Ready / Willing

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Dragon's Maze (DGM) Rare

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Related Questions

Ready / Willing

Instant

Ready - Creatures you control are indestructible this turn. Untap each creature you control.

Willing - Creatures you control gain deathtouch and lifelink until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)

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Ready / Willing Discussion

DubiousDanish on (B/W) Warrior Galore

2 months ago

First things first, in my opinion, Den Protector. Consider it. Make a Stand is an interesting card for a warrior build. Ready / Willing is worth a look, though I'm not sure how intensive it is for your build. Winds of Qal Sisma would be a great defensive option especially when you can trigger "Ferocious".

With dipping into a three color build ANY card with a requirement for multiple of one specific color becomes a hazard. Cards like Bile Blight, Arashin Foremost, and Always Watching will be dead cards (stuck in your hand) if your land base is not tuned specifically to cast them on curve. So those may need reevaluation moving forward.

I'll check back in a couple of days to see how I can help with your tuning.

Lynnis on Doran likes big butts and cant lie

2 months ago

Ready / Willing and Krosan Verge are decent possibilities.

Awoken_Leviathan on

3 months ago

If this is token focused it would be beneficial to put in a token spamming planeswalker or two for constant token play (I recommend at least one is Freyalise for the extra mana ramp at the same time).

Since you also have a lot of land ramp I can whole heartedly endorse Hydra Broodmaster as well as Hooded Hydra.

A Doubling Season is a more expensive version of Anointed Procession but will also trigger for your handful of +1/1's and Beastmaster Ascension as well.

Prossh, Skyraider of Kher Is good for a lot of really small tokens but they can be buffed up by Intangible Virtue or Mirari's Wake

Lastly, I know they only have populate 1 but Rootborn Defenses and Druid's Deliverance have really saved my hide on several occasions, especially when paired with Ready / Willing or Dramatic Reversal.

JaysomeDecks on Black/White Commander

6 months ago

Two things about commander:First, you can't use any cards with color identities not in your commander's color identity. The only card of issue here is Ready / Willing. Even if you're not casting the first half, the in its cost means it's color identity contains green, and thus it cannot be played in the deck.

Second, a commander technically has to be a Legendary Creature. Only 5 planeswalkers were printed with the ability to be used as commanders, and they each have a special rule printed on them allowing them to do so. That said, if the people you play with are fine with you using him, then by all means do. Just know it's a special allowance and not technically within the rules.

LordNazahn on Rules Change for Amonkhet

7 months ago

So I got a simple Question: How do splits work with Cascade?

I get they now have a combined total, but let's say i use Maelstrom Wanderer to cascade into..lets just say hit Ready / Willing can you cast both halves or just one?

golffore297 on Rules Change for Amonkhet

7 months ago

Bad news for everyone who's been having fun with the Fuse mechanic lately, WoTC is changing the way that all Split cards work at the release of Amonkhet. When the set releases, the CMC of split cards in all zones but the stack will be the combination of both halves. ie the CMC of Ready / Willing is 6.

This means no more casting Beck / Call off Brain in a Jar on two, or Breaking / Entering from Kari Zev's Expertise. Not even flashing back Boom/Bust with Goblin Dark-Dwellers. I'm pretty upset with the rules change as someone who genuinely enjoyed playing the deck in Modern. While it seems like the change is being made to be made simpler, it is also getting rid of a lot of cool interactions.

lagotripha on The Barber

8 months ago

So, modern. For casual play modern is pretty much anything goes, but when playing competitively the game is decided by turns 3/4. This means that the majority of spells are as low cost as possible, intended to remove your opponents threats Path to Exile Be a threat itself Lingering Souls or help stall that decision until later turns where something larger can defeat your opponent Remand into Supreme Verdict, for example.

There are four common archetypes- aggro (kill your opponent as quicly as possible playing fast efficient creatures and spells like Lightning Bolt or Goblin Guide with just enough protection to make sure they hit your opponent for that final bit of damage, Midrange which aims to trade 1 card for one card in the first few turns to prevent damage then cast efficient mid-cost creatures in the 3/4/5 slots to win the game Siege Rhino/Thoughtseize style, combo where if you can get the peices onto the battlefield with enough to protect them you just abruptly win (usually turns 4/5/6) eg Melira, Sylvok Outcast/Kitchen Finksetc, and control which is almost all spells to screw over your opponent with a couple of cards that eventually deal enough damage to win, Supreme Verdict/Celestial Colonnade.

I've listed the kind of cards that are the most archetypal examples, but the variation within these strategies permits for an astounding variety of viable decks at every price and in every colour. Certainly most won't win major tournaments, but they can win your local FNM.

This deck is kinda split down the middle in terms of what it wants to be, running high cost combo or control threats like Foundry Champion or Eldrazi Devastator Warstorm Surge and Assemble the Legion, aggro tools like Boros Swiftblade and midrange tools like Gideon's Avenger.

I'd reccomend making this a creature based control deck based around cards like Nearheath Pilgrim, Boros Reckoner, Spitemare, Lightning Bolt, Flame Slash/Roast instead of shock and some bigger spells, aiming to stall the game with infinite life to resolve an Assemble the Legion or Foundry Champion (which oddly can dodge a lot of removal at the moment if you have mana. Weird). The rest of the deck should be dedicated to resisting your opponent 1-shotting you and removing growing threats. Condemn or Oust is cheap, and if you aren't planning on killing your opponent quickly the drawback is minimal (and screws over Death's Shadow). Legion's Initiative provides some combo protection, and should be retained, but Gleam of Battle and Brave the Sands can be replaced with tools to help . Ready / Willing, Ephemeral Shields, Ajani's Presence and Valorous Stance are all good options to enable the combo. With your sideboard it looks like you're trying to transform into aggro, if so look at threats like Keldon Marauders, Monastery Swiftspear, Skullcrack etc. You'll still want a Shattering Spree or similar artifact/enchantment removal in your sideboard for people playing Ensnaring Bridge, affinity (Batterskull decks) and if you're unlucky hexproof with Worship.

All told, good luck, happy testing and have fun.

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