( can be paid with either or .)
Other permanents you control have hexproof. (They can't be the target of spells or abilities your opponents control.)
|Want (3)||Undine , jpv , BladeWing517|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Rare|
|Ravnica: City of Guilds (RAV)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Privileged Position occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
GW (Selesnya): 0.81%
GWU (Bant): 0.55%
Privileged Position Discussion
2 weeks ago
Such a great commander! When it was first announced I immediately started building the deck, it is so fun to play. The drawback is that the deck is very commander-dependent.
You absolutely need to add High Alert as a redundancy, it is much better than Assault Formation, although you could keep both and lose something with less value like The Birth of Meletis. Then lose your least-favourite wall and add Chulane, Teller of Tales, which will add draw and land drops.
You will need to protect you board; I see you have a few cards in that price range, so I would highly recommend Privileged Position. You may also want to have Diplomatic Immunity to protect Arcades or Chulane.
I hope some of these suggestions are helpful; if looking for inspiration you can consult We Don't Need No Education.
2 weeks ago
Love me some Angus.
I am not a big fan of Fog Patch. It doesn't stop creatures with Trample, which is a pretty big deal. I also think you can do way better than Fog and Holy Day in Commander.
Cancel is a bit bland as well. There are tons of better counterpells. I would play Forbid, but pretty much anything else will work as well.
Elephant Grass is a super powerful card for you. Extra points for comboing with Hannah, Ship's Navigator.
You aren't running too many essential creatures to your game plan, aside from card draw and ramp. Asceticism seems a bit out of place. Why not play Privileged Position? This will protect all your permanents at the expense of not being able to regenerate creatures for 2 mana.
You can do a lot better than Guard Gomazoa. In fact, I think it would be a good idea to add a few more lands to your deck and this seems like an appropriate cut.
O-Ring or Banishing Light could be replaced by Detention Sphere. It's only slightly better because it can deal with boards full of tokens.
3 weeks ago
GucciJesus - This deck seems like a good start but it does have a few glaring weaknesses. From what I can tell you only have 9 instances of ramp with a fairly high average CMC, Two enchantress cards not including your general and no clear game plan. Tuvasa is a fairly versatile commander with strong theming that draws her to have you jam every enchantment into a deck and roll with it. This will work in most low power metagames and feel strong as you will likely have few opponents with decks built to handle enchantments and the extra draw every turn will put you ahead in most cases. However, the lake of a true plan to win the game will, feel like a slog when you get to the last few moments of the game, where you just keep casting Tuvasa hoping she will stick so you can 21 someone, only to have her removed before combat.
This is where a focused game plan can help breath new life into your deck. Typically Tuvasa has two clear options: Pillow Fort Enchantress or Voltron Enchantress.
Enchantress Decks typically try to turbo out a bunch of cheap enchantments to eventually win with overwhelming card and some win-con.
The pillow fort variety will usually puts up a wall of enchantments (Sphere of Safety, Propaganda, Elephant Grass) to prevent your opponents from hurting you while you play cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience) with various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) to draw to a win-con (Opalescence, Starfield of Nyx)
Voltron attempts to win with a large Tuvasa, which appears to be the route that the Precon was built for. The issue is it seems you have no true protection from your commander. But Tuvasa is unique to other enchantment based voltron commanders in that she gets big with regular enchantments rather than aura's. Cards like Asceticism, Privileged Position can protect her, and cards like Levitation can help her get in for damage. The cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience), various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) still apply here.
Finally the ramp situation, if you are in a metagame that has limited mass enchantment removal (most) and shy's away from land destruction, then you should look to land aura's that ramp like Utopia Sprawl, give you extra land drops like Exploration or are just powerful like Carpet of Flowers. A good ration is around 10 to 12 ramp spells.
One final note while Sol Ring is a powerful card in most situations, it isn't necessarily better than the previously mentioned ramp spells, as they accelerate your game plan (buffing Tuvasa, draw you more cards) and can ramp you into Tuvasa, 3 things Sol Ring is not good for. I usually drop it from most of my decks where the commander doesn't have any colorless mana in their cost as its usually a dead draw in my opening hand and causes political problems.
3 weeks ago
@king-saproling: Okay. Here's the situation thus far. I only need 7 Cards to be cut for the Magic Numeric that is 99 + 1. However, the Cards Below are some important pieces that can do a lot more than you think:
Before going over the list of Insane Mentality, I've some Questions needing Answers:
After some thought, I wanted to put back in the Stax/Pillowfort cards in question. Which ones?
Here are some Combos that might question several Status Quos, but are awesome IMO:
Teferi, Time Raveler + Wishclaw Talisman : Infinite Tutors w/o ever giving your opponent the Claws is very good in the Synergy Field.
Lethal Vapors + Tainted AEther : Instant Lock; but I ponder about if it is worth putting in; looks epic though...
Aminatou, the Fateshifter + Doubling Season + Ral Zarek (& other Ral Zarek Combos.): There is a good reason ol' Ral is a key player here; he can Tap, & Untap any Permanent in the same Loyalty Ability; which really helps Nahiri, the Harbinger when needing to Exile whatever in a pinch. Also, His Ultimate will not only Flip for some Heads, but also increase Aminatou's -1 Stock in some way or another. Even w/o Cloudstone Curio to bounce either Walker, you might have a good chance of winning w/o Expropriate level Game Enders.
Any of them good? There are others, but I just wanted some thought from you. Would you want to put any of this back in? I understand some are either Meh, Mana Cost Hungry, or just too expensive to cast, but w/ 7 cards left to chop, & the above including some great ideas to add upon:
Sorin Markov (?)
I'm fully aware you gave these cards the "VETO", but even here, I believe they have a good place in this deck. I think I already said enough. That said, if you want all of them in; that's a 13 card cut in some way; 12 as ol Ral #1 will be in anyway for high versatility.
So, 12 Max to cut, but 8 at least reaches 99 + 1. I'll try & find a deck of yours I could help with a Suggestion or 2, but I'd rather wait until IKORIA Spoilers Shape Up.
...i seriously owe you at least that...
3 weeks ago
3 weeks ago
Sigarda is also an amazing commander, and I'd definitely play her over Shalai in an Angel Tribal. But Shalai does more to protect the board, and that's the card my wife chose so I'm rather stuck with it.
3 weeks ago
I do like this deck, but how important is it that Shalai be the general? For one more mana, I would recommend that Sigarda, Host of Herons be your general, since her abilities make her very difficult to remove once she is on the battlefield, unless this deck is designed to have Shalai as the general.
Also, I strongly recommend having Privileged Position in any deck that allows it, since that card is amazing.
4 weeks ago
Starfield of Nyx and Replenish seem good in this deck, also Enchanted Evening combos with Opalescence to destroy all your opponents lands, or with Privileged Position or Sterling Grove to set up a pillow fort.