|Commander / EDH||Legal|
Printings View all
|Duel Decks: Blessed vs Cursed (DDQ)||Common|
|Avacyn Restored (AVR)||Common|
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When Seraph Sanctuary enters the battlefield, you gain 1 life.
Whenever an Angel enters the battlefield under your control, you gain 1 life.
: Add to your mana pool.
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Seraph Sanctuary Discussion
5 days ago
Expedition Map might be good
Tithe might be good as well, i didn't realize it was that expensive. still a cool card though.
4 weeks ago
I'm considering putting in 2-4 Seraph Sanctuary in the deck since I found a playset in my collection.
1 month ago
Not sure if you want the bigger body, but Lone Missionary does the same thing as Inspiring Cleric but for one less mana. It might be nice to have a better curve as to Lone Missionary, Vampire Nighthawk then to Herald of War.
Also, lands like Orzhov Basilica and Azorius Chancery are terrible lands in modern (with the exception of one deck that utilizes their bounce effect). If you're looking for other budget options (because this deck looks budgeted) you could look into Forsaken Sanctuary, Isolated Chapel, Choked Estuary, Drowned Catacomb, and Sunken Hollow. With all of the angels you play, you could also look into Seraph Sanctuary.
1 month ago
That's all great, thank you for the suggestions! Cathedral Sanctifier seems like a great card (I didn't know about it), but it's also more expensive (in cents), which will push me above the arbitrary limit of $2 =) But I'll try to move these pieces around! Anointer Priest is great, but I need life before I get the token, as it triggers the token. Ideally I need creatures and spells that give me exactly 4 lives: then it triggers a free angel. Angel of Mercy for example works only because it combos with Seraph Sanctuary, something Sanctifier wouldn't do.
2 months ago
First, i'm sorry by my english. Second, i'm sorry by my magic's skills. Well, let start.
The deck's premisse is "I want to have a angel 4/4 with fly hitting my enemy in their face".To do this, we will use Geist of Saint Traft, he is a creature costly one/white/blue with hexproof, "Whenever Geist of Saint Traft attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at the end of combat", and a body 2/2. The only problem with this card is in the last party: he is a 2/2. So it's very easy to be killed by a blocking creature. For correct this we will use Steel of the Godhead. Our geist enchanted with this will become a 4/4 creature with lifelink, unblockable and whenever attacks put a angel 4/4 flyng and atacking too.
So, mission completed! But, wait... We can do better. Invocation of Saint Traft permit us enchant a creature to do the same thing the geist does. And, maybe you heard about him, maybe not, but Invisible Stalker is the right blue-guy if you want to attack your enemmy without reaction. Costly one/blue for a creature with HEXPROOF AND UNBLOCKABLE, you will pay two mana for a creture that, if enter the battlefield, can be stopped only for a global distruction or a saccrifice order. The only problem is he is a 1/1, but our propose is enchant he with Invocation of Saint Traft, and now we have our angel 4/4 hitting our enemy and one turn before if we used the saint traft.
This is very fun, we have two combinations to do the samething we want, Saint Traft and Stell of Godhead & Invisible Stalker and Invocation of Saintraft. And the best party of this is in the two case we use a Aura. We already saw a GW Aura and a BW Aura. It's time for a UW Aura.
We use Ethereal Armor to buff our creatures for each aura we have AND give him FIRSTSTRIKE (the Stell of Godhead give unblockable for us Geist, but this in the mostly cases protect him enough), Cartouche of Knowledge allow us to give +1/+1 and fly to a creature AND draw a card (that is awesome), One With the Wind is a generic aura: +2/+2 and fly.
To protect us and buff the Ethereal Armor, we use Journey to Nowhere and Detention Sphere. In the deck we use two of each, but the Detention Sphere is best in the mostly cases. You will use journey if have a deck that wins early and with a creature. In the other cases you will use Detention Sphere: exile all permanents with the same name. With that you can exile a enchantmant that make a combo, remove two or three creatures with the same name or clean a board with Tokens. Yeah, detention sphere is pretty better than journey.
Still to protect us we have Hindering Light, anull a spell that target us or, usually, one of ours enchantments. And you draw a card. Talking about draw a card, we have Ephara, God of the Polis, that is awesome in our deck. Like the other gods, she is a legendary enchantment creature with subtype God, indestructible and isn't a creature while your devotion for heir colors is less than 7. She is a enchantment, so she will buff our Ethereal Armor, we have a lot of enchantments, so is easy to she becomes a creature, but the best of this god is your effect: "At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.". As we have a creature entering the field every turn, thanks to Saint Traft and your enchantment, we will bough a additional card on opponent's turn.
