace them with basic lands?

To add more lands next cut all the Pacifism removal? This type of creature removal doesn't interact with Tariel, Reckoner of Souls because it doesn't kill opponent's creature putting it into opponent's graveyard. If you want to utilize Tariel's ability then your opponent's creatures have to be put into graveyards, not exiled or stuck on the battlefield unable to attack or block.

The next cards to cut to add more lands are the high mana cost creatures who don't do enough for Tariel, Reckoner of Souls. Tariel is the high mana cost spell you want to cast more than the rest, the other spells played should have some interaction with him or interact with opponent's creature in some way such as In Garruk's Wake. Keep Wake, cut the rest?

Cards to cut last are some that just aren't doing enough for the mana cost and don't have any interaction with Tariel, Reckoner of Souls or the other strategies being played.

All these cuts make enough spots for 36 lands. When you have enough lands then you can begin to optimize the rest of your deck. Good luck.

seshiro_of_the_orochi on Saskia: The Human Element

1 year ago

This looks pretty powerful, great job! I might have some ideas for you:

Thalia's Lancers is a tutor on a somewhat big creature, and with your high amount of legendaries, it seems useful here.

Weight of Conscience is Pacifism with upside for tribal decks. Not broken, but unusual and handy.

Sanctuary Lockdown is another anthem which can use tokens to handle threats temporarily. A fine card.

Cryptic Gateway is similar to Belbe's Portal, but costs mana only once. It's another powerful card with tokens.

Species Specialist would be an additional Grim Haruspex.

Odric, Lunarch Marshal is a powerful card and very powerful with Saskia.

Ziusdra on Card creation challenge

1 year ago

You Loot the Room

Sorcery

Create a Treasure token, then choose one:

  • Gain control of all non-creature artifacts and non-creature, non-aura enchantments on the battlefield. End the turn.

  • Put all non-creature artifacts and non-creature, non-aura enchantments in opponents' graveyards onto the battlefield under your control. End the turn.

"Why would someone just leave this lying around? I can find a use for this!"


I feel like the space for auras enchanting opponents' creatures hasn't been fully fleshed out. We have basic bindings (like Pacifism and its many thousands of variants) and we have auras that drain life from the creatures' controller, and auras that require sacrificing its owners' creatures, etc. But what more can be done? I'm sure there's more.

mrweaselman on War Champs

1 year ago

Take out Garna, the Bloodflame, Gatekeeper of Malakir, Rushblade Commander, and Intimidation Bolt and this deck is pioneer legal. Some of them aren't all that good here anyways and they're not worth being in a much higher power format.

Cards that are also not very good: Chief of the Scale, Goma Fada Vanguard, and Pacifism. Cut Ajani, Adversary of Tyrants if you have trouble finding space for other cards.

Your best creatures would probably be Blood-Chin Rager and Chief of the Edge, so run 4 each.

Since you have Herald of Dromoka, you can do some pretty cool things with exert creatures. Brave the Sands also has this effect. Ahn-Crop Crasher, Combat Celebrant, Devoted Crop-Mate, and Glory-Bound Initiate are all really good warriors when paired with vigilance. Resolute Survivors too if you want to commit this route, although Brutal Hordechief is probably better. Path of Mettle  Flip is an interesting one too for grindy matches, maybe more of a sideboard card.

If you want more wide aggro, run Bloodsoaked Champion and either Gutterbones or Zurgo Bellstriker, take out vigilance or toughness effects, and work to increase power. You can win with a couple Arashin Foremost, Brutal Hordechief, and more Secure the Wastes.

Fatal Push is probably the best pioneer removal spell, but if you find larger CMC creatures in your meta Cast Down or Heartless Act will hit almost anything.

For mana base, Battlefield Forge and Caves of Koilos are better budget dual options than anything that comes in tapped. Secluded Courtyard and Unclaimed Territory are almost auto includes for tribal.

