|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Eternal Masters (EMA)||Common|
|Tempest Remastered (TPR)||Uncommon|
|Dragons of Tarkir (DTK)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|2012 Core Set (M12)||Common|
|2011 Core Set (M11)||Common|
|2010 Core Set (M10)||Common|
|Duel Decks: Divine vs. Demonic (DDC)||Common|
|Tenth Edition (10E)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Eighth Edition (8ED)||Common|
|Seventh Edition (7ED)||Common|
|Classic Sixth Edition (6ED)||Common|
|Urza's Saga (USG)||Common|
Combos Browse all
Enchantment — Aura
Enchanted creature can't attack or block.
4 days ago
Saljen I had some serious problems against token decks. That's what the Wrath of God is for. You are correct though Pacifism has not been performing as well as I had hoped and only has helped a few times.
4 days ago
2 weeks ago
I don't know what kind of group you play with so I'm going to make a bunch of general sugestions.
- First off, you might benefit from some instant speed removal. Path to Exile Swords to Plowshares etc.
- Similar to above counterspells will help protect you enchanted creature and stop problems from hitting the board.
- If you do not like counterspells perhaps Brave the Elements effects or things like Valorous Stance or Sheltering Light etc.
- Board wipes are also useful in stopping decks that go wide from getting out of hand.
- If you want to keep your removal enchantment based Prison Term is good and you go further into Pacifism efects and/or Oblivion Ring effects.
- Idyllic Tutor and Plea for Guidance are a couple tutors to consider.
- Sram, Senior Edificer is another enchantress effect for auras.
- Some artifact ramp to speed your deck up could be good. Primarily 2 cmc rocks to play before your general. ex. Sol Ring Azorius Signet Talisman of Progress Fellwar Stone
- If you don't like the mana rock idea perhaps you could hate on other peoples. ex. Stony Silence Kataki, War's Wage Aura of Silence
- Sun Titan , Restoration Specialist , and Retether provide some more recursion.
- Sigarda's Aid is a staple in aura/equipment based decks.
- You seem to have most of the auras I like in the deck already but a few to consider are Flickering Ward , Gryff's Boon , Shielded by Faith , and Battle Mastery
- It might be worth branching into equipment for utility, Lightning Greaves and Swiftfoot Boots add some much needed haste.
- Last but not least Bastion Protector is good at both protecting your general and upping his power.
Hopefully some of this is helpful.
3 weeks ago
Ive seen decks similar to this. In fact I have one(Its Humans not Cats). You are missing a couple staple cats and some non-creature spells that could really help.
Fleecemane Lion - This is a winocn plain and simple
Collected Company - Can put most of yours creatures onto the battlefield at any given time and can easily swing a game in your favor.
Harmonize - Gives you much needed card draw
Now i should probably talk about some cards that probably shouldn't be in this deck. I understand if you own all these cards but if you do not, i don't think that there is any reason for them to be in here. If you have counter argument Id love to hear it.
Heroes' Reunion - I'm sorry if you are going for a lifelink, but it just isn't worth to have a straight lifegain spell as apposed to say Collected Company or Blossoming Defense or something that gives you more value than simply 7 life.
Disenchant - This is a card for your sideboard, something that you sub in when you need it
Survival Cache - im on the fence. I feel like there could be better options, but it seems to fit relatively well.
Soul Net - Isn't legal in Modern and doesn't really work regardless
In case you want to check out my humans deck here it is: Thalia's Horde of Humans but this is your deck and as such, you get the final say in any change.
3 weeks ago
I would recommend going down most of your instants probably only keeping the ones that protect your creatures like vines and emerge. You are running both Ethereal Armor and Aura Gnarlid so not running as many enchantments and auras feels like a mistake. I would run some enchantment based removal. It may be worse then other removal options but cards like Journey to Nowhere and Pacifism would work pretty well in your deck.
1 month ago
Ill help you out a bit here, tappedout can get a bit confusing. The competative meter isnt an accurate way to find out how good/bad a deck is. Its not to show how competative a deck is.
What does it do? It shows wether cards you put in the deck are the best variant of its type.
Now working on the deck itself you might want a direction, what do you want to achieve?
A fast deck that drops effecient threats to kill an opponent fast? This archytpe is generally called white weenie, Champion of the Parish and Thraben Inspector are already great cards. If you add 4x Honor of the Pure suddenly these guys get very scary fast!
Or do u want a slower deck with more power?
Angelic Overseer is great if thats the case. Youd want stuff that keeps you alive long untill you have the mana to cast the big stuff and win from there.
Add ur vision of the deck into the description so people could help out :)
Also drop down to 24 lands as of now. 25 is quite overkill. If ever you go the white weenie route 21-22 is fine.
Whats the budget? Theres plents of good kill spells out there better than Rebuke . If you have some savings the best is Path to Exile . If you are low on budget thats fine too! Pacifism is very good at making opponents cards useless.
1 month ago
This deck looks super fun, but I do have a few concerns. A lot of this is going to depend on the playgroup you encounter, so take it with a grain of salt. The two main issues I see are EDH-specific removal and go wide decks.
Lets look at removal first. Obviously in a green deck, the ramp you will be getting is going to make it very easy to just regenerate or recast your commander if you need to, but many players run removal that doesn't put your commander back to the command zone. I'm a filthy blue player, so the immediate example for me is Imprisoned in the Moon , but think things like Pacifism , or even Mind Control or Act of Treason effects. Currently, you only have 4 cards that protect against this type of removal in Alpha Authority , Canopy Cover , Swiftfoot Boots , and Krosan Grip . All of these except for grip are only options that work if you preemptively draw and play them, they cannot save your commander if he is already under a bit of removal. That would be fine, but with only 4 pieces of protection, your chances of drawing and playing them before your opponents can respond to your commander is not actually super great. That means you might be staring down a game where your only creature is stuck as a land, or just unable to attack. I would definitley consider trying out either more protection style enchantments, or running something like a sacrifice outlet i.e. Ashnod's Altar . Altar probably isn't the best choice for mono green, but its the first thing I could think of. If you wanted to run more creatures I would recommend trying out something like a Birthing Pod or Evolutionary Leap , but if you want to keep the count low the other option is to run more enchantment removal. Krosan Grip is a good choice, but if you are banking on going tall, you need more ways to defend your dude. With commander damage being a thing, you should be in a good spot to close out the game with only 2 or 3 enchantments on your commander, so I would prioritize more slots to protection to actually be able to swing in.
Go wide decks might be another big issue. Going up against a Krenko, Mob Boss or a Marath, Will of the Wild , even trample might not be enough to get through chump blocks. You are also open to a blowout by just not having enough blocks to stop your opponent. If they swing with 10 tokens and you can only block one, you aren't really going to be alive very long. You do have some Fog effects, but that's potentially not going to be enough on its own, and again it falls into that issue of only being one or two cards in your deck. Something like Silent Arbiter could help out in this aspect. Arboria could be a neat include too once you have your dude suited up. you won't have to cast spells after you have a beefy commander, but your opponents will eventually have to do something, opening them up to attacks. Elephant Grass could be another option, as a token deck probably won't want to pay 10 mana just to sneak in 5 damage.
Also, if you end up doing any playtesting, keep note of what your deck struggles with and feel free to add it to the description. Having a list of problems to tackle helps out a lot in strengthening decks, and it helps commenters stay on the right track a lot easier. This deck does look super fun though, so definitely let me know how it goes in any future games!
1 month ago
Pacifism occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%