Pearl Medallion

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare
Tempest (TMP) Rare

Combos Browse all

Pearl Medallion

Artifact

White spells you play cost (1) less to play.

Pearl Medallion Discussion

kimmokissa on Mono-White Angels

1 month ago

I would start out with cutting a lot of those enchantments like, Crusade , Honor of the Pure , Divine Sacrament and Marked by Honor . Why would you want that many anthem effect on already "huge" bodies?

I dont know your meta, but at least in my playgroup i had the problem with mono w angel tribal that its just too slow, So i had to have more removal to even survive.

Cards that i suggest are (There are way more but these come to mind first): Emeria Shepherd - Just too good recursion, gets more out from your grave than Reya, Pearl Medallion - Helps with ramping, Angelic Arbiter - Makes opponents choose between casting or attacking, Guardian of the Gateless - make this guy indestructible and its a golden blocker against go wide decks, Hour of Revelation - Hits all nonland permanents, and in multiplayer game easy to cast for 3 mana, Return to Dust - One of the best spot removals, Brave the Elements - cheap way to protect your dudes from something nasty, Cleansing Nova - Mass removal that lets you choose mode, yes please, Nykthos, Shrine to Nyx - Just way too good mana for mono colored deck,

multimedia on Avacyn's Self Destruct Plan

1 month ago

Hey, you asked for my help. You asked three specific questions and I'll answer them one at a time. I'm going to give you a lot of options. I don't expect you to add all these card suggestions, they're here for reference. At the end of this comment is a summary of what cards I think you should cut and what cards to add. This is a long comment because I like to use lists to organize my advice making it easier for you to read and understand.


More card draw?

Mono white is the worst for efficient card draw since there aren't a lot of options.

Rocks that you can sac to draw when you no longer need ramp are helpful.

Because there's not a lot of efficient draw options for mono white you want to get value in other ways. Repeatable effects are good; cards you can pay mana into getting value in return or pay no mana to get value. Other tutors are also good.

Ascension is one of my favorite powerful cards in Commander because it can get activated fast when you have three opponents. It is the kind of value you want in mono white especially since it creates Angels. Resplendent is one of best Angels for value especially with Lyra, Baneslayer Angel , Archangel of Thune and Skirmisher. Resplendent creates an Angel for no mana cost if you gain 5 life and she can do this even on your opponents turns if you gain 5 life.

Angels are good with lifelink and Dawn gives you a repeatable draw effect when you gain life or pay mana into it to make tokens. Cards such as Soul Warden and Authority of the Consuls are good to repeatedly trigger Dawn. Map can tutor for one of Nykthos, Emeria or Mistveil good support lands and having more ways to get Nykthos can help to play Avacyn faster. Mistveil is famous for it's interaction with Sunforger, but it's also good in mono white when you have shuffle or library manipulation effects. Since it's a Plains it can be tutored for with many different cards.


Making the deck cheaper?

I presume this means reducing the avg. CMC? If you mean the total deck price then that's going to be difficult when playing $30 Avacyn and all the other expensive price Angels and rocks. The avg CMC is currently 4.4 and yes that's too high. Ways to reduce it are make high CMC Angels and board wipes the priority and cut the other high CMC cards.

Some Angel exceptions are Akroma, Reya and Platinum. I don't think Akroma is worth playing especially since she's the same high CMC as Avacyn. Reya is fine, but I think you could cut her because Shepherd, Karmic and Emeria are better reanimation for less mana. Platinum has an okay ability, but I don't think you need it because this effect of you not losing and your opponents not winning is something you want earlier in the game not on a seven drop. It's the early game and mid game where you need to worry about not dying because if you get into the late game that's where Angels thrive.

13 six drops and 6 seven drops, 19 total cards are a problem. Some redundancy is good in Commander, but not with lots of high CMC cards. Out of all these consider keeping these:

  • Angel of Serenity
  • Emeria Shepherd
  • Austere Command
  • Hour of Revelation
  • Planar Cleansing
  • Akroma's Vengeance
  • Caged Sun
  • The Immortal Sun

Keeping 8 of the 19 and cutting the others will reduce the avg. CMC. One difficult aspect of your deck is how many board wipes is too much? They include a lot of high CMC card redundancy. The four and six drop board wipes are better than the five drops with one exception being Worldslayer. Better to use the five drop spots for Angels.

With these cuts your board wipe package could be Wrath, Judgment, Reckoning, Disk, Austere, Revelation, Cleansing, Vengeance and Worldslayer which is a lot. There's also Armageddon which is very nasty effect with Avacyn and all the mana rocks. If I was looking to reduce the avg. CMC even further I would cut Austere, Vengeance, Reckoning and Judgment. Wrath, Disk, Armageddon, Revelation, Cleansing and Worldslayer are overall the best board wipes options with Avacyn.

Other cards to consider cutting are:

  • Defy Death
  • Fumigate
  • Rout
  • Magus of the Disk
  • Martial Coup
  • Burnished Hart

I'm not a fan of Hart. I think there's plenty of much better lower mana cost/faster ramp to choose from in Commander.