Ashdust on Erdranul, Thief of loyalty

2 years ago

![enter image description here](https://mtgcardsmith.com/view/cards_ip/1646531338147720.png?t=016495 "enter image title here")


Originally made this for the card creation challenge, but I like it so much I'll put it here too. An abnormal card, but it can inspire some very fun decks, I think. Use cards like Dead Weight, Pacifism, and Frogify- or go for politics, and group hug. Good fun either way.

Wuzibo on Weakest Mono Color

2 years ago

I saw something the other day. It was a new video on youtube that was covering a budget Elesh Norn deck. When the video started, the man making the video played a voice recording from a fan that inspired him to make the video, or gave him impetus to.

In that short recording, the fan said "Given that mono white is generally regarded as the weakest mono color, i was wondering if you could showcase a budget mono white deck that is competetive." Or something to that effect.

I couldn't believe what i heard. Mono white is the weakest? I don't know by what metric. I played a few different edh decks in my day, but never mono white. I did, however, do mono green and mono red, and in my first big playgroup we all played together for a few years and at one point or another there was a mono colored deck of every color in our group. Someone else in our group played Elesh Norn for a bit. Someone Did purphoros, and i did too. I did daretti, heartless hidetsugu and yisan. Someone did sheoldred and Sidisi. Idk which mono blue someone did, but the theme of the deck was making everyone else draw their deck in like, 10-15 turns. I stuck with my daretti deck most of the time compared to the others who would switch it up more, because my yisan deck was more for messing around and i didn't have a good landbase for multicolored stuff. Eventually I was forced to build Zurgo Helmsmasher voltron deck that i turned into a Kaalia deck because voltron stuff is expensive as shit, even compared to the good angels, demons and dragons because my playgroup made Daretti unplayable, even though it was a decent deck. This playgroup was incredibly competetive and we actively tried to make the most overpowered stuff we could. This playgroup was active from 2014 to 2017. I stopped playing from 2018 to about a couple months ago. I wanted to give that as a background.

From my perspective, playing mono red anything was very weak for the simple reason that red didn't (and i checked, it still doesn't) have good spot removal or answers compared to the rest of the other colors, and it also has fewer things which are incredibly threatening on their own. I'm specifically thinking about enchantment removal. Red currently has access to 2 cards that, on their own, can deal with enchantments without wiping the board. One is Scour from Existence, and the other is Chaos Warp. Those are also 2 of the 3 cards red has that can deal with indestructible permanents/creatures on their own, that 3rd one being Burn from Within. I say on their own because technically i could play Mycosynth Lattice, make everything an artifact, and then Vandalblast or do something else that blows up a specific artifact, but i first have to make it an artifact with mycosynth, and mycosynth has to resolve and also not be destroyed or exiled or bounced in response to me casting vandalblast. I can also use mycosynth to make everything an artifact and then use Goblin Welder to force people to sac their stuff, but thats a lot of hoops to jump through.

Blue can just counter something threatening, or return it to your hand and then counter it when you try to cast it again. Blue can even counter stuff that explicitly says "this spell can not be countered" on it. Mindbreak Trap. They can counter when they're tapped out Pact of Negation. And even if your spells do resolve, they probably won't hit what you wanted to take out, because blue can phase its stuff out, blink it, or return it to their own hand. You have a big creature, like, say, a Hydra with X in the casting cost that is technically a 0/0 that enters with x counters on it, blue blink spells become removal, because then the counters fall off and it re-enters as a 0/0 and instantly dies. Blue also has the single best board wipe in the game Cyclonic Rift.

White has an absurd amount of really good removal spells like Path to Exile and other 1cmc white stuff that exiles - not destroys - creatures which is just strictly better than destruction. It also has Disenchant. What can red do vs one of the Nyx gods? nothing. How is it dealing with Ulamog, the Infinite Gyre. It's either found a way to pump out at least 4 1/1s every turn or it isn't, and when ulamog hit the field it probably blew up the 1 thing that could pump out those 1/1s. It also has inertion spells like Pacifism

Green has a bunch of that stuff as well, but it just tends to be tied to a creature with an etb effect. Reclamation Sage for instance. It also has Krosan Grip, which actually can't be countered or dealt with by blinking, or even mindbreak trapped. It does struggle with indestructible stuff a little bit, but at least it can make very large blockers that also have reach..

