|Commander / EDH||Legal|
Printings View all
|Hour of Devastation (HOU)||Uncommon|
Combos Browse all
Enchantment — Aura
Enchant creature you control
When Saving Grace enters the battlefield, all damage that would be dealt this turn to you and permanents you control is dealt to enchanted creature instead.
Enchanted creature gets +0/+3.
Price & Acquistion Set Price Alerts
Saving Grace Discussion
1 week ago
defamagraphy1 is correct. You give Raptor Hatchling indestructible, but not the tokens it makes, regardless of the spell used. Forerunner of the Empire does the damage to each creature. That's the important part. For argument sake, you cast Heroic Intervention (or play Sheltering Light on both the Raptor Hatchling and Forerunner of the Empire) in response to the damage trigger on the stack. Great, the tokens aren't protected so they each take a damage as they ETB. When you make your third 3/3, the first one dies from damage. The most you can get is 2 tokens.
Polyraptor works much better as you can make about plenty of tokens before the math gets weird. Quick math (assuming Forerunner of the Empire and Polyraptor are indestructible thanks to Heroic Intervention): 1 dino turns into 2, into 4, 8, 16, 32-1=31 (at this point, the first destructible one dies). Honestly, once you get to 31 you should have more than enough to finish your opponent right then (assuming you have Regisaur Alpha on the field). Of course, then you have to think about "Do they have Settle the Wreckage ? If I can't attack this turn, do they have a boardwipe?"
Your method with Saving Grace requires a lot more to fall into place, which increases the chances of simply not working.
1 week ago
There are 2 options to prevent damage on the tokens that you produce. I try to start with Heroic Intervention protecting the Forerunner, then either play Saving Grace on your Forerunner, or wait until you have Bellowing Aegisaur on the field. Then go infinite with tokens. I do, however like the idea of producing infinite tokens that might die due to damage and winning with the effect of Frilled Deathspitter
1 week ago
Yes to turn 4 infinite damage. My bad - turn 4 Raptor Hatchling will not go infinite as 3/3 dino tokens will not be protected by Heroic Intervention (they enter the field after it's effect resolves) and you will be limited to 3, 3/3 dinosaur tokens. You could overcome this by having a Bellowing Aegisaur on the field, or using Saving Grace to divert damage to your Forerunner of the Empire. Having 3 colors rather complicates the deck, and you might need more mana-fixing.
1 week ago
Yea, I also totally missed the fact that your 3/3 dinosaur tokens will also take damage. The combos that go infinite early in the game are limited to Frilled Deathspitter and Heroic Intervention, or Ranging Raptors and Heroic Intervention, or Sheltering Light plus Saving Grace plus Raptor Hatchling (all with Forerunner of the Empire on the field)
Another combo that will work is Sheltering Light or Heroic Intervention on Bellowing Aegisaur, then, with Forerunner of the Empire on the field, go infinite with any enrage effect. Time for a major revision of my Raptor Forerunner deck.
1 week ago
Verac and HorridBEAST, you are missing the whole point of the deck, the combination of Sheltering Light and Saving Grace or Heroic Intervention played before you summon Raptor Hatchling (when you have Forerunner of the Empire on the field) gives you infinite 3/3 dinosaurs with trample. With Frilled Deathspitter instead of Raptor Hatchling inflict infinite damage. With Polyraptor in the mix, summon an infinite number of Polyraptors.
Yes Commune with Dinosaurs will help a lot, but you need to maintain a good chance of pulling off an infinite combo. I would tend to drop 2 Otepec Huntmaster for Ranging Raptors and 2 Raptor Hatchling for Frilled Deathspitter. Forerunner of the Empire can search for the dinosaur that you want to play next.
In Raptor Forerunner, I stuck to Green and Red and added in more mana-fixing mana-dorks.
Variux on White rush
1 month ago
Double the amount of creatures you put out. :) The 1/1's add up and can chump block nicely. The Shefet Dunes you have in your list turns them into 2/2's and then your opponent is really in trouble.
I have a budget Monument deck if you'd like to check it out. You already have the Angel of Invention's so it'll be quite easy for you to build the fully upgraded version. I've gone 4-0 at FMN three weeks in a row. I've also decided to try adding in Saving Grace in the sideboard as a way to protect against board wipes, because it directs all the damage to that single creature.
3 months ago
I have been working on a sideboard plan but nothing concrete yet. Maybe something like 4x Bloodcrazed Paladin 3x Vraska's Contempt 3x Saving Grace 3x Doomfall 2x Crook of Condemnation. This is a super rough idea however, just ways to deal with board wipes and graveyard hate
3 months ago
Kittys, rex idea is not bad, you could remove the yahenni and throw 2 Arcane AdaptationThe sheffet dunes are not great here, you could remove them and 1 swamp and run 1 island, and 4 evolving wilds instead, this way if you get the island you can fix with your evolving and viceversa...
Another thing to complete the deck is 2 Saving Grace on the sideboard, because this deck calls upon the HOU... that card can be used to save your whole crew because you use it in a 5/5 horse and all board dmg goes to him...
on to the mirror that would be your desition...