Getting Avacyn out sooner?

More zero, two and three drops that make ramp are helpful because they give you something to play in early game to setup for the mid and late game where Angels are better. Tithe is an upgrade for Gift of Estates , but playing both would also be fine. Another option is to delay your opponents which in return gives you more time to get into the late game.


In summary, changes to consider making are cut lots of high CMC cards. Cuts to consider:

  • Akroma's Vengeance
  • Beacon of Immortality
  • Catastrophe
  • Celestial Mantle
  • Mindslaver
  • Phyrexian Rebirth
  • Staff of Nin
  • Sublime Exhalation
  • Approach of the Second Sun
  • Elesh Norn, Grand Cenobite
  • Akroma, Angel of Wrath
  • Reya Dawnbringer
  • Platinum Angel
  • Defy Death
  • Rout
  • Fumigate
  • Magus of the Disk
  • Martial Coup
  • Pariah
  • Burnished Hart

Cards to consider adding (in order of importance):

Good luck with your deck.

DespairFaction on adv

2 months ago

Hey its PJ from Commander Replay. I took a look at the deck. I don't usually look at things this early in development but heres some stuff you might be interested in. Id probably add in just a bit more cost reduction, cards like Pearl Medallion , or Herald's Horn . Card draw is also super important for a deck like this, i would look at some options that can draw you multiple cards. Maybe some cards Kindred Discovery , Recurring Insight or perhaps some power based card draw like Soul's Majesty , Rishkar's Expertise . Id probably cut the number of creatures to somewhere around 28-30. You will also want some removal or form of interaction Rapid Hybridization , Pongify , Reality Shift , or Cyclonic Rift , maybe even an Evacuation if you wanted to try and retrigger altar of the brood... not sure about that interaction though. Also a Fabricate or Whir of Invention might be good to find thrumming stone. Anyway theres a few suggestions to get you going. Best of luck

-PJ

Kerakis on Feather's Spell Recycling Service

2 months ago

After playing last night, I get the feeling that the deck is being pulled into too many different directions. My advice is to lean into the cantrip effects while protecting Feather and the other creatures, and try to win through combat as soon as possible. I think that the token subtheme is solid, but I'd chuck the redirect shenanigans. It would make for a good laugh when/if it finally goes off, but the combo is too fragile, too expensive, and takes up way too many card slots.

My suggestions (in no particular order):

In: 25

Maybe:

  • Purphoros, God of the Forge - On the fence with this one, but I think you have enough token generation to warrant him.
  • Twinflame - Multiple Heroic trigger and synergizes well with Purphoros
  • Spawning Breath - Puke up tokens for ramp/Purph triggers. Bonus points if you proc Heroic.
  • Assemble the Legion - Another iffy card that I'd probably only run with the Purph package. It pretty much has to be answered or it will get out of control, but it takes time.
  • Skullclamp - Plenty of tokens to draw cards off of. May already have enough card draw, if there is such a thing. Test to find out.
  • Bathe in Light - Protection for likely many of your creatures, but no card draw, and it doesn't protect against board wipes.
  • Grand Abolisher - We aren't a particularly counter-heavy meta, but I think this might warrant an include to protect from getting hit with a 2-for-1 destroy spell in response to your targeting your creature with a spell. This deck will be reliant on swinging hard every turn.
  • Duergar Hedge-Mage - We have a pretty enchantment/artifact heavy meta, but if you are fast enough, it may not matter.
  • Runaway Steam-Kin - Useful for storing up some red mana for those X spells, but there aren't many in the deck currently.
  • Vandalblast - cough Meta cough
  • Soul's Fire - Good way to finish someone off, if you can't get through easily. Might not be necessary.
  • Emerge Unscathed - Protection. The free cast is nice, but lacks the card draw.
  • Sentinel Tower - Iffy on this one, but I think you'll cast enough spells to make this valuable.
  • Graceful Reprieve - ETB triggers/"Protection". Definitely better than Gift of Immortality in this deck, but you should be able to keep your creatures alive without needing this.
  • Teferi's Protection - Dodging boardwipes is useful, but this may be unnecessary. No way of abusing Feather's ability here.
  • Gilded Lotus - Colored mana rock, but with such a low average CMC, this may not be necessary relative to the cost.
  • Fell the Mighty - Board wipe that will let you keep at least something of yours. Test to see if it is necessary. You may be able to outpace opponents without it.
  • Austere Command - Value city. Likely to be used to wipe other threats while keeping your own. Test to see if it is necessary. You may be able to outpace opponents without it.
  • Chandra's Ignition - paired with one of the spells that give protection or indestructible, and targeting a heavy hitter, you can wipe everyone else's creatures and keep your own. Might be too heavy-handed, but probably worth testing.
  • Bandage - Card draw/possible protection. The protection seems a bit weak, so I'd only add it, if you feel that you're stalling out on card draw.
  • Heal - Card draw/possible protection The protection seems a bit weak, so I'd only add it, if you feel that you're stalling out on card draw.