Know, let's talk about three cards that do similar things: Auramancer, Enlightened Tutor and Heliod's Pilgrim. These three cards get enchantments for us: Auramancer recover a enchantment from cemittery, Enlightened tutor search our library for an enchantment, and Heliod's Pilgrim search our library for an aura card. Alone, the best of them are the Enlightened tutor, cost only one-white mana and you can do this in instant speed, for... I don't know, but instant speed is cool. So, why we use 1 auramancer, 3 heliod's pilgrim and zero enlightened tutor?
The motive is Call to the Kindred. Cost 3/blue mana, enchant a creature and at the beginning of your upkeep search the top five cards of your library and put a creature card that shares a type with enchanted creature on the battlefield. If we enchant Heliod's Pilgrim with this, and we can search this card when she enter's the battlefield, every turn we can put for free a creature card on the battlefield, because all our creatures, with exception Ephara, shares a type with Heliod's Pilgrim. This is awesome if you are in a field with much deck control and time. That is my case. Now, with that aren't you case, you will preffer to use enlightened tutor, change the 3 heliod's pilgrim and the call to kindred for 4 of them. But, if you field have much blue-decks that counter your's enchantments, change the heliod's pilgrim for more 3 Auromancers, that way you can recover the enchantments that gone to the cemiterry. For black-decks that force you to sacrifice your creatures, its better the strategy of Call to the Kindred + Heliod's Pilgrim .
Last but not least, we have Hero of Iroas. That card be white don't make sense to me, one time Iroas are Boros, but be happy that is white. Cost one/white for a creature with body 2/2 that makes all your auras cost's 1 less, and have heroic - put a +1/+1 counter on it is awesome. It's no the better card on the deck, buts your effects are awesome. If your enemy can't destroy your enchantments, try to change one or two Hindering Light for more Hero of Iroas.
Know, lasts considerations. The first is why we use only two Seraph Sanctuary. I try to use 4 of them, to gain more life every time the effect of Saint Traft activate, but the life gain don't compensate the fault of blue/white mana. After some tests, two are the best amount for the deck. The second, Anointed Procession. You can use them if you don't want to do the combo Call to the Kindred + Heliod's Pilgrim . With this in battlefield, whenever the saint traft activate his effect you will have two angels attacking your oponnets. That's strong, but the times this card makes you win the game... Well, with me that card never was the reason to me win. Normally, if your oponnet can't stop your creatures, destroy your enchantments or something like this, have one or two angels don't make great difference. So, i prefer the combo pilgrim-kindred. And last, if you are facing a Burn, just put into the deck Lifelink. Cost one-white and gives lifelink for your creatures. This is normally enough to compensate the life take by burn.
2 months ago
If you are planning on making this more, angel tribal, Seraph Sanctuary could be useful, and Urza's Incubator would be amazing if you can afford it, and Karmic Guide is one of my favorite angels in the game :)
2 months ago
Hey, nice budget deck.
Here's some budget suggestions:
Most of these suggestions are constant life gaining sources that don't require you play other cards to gain life. Talisman is very good because you're not only gaining life, but also making coloress mana. Attendant and Warden gain you life when any creature ETB meaning all players' creatures. They can add counters to Karlov during your opponents' turns.
Some budget Commander staples in Orzhov colors:
Karlov can exile any creature which is great, but Unmaking and End can exile any nonland permanent. They're very versatile and powerful. Mother can protect Karlov from a removal spell or make him unblockable by opponent your attacking colored creatures for a lethal Commander damage strike. Titan has a lot of cards to reanimate in the deck and if he gets to attack he can keep reanimating cards.
Good luck with your deck.
3 months ago
Okay, brace yourself. I'm going all out.
- P.S. Sorry that my inner spike ignores price...
Cards to Cut: Show
- You don't need two 8 drops. She doesn't give global support like Avacyn, and Avy is your commander so she's already better. I say choose one (and we all know which 8 drop you should keep).
- I get the value of Shepherd, but it comes down to the same thing. You should only have one 7 drop. Pick one.
- Both are good. Just cut one. This will help curve out better and play more aggressively.
- So this card is okay, but not as good as it looks at a glance. The player has to draw 2+ cards at once, or in a similar fashion. Collector's replacement effect does not apply if a player cantrips after their draw step, or something of that sort.
- Life is not that important. Really. I get that he blocks, but Jubilation or Tithes can block too and they are overall better cards for a Staxy build.
- Great, great card. Super Stax. Only issue, is you need to have your artifacts. Tabernacleing your artifacts hurts you significantly worse than your opponents.
Maybe Mother of Runes
I know you love her, but really she doesn't contribute to the Stax theme. She "helps" curve, but I think we can do better here.
- This hurts you equally or more so than opponents. Yeah, this shuts down aggro token decks, but you need to swing with your fat fatties. The goal of this deck is to lock everybody in the game down, but giving yourself a slight advantage to get big creatures out to swing with.
