Sentinel of the Eternal Watch

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Sentinel of the Eternal Watch

Creature — Giant Soldier

Vigilance (Attacking doesn't cause this creature to tap.)

At the beginning of combat on each opponent's turn, tap target creature that player controls.

StopShot on Is my custom card legendary …

11 months ago

@legendofa, Hello! Thank you for your comment. I appreciate your feedback a lot!

The creature typing really isn't a big deal to me as I'm describing what the AI artwork generated. (My art input was just water-color fantasy wall/barricade with red hues, and I picked the one that was the most fitting with MTG art-style.) Reach was also picked over flying based off of card art and it didn't seem off with recent red creatures such as Tuktuk Rubblefort, Brimstone Trebuchet and Weaver of Lightning. As for why have reach or flying, Sentinel of the Eternal Watch the inspiration behind this would be able to lockdown a flier per combat if it needed to and so this card would share that similar capacity.

"Protection from you" and +0/+2 are both used as a means to make combat less messy. Being able to block regardless of player you're attacking could be obnoxious if I slap on a pump spell on my wall or if I use protection attachments to deny enemy removal effects and the +0/+2 counterracts what combat damage the commander deals, so the opponent needs not factor it into potential blocking power. It makes the behavior of an omnipresent wall more predictable and less oppressive. Plus, it's beneficial if the attacking creature survives combat as it will be weaker due to wither making it an easier target for the opposing player to get revenge on during that player's next turn and thus giving me another opportunity to block. (Hence why its name implies it manifests spite. You snipe an enemy's creature, your creature gets smaller making it easier to be sniped back.)

I ran into some spacing issues with the second ability, and what I came up with was able to fit, but I didn't know it would turn a triggered ability into something that's half static ability and half triggered. I'll have to fix that before showing it to the group.

Provoke was given to tempt my opponents into attacking each other and sniping one another's creatures while my wall reaps benefits off of their fueds. Say I'm player A and Player B's 4/4 is going to provoke Player C's 3/3 for example as a "free trade." Kind of like a mini Invasion Plans or Master Warcraft. The problem with provoke is it snowballs hard if you have the dominant boardstate of creatures over everyone else. If I give their biggest creature provoke it can beat anything it wants furthering their boardstate advantage, but if I give their weakest creature provoke their weakest creature plus their stronger creatures can turn sideways and the smaller creature would be able to force the enemy's best blocker to block the smaller creature instead of the bigger threats coming their way. Skulk makes it a lot less of a "win-more" effect in a number of ways by (1) stopping the weakest creature from forcing a block from best blocker in times of all-out assault (2) allows under-developed boardstates to snipe small/mid-sized creatures more safely from the over-developed boardstates as skulk prevents big creatures from double blocking with the weaker provoked creature that's forced to block. Besides, the intent was never meant for the chosen creature to provoke my wall, as the chosen creature would also have haste and given my wall has protection from haste, it would be an invalid provoke target. By giving an enemy's creature both haste and provoke I'm making it more favorable for the chosen creature to attack someone else and less favorable for it to attack me if that makes sense.

I do like your version of my card and I will probably tinker around with it if that's alright with you.

StopShot on Is my custom card legendary …

11 months ago

Initial card concept: Create a commander that effectively works like Sentinel of the Eternal Watch in shutting down problem creatures in combat. However, instead of denying the option to attack, the creature's controller is given a risk-and-reward choice if they choose to attack with the chosen creature via while my commander retains its defensive capabilities and deterrence from attacking through if the enemy chooses to attack with their selected creature. Card must be in as it is my desired colors to play with.

Important note: I understand the card has a lot of old and underused keywords. The playgroup doesn't mind that specifically, it just needs to be balanced and not over-powered for the format it is being used in.

Glossary of unfamiliar terms:

  • Wither: Whenever this creature deals damage to another creature, put that many -1/-1 counters on it instead.

  • Lifelink + Wither: Wither doesn't prevent its damage from being dealt - it modifies how the damage is being dealt. Lifelink still gains life off of this modified form of damage. (TL;DR lifelink still works normally with wither.)

  • Protection from creatures with haste: Damage dealt to this creature by creatures with haste is fully prevented. This creature can not be targeted by the abilities of creatures with haste. This effect only applies for creatures that have haste.

  • Protection from you: This creature's controller can not target this creature. This creature's controller can not enchant/equip this creature. This creature's controller can not damage this creature with sources they control. Enemies of this creature's controller can still target, enchant and damage this creature as though it didn't have this ability. (TL;DR - I can not buff/protect my own commander - this is an intended downside that doesn't affect my opponents.)

  • Provoke: Whenever this creature attacks, you may target a creature defending player controls. The targeted creature untaps and must block the creature that "provoked" it if able.

  • Skulk: This creature can only be blocked by creatures with power equal to or less than this creature's power.