Out: 25

  • Crowd's Favor - Not sure that it does enough to warrant a card slot, especially without drawing you a card.
  • Galvanic Blast - Part of the cut redirect package. Little use outside of said package.
  • Liberate - Currently, the only ETB effects in the deck are Captain of the Watch and Stuffy Doll 's choose a player clause, both of which I would recommend cutting. It would synergize with the Purph package, but even still I'm not sure it warrants a spot, given all the protection you already have.
  • Lightning Bolt - Part of the cut redirect package. Little use outside of said package.
  • Lightning Strike - Part of the cut redirect package. Little use outside of said package.
  • Magnetic Theft - There are currently only two equipments in the deck, and you're unlikely to face too many equipments in our meta, since your decks make up most of the equipment in said meta.
  • Shock - Part of the cut redirect package. Little use outside of said package.
  • Authority of the Consuls - The small amount of lifegain is unlikely to be needed. The hatebear effect is too easy to play around.
  • Gift of Immortality - This card doesn't synergize with much of anything. You're better off running protection spells that Feather can return to your hand.
  • Guilty Conscience - Part of the cut redirect package. Little use outside of said package.
  • Indestructibility - With as many instants that give a creature indestructible, this card seems unnecessary and only serves to slow the deck down.
  • Pariah - Part of the cut redirect package. Little use outside of said package.
  • Shielded by Faith - With as many instants that give a creature indestructible, this card seems unnecessary and only serves to slow the deck down.
  • Boros Reckoner - Part of the cut redirect package. Little use outside of said package.
  • Captain of the Watch - There are only 3 other soldiers in the deck. She might (barely) make the cut, if you had Purphoros, but I'd likely still cut her.
  • Coalhauler Swine - Part of the cut redirect package. Little use outside of said package.
  • Fabled Hero - Basically, just a beater. I'd much rather proc the other Heroic triggers in order to get tokens to protect against forced sacrifice effects.
  • Firesong and Sunspeaker - You have 1 white spell that can trigger this, and that is if you swords your own creature. You have 6 (cut to 2 with these suggestions) red spells that will gain you life. Using Blasphemous Act to gain a bunch of life is neat, but lifegain in Commander is often negligible due to commander damage, and with so few ways of actually triggering this card at all, it definitely doesn't make the cut.
  • Stuffy Doll - Part of the cut redirect package. Little use outside of said package.
  • Truefire Captain - Part of the cut redirect package. Little use outside of said package.
  • Fire Diamond - Not terrible when you get it early, but coming in tapped is going to feel bad when you need the mana that turn.
  • Marble Diamond - Not terrible when you get it early, but coming in tapped is going to feel bad when you need the mana that turn.
  • Pariah's Shield - Part of the cut redirect package. Little use outside of said package.
  • Pearl Medallion - Not enough high CMC white cards to warrant this, especially since it doesn't discount the color cost.
  • Chain Lightning - Part of the cut redirect package. Little use outside of said package.

hellhole3927 on Dragonlord Ojutai Voltron EDH

4 months ago

Forgot to mention: Pearl Medallion and Sapphire Medallion .

BTW, sorry about the first comment being so long and I love the deck.

multimedia on Commander Angel

4 months ago

Hey, lots of good cards here and this is a good start for a deck built around Angels. You say in the description "Uses few artifacts to speedily get additional angels out" consider expanding on this? It's the right strategy to use since Avacyn costs 8 mana :)

Cards to consider adding:

Do you have Scroll Rack ? I see it in the sideboard; if you have it play it main deck, card is very good at helping to draw an Angel every turn and has fantastic interaction with Herald's Horn. I see Extraplanar Lens, this card works much better with Snow-Covered Plains then normal Plains. Snow-Covered reduces the number of opponents who can benefit from Lens. If you imprint a Snow-Covered Plains instead of Plains then only opponents who play Snow-Covered Plains get the mana bonus.


Cards to consider cutting:

  • Always Watching
  • Angelic Chorus
  • Angelic Exaltation
  • Brave the Sands
  • Radiant Destiny
  • True Conviction
  • Dragon Scales
  • Door of Destinies
  • Akroma's Memorial
  • Cryptic Gateway
  • Moonsilver Spear
  • Akroma's Vengeance
  • Sunblast Angel
  • Subjugator Angel
  • Serra's Guardian
  • Seraph of Dawn
  • Resolute Archangel
  • Malach of the Dawn
  • Lightkeeper of Emeria
  • Angel of Invention
  • Angel of Condemnation
  • Shattered Angel
  • Exquisite Archangel

Many of these cards I suggest to cut are anthem effects. I don't think Angels need so many of these effects since they're already powerful flying creatures; they don't benefit enough from so many anthems. Replacing anthems effects with ramp lets you actually play Angels faster which I think is more important than pumping them since you can't pump Angels if you don't have any on the battlefield. Lots of other high mana cost (CMC six plus) Angels have potential to clog your hand, not able to cast them. You already have your powerful eight mana Angel in the Command Zone because of this consider cutting a lot of other high mana cost Angels to help to reduce the avg. CMC of the deck which is currently high at 4.5.

Good luck with your deck.


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Pearl Medallion occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

White: 1.06%