|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Rare|
|Magic 2014 (M14)||Rare|
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Path of Bravery
As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1.
Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.
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Path of Bravery Discussion
6 days ago
Just lower the mana curve for modern, u got to many win card and missing utility cards.all of this is only my opinion, your deck is already nice and spicy but i this there is to many pay and tap + instant at 2-3 mana
3 weeks ago
First and foremost, I'd say 4 Dusk Legion Zealot is pretty much necessary for this deck. After that, yeah, Phyrexian Arena is probably your best bet. I'd probably cut the Path of Braverys and Sanguine Bonds - they're just too slow - and instead load up on removal like Fatal Push and more copies of Path to Exile, as well as discard like Thoughtseize and Inquisition of Kozilek.
3 weeks ago
Maybe play a Vault of the Archangel or two? You could also lose 1 Path of Bravery, and add a Sorin, Solemn Visitor. I wouldn't trust Path of Bravery enough to bring a full set of it, since doesn't work against aggressive decks (which is exactly where you really want some lifegain).
A Blessed Alliance, maybe 2, would be fine in sideboard, depending on what expect to play against (but it is one of the more flexible cards).
3 weeks ago
I am building a vampire anthem deck for modern.
I am currently lacking card a draw engine in this deck and I have been looking at changing out Path of Bravery (since it is more of a win more card) to some draw engine. I am gazing towards Phyrexian Arena formost.
If I choose to go with 2x Phyrexian Arena this leaves me with two empty slots in my deck which I need to fill (since Path of Bravery and Phyrexian Arena doesn't seem to combo too well?). Do you have any suggestions on what that could be? I would like something that could also ramp up my creatures & tokens, but I have not yet found anything fitting. But I am open for suggestions besides a ramp card.
3 weeks ago
There is an approach to deck building called The Rule of 9. You begin by selecting nine cards. Each of these cards becomes a full play set (4 cards) yielding 36 cards in your deck. After that, place 24 basic lands and you have a deck that will consistently use your ideas to win or lose. If you like the results then you refine the deck with ideas such a mana curve, utility, and synergy.
Let's play 24 lands to ensure we have good opening hands and draw plenty of mana. Sure, we may flood out from time to time. Yeah, we may brick some draws. But nothing feels worse than seeing everything you could do if you just had some lands. Here is a succinct statistical look at why you play 24 lands.
Angelic Destiny: A great way to win the game. can take an 0/1 and turn it into a decent attacker and blocker. Does better work on things with lifelink or vigilance or double strike. Or all three.
Aerial Responder: On his own, Aerial Responder is a strong contender. He attacks and blocks well, he gains life, he's evasive...a renaissance man. When we look at curving into Angelic Destiny on four we begin to feel a slight tingle in our pants.
Pacifism: Most decent decks pack some form of removal. Pacifism is a far cry from primo, but since you're mono-white weenies you'll take what you can get and be happy with it.
By my count, we are at four of nine. This leaves us with five cards to choose. From here we can choose different ways to continue to build upon what we've done so far. Sometimes we will be playing a full four of and other times we might play less. It depends on the curve and how many slots we have available.
I've grouped these into cards that play well together. This first set is about making an army with your Angelic Accord.
Angels and Solitude
Angelic Accord gives us an engine to work with. All this card asks is that we gain life in increments of at least four. As a reward we get 4/4 angel tokens. Fulfilling these requirements can build a formidable army.
Lone Rider Flip: If you are doing Angelic Accord things, then you'll hopefully be gaining 3 or more life a turn and the flip on him will be easier. A 4/4 first strike, trample, lifelink on (possibly) turn three is a good set up into a turn four Angelic Accord. Also makes an 8/8 lifelink, first strike, trample, flier with Angelic Destiny.
Lone Missionary: Two mana, gain four life and get a 2/1 body. Flip your Lone Rider Flip, make an angel off of Angelic Accord, put a counter on Ajani's Pridemate. This card can enable a lot of the things you are trying to do, both in the early and late game. Play it for a reason and with a plan, running it out simply because #YOLO is a waste and will lose you game.
