|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Rare|
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Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As Radiant Destiny enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
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Radiant Destiny Discussion
1 day ago
Hey SSK :) Interesting new brew, really like the name, but why legendary Knights as the focus? I'll start off by saying that budget mono-white or Orzhov tribal Knights with Valiant Knight, Radiant Destiny, Aryel and Marshal is a more synergistic consistent approach that you'll have better results with.
Especially for a budget deck because Grace and Malice are some of the best budget cards in Standard and for post rotation. Play more cards that can pump them or make them even better. Tribal Knights is also very upgradeable, slowly acquiring History of Benalias and Ajani, Adversary of Tyrantss can strengthen Knights.
Primevals' Glorious Rebirth and Urza's Ruinous Blast are very powerful cards that haven't yet been explored. Currently there's just better options at the same CMC such as God-Pharaoh's Gift and Fumigate, but post rotation these cards are gone. Rebirth's card art is of the Elder Dragons which is fitting because they're the cards as well as Planeswalkers that I would play if I was to build around Rebirth. Rebirth is a card you want to build around because for seven mana you really want to get a lot of value when you cast it. To get value however you want set-up, to fill your graveyard up with legendaries. A self mill plan and some ramp is how to do this, but this strategy is the complete opposite direction then Knights.
I'm happy to help you build a deck strategy around Rebirth, but the strategy most likely won't include Knights. Instead bigger stuff Dragons, Demons, Planeswalkers with Thran Temporal Gateway, The Eldest Reborn, ramp, etc.
Blast is a creative addition with Knights, put only because of Aryel who can survive Blast and then be used to rebuild a Knight army. I could see planning a strategy around these two cards. The problem with Blast is it can only be cast if you control a legendary creature or Planeswalker. You're going to rely heavily on Aryel if playing Blast. Another problem, and it's a big one is Blast exiles all other Knights on the battlefield, it wrecks a Knight army. This is not good and conflicts with a reanimation plan of Grace and Malice which is a strong plan to use with Knights.
Dauntless and her ability to save a Knight by sacing herself is a good interaction for Knights, but can't do this interaction to save a Knight from Blast. Blast is the type of card that's not good with tribal creature strategies because too many creature are nonlegendary. Blast is a control card, control the game until you can stick a legendary Planeswalker and then Blast.
Changes to consider: add more Aryel, add more Grace, add more Malice, add Valiant. Other than more Aryel cut back on the legendary plan in favor of more Knights and tribal synergy.
Consider this creature base:
- 4x Dauntless
- 4x Grace
- 4x Malice
- 3x Marshal
- 2x Danitha
- 4x Aryel
- 2x Valiant
- 2x Arvad
Consider this other spells base:
Good luck with your deck.
4 days ago
Knight of the White Orchid is in the maybeboard only until I can get some copies, then was planning to mainboard it as you suggest.
Knight of Meadowgrain looks good, didn't know about that card, definitely one to shop for.
Honor of the Pure looks OK (and cheap to cast) but Always Watching and Radiant Destiny were intended more for the vigilance than the +1/+1 (though both is nice). I only have 1 copy of Always Watching , hence the inclusion of Radiant Destiny - I am thinking maybe get a second Always Watching and drop Radiant Destiny completely.
5 days ago
I can't believe I'm saying this, but I think it has too much ramp. I count 10 mana rocks, 7 Cultivate effects, 1 mana doubler, 5 things that reduce the cost of creatures/dragons, a Savage Ventmaw, and a Sarkhan. That's A LOT. I think having five cost reducers might be overkill as having more than one on the field doesn't often give you full value.
Instead, (I know you said the land base was unfinished, so potentially ignore this part) I would go to something like 37 lands and slightly fewer ramp effects. I particularly don't love the creature-based reduction like Dragonlord's Servant and Dragonspeaker Shaman because those are so easily killed. I'd also remove Pillar of Origins because there's a lot more non-Dragon spells in the deck than Dragon spells. Commander's Sphere would be a good replacement.
5 days ago
1 week ago
1 week ago
Ryjo, thanks for help me! I thought of using Famished Paladin's as a defender's and to wait for Radiant Destiny to appear with Ascend, then he will receive vigilance. Life gain will help me Call to the Feast's and Queen's Commission's there are a full set, this is 20 tokens White Vampire 1/1, but for the test, I'll try to take Bishop's Soldier's and Child of Night's.
I'm added a sideboard, buy a card and start testing.
Thank you very much Ryjo
1 week ago
Radiant Destiny wouldn't work in this deck because we're not tribal. No more than half our creatures share subtypes so you'd need to rebuild into basically a completely different deck to fit Destiny in.
As for MTG Arena play, that's tough. Without being able to sideboard, it's hard to adjust on the fly like that. You could run Charge as additional tech against Chainwhirler, or you could try Adamant Will or even Sheltering Light to protect your Benalish Marshal (Adamant Will is more versatile as it lets your 2-power creatures punch down Gifted Aetherborns but Sheltering Light is cheaper). You could also try maindecking Thopter Arrest for additional removal. You're facing down a very particular meta so the key is to test things out until you find what works best against it. Good luck!
1 week ago
Did anyone test Radiant Destiny? Pumping our weenies in turn 3 seems to be a must have and and enchantments are much more save to removal these days.