Black has ways to make you sacrifice all your stuff and no shortage of destroy effects, and ways to put a bunch of -1/-1 counters on it, so it even has a way to deal with indestructible stuff.

So i want to give you the situation that forced me to stop playing mono-red. The other players in my group generally didn't play monocolors as much. the only other one was the one with the sheoldred and sidisi decks. the elesh norn guy made his elesh norn deck out of his regular Marath deck. One guy played Karametra to start off with but then built slivers. And one guy played Rafiq while we got used to the game and then went back to Oloro- which included test of endurance and felidar sovereign. The sheoldred, oloro, and slivers player started running Leyline of the Void. I played daretti. When youre playing a mono-red deck that has to use its graveyard to do well, and the game starts with that out, that's awful, but it's made worse by the fact that i literally had no answers to it. It made my commander more a liability than an asset. His ult literally becomes abrogated when that hits the field. Same with containment field, but at least the game didn't start with that out, and the sheoldred player would at least get rid of that for mutual interest. What am i supposed to do as a mono red player about any leyline card, for that matter? So I did the only thing i could do, which is obliterate, O stone, nevinyrals disk, winter orb, blood moon, or hope i draw chaos warp or scour. The problem with chaos warp is that it can backfire. I chaos warped the ashnods altar the marath guy had one time to stop him from going infinite. He topdecked ulamog and won the game. So i basically have to blow my one good spot removal spell on an enchantment that isn't even really a threat, it just stops me from playing my deck with my commander. My only other option was a cheese 2 spell combo that just wins the game if uncountered - Dualcaster Mage and Twinflame. Because my options were limited to oppressive stall and boardwipes, and i have the potential to cast 2 cards for 5 mana and just win the game, the rest of the table comes to hate or fear me. They come to know that my strats involve stall and stax so they always take me out first. There was nothing i could really do. So i went to Hidetsugu. I never once got to tap him in a game. I went to krenko. Same issue. I went to purphoros, and did ok, but still, the lack of enchantment removal and ways to deal with indestructible stuff always felt bad, especially because my opponents had that stuff and had it for cheap. In mono-red, what do i do when someone puts Darksteel Mutation on my purphuros? How many sac outlets or -1/-1 counters are there(that i can put on my own creatures) in red? I got upset about it, especially because in the middle of our play time, the rule about chaos warp changed so i couldn't make them shuffle their commander away anymore. So they got to keep their ways to stop me from getting to do anything with my commander, but i didn't get my way to stop them from using theirs anymore. I understand it was because i was playing the aggro color and because i was a threat, but game after game of not getting to play the game started to drag. So i made a kaalia deck so mean they stopped playing with me. They didn't let me have fun playing pillowfort stax stuff, so i made a deck that was so aggro I usually won before they did anything with their commander, and then they didn't have fun, except for the sliver player who shared a lot of the ideas i had about the state of balance in magic and our local meta. Slivers are aggro and become scary really fast but it's hard to be aggro in a 5 color deck, and he understood how our playgroup evolved to just be more and more punishing to a monored yard deck and was happy to see me having fun playing commander for the first time in a long time. The sliver player and I are the only one who are still friends.

The point of this all is that, in my playgroup, the deciding factor was not usually your ability to make threats or create problems for your opponents. It was your ability to respond to threats and problems. In that department, red is sorely lacking primarily because it doesn't have enchantment removal or a good way to deal with indestructible stuff, or even big creatures for that matter

Is there something I'm just not getting? What are other people's thoughts?

Epicurus on Yorl, Jarl of War

2 years ago

Then you play Pacifism on the bird.

Game: Blouses

Maybe give the bird hexproof?

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