Solemn Offering: Interaction with decks that strongly utilize artifacts or enchantments while gaining four (wow, much amaze) life. For some silly times, you can blow up your own Pacifism to give your opponent back a creature worse than a 4/4 angel token (Angelic Accord is necessary for this to work). Not every deck plays relevant artifacts and/or enchantments so it is likely you only play one as a failsafe.
"Look to my coming on the first light of the fifth day, at dawn look to the east."
Make a big, wide army of tokens and overwhelm your opponent.
Raise the Alarm: Classic token generator. Play this end of opponent's turn to be able to attack next turn. Flash block 2/2 for value. There are just so many uses for this card.
Honor of the Pure: Anthem effect that gets better in multiples and hits all of your creatures (duh). You gain more power the wider your army is.
"THIS IS MY BOOMSTICK!"
Loxodon Warhammer: Probably just a one of. But what if any creature in your deck could make an angel token with Angelic Accord and this? Or flip a Lone Rider Flip or put a counter on Ajani's Pridemate?
Crested Sunmare : Paired up with two or three Pristine Talisman and you can build an army of indestructible horses. For maximum efficiency, tap the talismans on your opponent's turn and attack with the 5/5s on your turn.
Heliod's Pilgrim: Two and a white to find your Angelic Destiny. Or Pacifism. Or Shielded by Faith. Or Pentarch Ward. Or Soul Tithe. Or Prison Term. This type of tutoring effect allows you to become a toolbox of answers and threats. Play two to help with consistently finding your finisher or answer.
Path of Bravery: Gaining life for attack with creatures and buffing said creatures when you've gained enough life. Seems sweet. If you have neither life nor an army, however, this card doesn't actual nothing. Play with no more than two.
"Let me explain...no, there is too much. Let me sum up."
Pick a core group of seven (28 total) cards. With your remaining slots pick some combinations of the other listed cards and then playtest. With any luck and through many games, you will find what works and doesn't and will make adjustments as you see fit. The cards I've listed are by no means the end all be all of what is out there, but I feel they are a nice jumping off point and a good discussion on deck building principles and techniques. This site also lets you playtest your deck so you can see how your draws look and play out a couple hands to see what you are capable of doing with the cards you've chosen.
1 month ago
As far as synergy goes, first establish what the main game plan is.
So let's decide for example that the main game plan is to use the synergy of the vampire tribe with gaining and draining life.
Now what is the main point of gaining all that life? life gain doesn't win games on it's own but it does allow us to attack very freely and simply take the damage from incoming attacks in most cases, so it's a strategy for winning the damage race.
So the main focus apart from the life gain should be to build a fast wide board that can capitalize quickly on the life gain.
One of the best vampires in modern happens to be a very aggressive recursive 2-drop, namely Bloodghast. That card seems to fit the deck a lot better than defensive creatures like the gearhulk.
Path of Bravery that you thought about combos very well with Sanguine Bond and with a wide board state. Both of these cards are stackable with themselves, which means that they only get better if there are multiple copies in play. Therefore I suggest either run a full playset of Path of Bravery and 2 Sanguine Bond rather than using enchantment tutors which IMO are too slow for this style of aggressive deck. This is true of most anthem effects (cards that buff all your creatures) and they should normally either be run as full playsets or not at all.
Asylum Visitor is another good vampire that offers late game card advantage.
Blood Baron of Vizkopa is a powerhouse as well.
As for other removal spells I would simply remove them all and put 2 Fatal Push and 2 Path to Exile in. You can sideboard more specific answers.
1 month ago
2 months ago
Thanks, I was considering Vona for a while but I'm not too sure about adding more legendaries, I still reckon I need to sort out the lower CMC cards first. Path of Bravery would only serve to give +1/+1; I don't attack much unless I'm successfully controlling the board presence.