- This is essentially a worse version of Aurification.
- Really this doesn't do that much. It could, but it's not worth it. A mana rock would be a better slot in, really.
This absolutely needs to go. This literally destroys everything that you set up from turn 1-10. It is such a nonbo that there is no real justifiable reason or "synergy" to include this card.
I get that this can grab any land, but it really is a waste of a turn. A lock hurts your opponents and gives you an advantage that is similar to ramp, but also makes you more and more likely to win the game. Serra's Sanctum doesn't win you the game. Make sense?
- Pseudo Stax because of the exile effect, but really I still don't think you need this. I cannot stress enough how you will always have the better and stronger creatures, so 6 mana to equip this for such a small ability isn't worth it, in my opinion.
- Cool, you get to draw some cards, but you help everyone else too!? No! This is the opposite of what you want to do. Deprive, deprive, deprive. You will have the upper hand enough that this meager card draw is irrelevant.
- This or Weathered Wayfarer needs to go. Reason being is that they counteract each other. You can keep both if you think you can play around it, but really I don't think it would hurt to let go of one or the other. Your call.
- Im sorry man, but this card is not very good. I can show you so many lands that would be better. Scrap this one.
- Really, games won't go on so long that you will have to recast Avy enough times to worry about this. Plains would just be better.
- I know this has a decent ceiling, but there will be games where you have 10 lands out and still don't get this trigger.
- This is a good card, but really I don't think it will be all that relevant. Your call, but a basic would be just as good, really.
- Really I don't know what this does for the deck, besides coming in tapped. Not trying to harp, but I don't see you using this ability hardly at all.
- This card is sooooo baaaad. It's very overrated, and it's too slow. You want to just outrun your opponents long enough until they trip. This makes you trip and your opponents catch up.
This is up to you. It can whiff hard, even more than Sky Ruin. Especially with the land destruction in the deck. I say pass on this, and I'll find you a better but similar replacement.
Cards to Add: Show
With all the artifacts you should be running, this card is great. Even without a ton of artifacts, this just tells your opponents "no".
- You might want to get rid of Ghostway, but this is great. It shuts down flicker/blink decks, shuts down Worldgorger Dragon combo, and so much more. All of my goblin cheaters, everything. This is a good card.
- Winter Orb on a creature. This should go in (all of this land hate will make sense in a little bit).
- Basically Pithing Needle on a critter. Both of those are almost as good as Nevermore, but cheaper. So they balance out.
Maybe Sanctum Prelate
- Almost Trinisphere. Again, both of those are good.
- Needs. More. Thalia.
Good graveyard hate. It does have the chance to nonbo with Emeria and maybe some others, but again, you control when to cast things. Also, you can play RIP years before Emeria. So think about what can get you more use: A card that sticks around for 8 turns, or one that sticks around for a few?
- Good combo card with RIP. I know you think it's confusing, but all it says when paired with RIP is, ", : Mill all cards in target opponent's library."
- Great taxers. You should have enough artifact ramp to negate this effect.
- This might be better than, equal, or mutually good compared to Quicksilver Amulet. Lower CMC, easier to get benefit from, but takes time to set up. This is up to you, but it is not mana intensive, meaning you can lock up the board and play stuff for free each turn. Thats huge.
- You know tons of cards to name with this card. Lands, booger creatures, etc. Plus, if you see your opponent has their commander with an activated ability, name that!
Maybe Grafdigger's Cage
- This is more graveyard hate, but really might just be a worse card than RIP. Both might be good, but really this is just a suggestion for you to see at the very least.
- Might as well deter your opponents from attacking you as much as possible. This is not a great card, but paired with all of your locks and Prison effects it nearly stops your cold.
- Hurts your opponents for playing without any repercussions on your behalf. This wrecks against mono-colored or when paired with Winter Orb
- Both this and Hokori, Dust Drinker. You will see why lands dont matter as much in this deck.
- Maybe also the moxen (Mox Diamond, Chrome Mox, Mox Opal) because theyre free ramp
- These all are abusable mana rocks. They generate tons of mana, bypass all of the taxers you set up, and can let you get Avy, or really any of your high drops, out super early.
- I think this is a must. This lets you reuse any mana rock that generates more than 1 mana.
This is a little gimmicky, but it can turn off Winter Orb and the likes, plus it lets you reuse mana rocks again. If it had a little lower CMC then this would be an auto-include.
Remember when I said that I would suggest a better Temple of the False God? Well, here ya go. Right out of the gate it works. Yes, sac it if you play a land, but the tempo this skips you ahead is justifiable without a doubt.
- Dude, come on. Run this. Hell, maybe even run Wasteland.
This is not all that great, but after an Armageddon you get an extra body, and every bit of a lead you get makes it harder and harder for your opponents to win.