  • Provoke + Skulk: If a creature "provokes" a creature that is unable to block it, the provoked creature will untap, but will not be able to block the provoking creature. If the "provoked" creature is unable to block the creature provoking it, then it is allowed to block other creatures instead. (TL;DR, provoking creatures that can't block your creature does effectively nothing.)

  • "Can block creatures with haste as though they are attacking you:" If a creature with haste attacks one of my opponents, I can choose to have my commander block that creature. If I control a creature with haste and I have it attack one of my opponents, I can choose to block my own creature with my commander.

Optimator on Giant's Deck

3 years ago

Some more giants that are worth considering:

Kalemne, Disciple of Iroas - Kalemne is bae, but I'm biased.

Realm-Cloaked Giant - this card is mandatory.

Hundred-Handed One

Quarry Colossus - this one is passable.

Grasping Giant - I love this one--just put it in my Giant deck

Oathsworn Giant - Good utility if you are wanting to swing out every turn

Swathcutter Giant - I actually kinda like this one a lot.

Sentinel of the Eternal Watch -

Taurean Mauler - one of the best giants, sadly

Bonecrusher Giant - pretend you're terrorizing Standard!

Arbiter of Knollridge - gimmicky but fun.

Boldwyr Intimidator - I have one in my Warrior deck. Very funny card. Not exactly a powerhouse at 7CMC but the unblockable aspect could win a game here and there.

Siegebreaker Giant - Pretty good for 5 mana IMO

Non-Boros Giants Show

One thing that's tricky with Giants is that they are traditionally commons and uncommons; usually rare large red creatures are Dragons. As such, many giants are pretty low-impact or poor deals for their mana (think of the classic Hill Giant). There are enough good ones to fill out a deck, though, but you gotta hunt for them.

lilgiantrobot on Oh by the Way, That's 2 More Damage

6 years ago

Maybe swap Sentinel of the Eternal Watch for Citadel Siege? Its cheaper, harder to remove, and has the Khans mode if you have no reason to tap things (I don't think I've ever picked Khans...), but it can't attack or block obviously.

It may also help you to add a bit more ramp like Orzhov Signet and Fellwar Stone. Anything to get your commander online faster is good.

Adderbane on Sex-Proof Selesnyabians

6 years ago

I'm not sure you really need hexproof creatures other than Sigarda. She's nearly impossible to remove once you give her Indestructible, and the point of this sort of deck is to stack up one creature to scary proportions; and since this is commander you'll always have her. I'd suggest more creatures with good blocking capability like Sentinel of the Eternal Watch, Silent Arbiter, or Nyx-Fleece Ram, or utility creatures like Auramancer and Heliod's Pilgrim. I'd also recommend Sigarda's Aid so you can flash out auras as needed.

A few good enchantments you're missing out on: Battle Mastery, Ghostblade Eidolon, Abzan Runemark, and Shield of the Oversoul are all very powerful buffs. Flickerform makes Sigarda almost invincible (it takes coordinated opponents to take her down). Some tutors would be useful Open the Armory and Three Dreams are fantastic.

Don't overlook equipment in this sort of deck, you have a lot of enchantment synergy, but there's some fantastic equipment out there Darksteel Plate, Hero's Blade, and Sword of Vengeance to name a few.

I've found Tragic Arrogance and Cataclysm to be very powerful board wipes in this sort of deck.

My List is here if you want to see more.https://tappedout.net/mtg-decks/sigarda-angel-with-a-shotgun/

Oloro_Magic on

6 years ago

Ashen Rider, Butcher of Malakir, and Sentinel of the Eternal Watch for the creatures. Cruel Reality and Dictate of Erebos for the land as 20 isn't enough.

Grind on

7 years ago

saw your deck on the commander thread, more comments here!
if you want to add some control to the deck, i like cards that tap creatures. Citadel Siege - dragons mode and Sentinel of the Eternal Watch are good multiplayer tappers.

i played a Spectral Grasp in multiplayer draft and it was fun because then they just attacked my opponents with it - Prison Term is similar but more versatile but might draw more hate. Rite of the Raging Storm is like that but is kinda chaos-y.

if you want more Counterspells, for control, Dream Fracture is kinda group huggy, also Dissipate and Dissolve are playable.
also it looks like you want to go to late- to end-game to finish off the game, so a little bit of recursion can go a long way to get back all the good cards out of your graveyard. late game Seasons Past is an MVP if you have a reliquary tower out and Sun Titan and Greenwarden of Murasa can be 2-for-1s also.

finally if you just want to make the deck strictly more competitive, tossing in Enlightened Tutor, Mystical Tutor, and Worldly Tutor will allow you to EOT or untap, upkeep (tutor) control your top deck draw for the answer you need.

p.s. if you are not running an enchantment combo i would run Recurring Insight over Plea for Guidance but thats just an opinion, if you get a group hug card out early then recurring insight can easily draw you 10-14 cards for 6 mana which is incredible.

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