Serenity

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Classic Sixth Edition (6ED) Rare
Weatherlight (WTH) Rare

Combos Browse all

Serenity

Enchantment

At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.

Serenity Discussion

dingusdingo on Gideon EDH

5 months ago

I'm digging the invincible and destroy all mashed together. Creates strong board control and allows you to swing uncontested.

Fist, I've noticed you're running 46 lands, which is quite a few. I think you could cut down to 38 very easily, especially if you cut a few of the larger CMC spells in favor of cheaper alternatives.

So what would I spend those 8 land slots on? Tutors and ramp.

Enlightened Tutor Open the Armory will both help you find Darksteel Plate or Worldslayer

Weathered Wayfarer or Expedition Map tutor you to your special lands. Tithe can help you with card advantage.

Serenity could be a hot include too for more control. Porphyry Nodes works in a similar vein for creatures and probably combos better with your deck. Planar Collapse is another cheap wiper that can clear the board for you.

Knight of the Holy Nimbus works surprisingly well here too.

I don't think you actually want All Is Dust for this deck! Your commander flipped is a white permanent, and sacrifice goes through indestructible! One of the lower cost mass destruction ( Porphyry Nodes / Planar Collapse ) could easily fit this slot if you didn't use it to replace some plains. Fiend Hunter is also an excellent choice, as it lets you reuse ETB effects by wiping the board, or gives you spot removal on an opponents problem creature.

Not a fan of Omen Machine here either. Pretty expensive for a stax type piece, would much rather see Aven Mindcensor for flash blowouts + beats or more wipes or Spirit of the Labyrinth to keep draw-hate in your list.

Emeria Shepherd Adarkar Valkyrie and Palisade Giant could all be lower CMC creatures to smooth over your early game. Soltari Visionary could give some extra control elements, while Samurai of the Pale Curtain could help against graveyard strategies. Dust Elemental lets you reset your ETB creatures or can be flashed in at EOT before yours to prepare for a board wipe. Even Serene Master could be good for early game to help you get more to mid game!

Mulugruntz on Invincible?

11 months ago

Activated abilities of enchantments can still be activated. Can it be prevented?

Our permanents can still be exiled. Can it be prevented?

Can be made so that their costs require mana with Gloom.

Can destroy the opponent's artifacts and enchantments every turn (ours are indestructible) with Serenity.

May block players from casting/playing creatures/artifacts/enchantments/lands altogether by having Ward of Bones and putting some dummy creature tokens (with Phelddagrif, Dark Salvation or Varchild's War-Riders) on the opponent's battlefield, then making them enchantments (Enchanted Evening) + artifacts (Mycosynth Lattice) + land (??? may interfere with blood moon. Still doable by sacrificing all lands but one and giving that one to the opponent with Donate).

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 year ago

Serenity would be a disaster for me. I would lose all my stuff, and waiting for my upkeep would basically allow Jhoira to go off during her turn. I was actually cobsidering Rule of Law, and also Nevermore. Both would hose a large number of decks, not just Jhoira, but I am pretty sure the salt would be thick. Still thinking, but I basically need something to hose Jhoira in the first few turns or we all lose.

Plahbie on Queen Marchesa: Politics, Aikido, and Control

1 year ago

Serenity is the best artifact/enchantment removal around - as long as you stay away from using them. Akroma's Vengeance is costly, but it works, and Rout can change the board immensely (in your favor) because it can be cast as an instant. Additionally, Rule of Law or Eidolon of Rhetoric can be extremely punishing against decks that try to combo off early game, or at least get a lot of things out.

pizzanui on Dino Tribal

1 year ago

I haven't looked over the entire list but here are a few suggestions at first glance:

1) Ramp Spells --- Let's be real, Gishath, Sun's Avatar is a game-winner, so you want to get it out ASAP. You're going to want to ramp up to 8 mana before your opponents can get too many blockers on the board. Thunderherd Migration and Farseek are already in there, and both are definitely solid, but I'd honestly put in way more than two ramp spells. Consider Rampant Growth, Exploration, Heartbeat of Spring, et cetera. You want to be getting more than 1 land onto the field per turn if you can, and you want those lands to be producing more than 1 mana whenever possible. For this reason I have honestly no idea why you aren't running Wayward Swordtooth and Commune with Dinosaurs. Both of those cards would be incredible in this deck.

2) Mana Rocks --- With the number of ramp spells available in your colors you really don't have much use for artifacts that produce mana. While I agree that Chromatic Lantern is good for mana fixing, you don't really need it when you can very easily get all three colors online extremely quickly using cards like Farseek. I would immediately ditch Pillar of Origins, Fellwar Stone, and Worn Powerstone, but I would strongly recommend getting rid of all mana artifacts in the deck in favor of ramp spells. Remember, you just need to get to 8 mana for Ghalta. You'd be surprised how quickly you can do that when you're playing green.

3) Mana Dorks --- Drover of the Mighty is an auto-include for obvious reasons, so I'm glad to see it in this list. I also like Kinjalli's Caller more than most people do, so I'm glad to see that as well. I also know that you are trying to limit the number of non-dinosaur creatures in your deck. For that reason, I'd recommend just a few more non-dino dorks such as Otepec Huntmaster, Birds of Paradise, and Voyaging Satyr. Remember, if any of your lands is producing more than 1 mana through land enchantments such as Utopia Sprawl, you can have Voyaging Satyr untap it for incredible amounts of value.

4) Utility Spells --- One of the best pieces of advice anyone has ever given me in terms of deck building is to avoid any and all cards that don't directly contribute toward getting your win condition online. For this reason, I would ditch the majority of your utility spells. This includes instants, sorceries, enchantments, and even planeswalkers.

Cards that trade 1:1 with an opponent such as Disenchant work in 1v1 matches, but this is EDH. I'd take out anything that destroys a target enchantment or artifact in favor of mass artifact removal such as Serenity or Fracturing Gust. Just remember not to wipe your own creatures off the board with creature wipes. I would recommend throwing in a very small number of targeted removal like Path to Exile and Naturalize just to take out a key threat on an opponent's board, but your main creature removal should come from combat or the "fight" mechanic.

Speaking of, take out Hunt the Weak entirely. Prey Upon does the same thing (kills a creature and triggers enrage), but it costs 3 less. Pounce Might even make sense since it has instant speed, making it effectively a removal spell that triggers enrage. Just be careful not to kill your own creatures - damage dealt in "fight" doesn't wear off before combat.

Huatli, Dinosaur Knight is sadly not very good and costs way too much. I'd take her out, but I could see this deck utilizing a Samut, the Tested pretty well.

Oh, and by the way, I absolutely love Rile. Look at Reckless Rage maybe? Cards that hurt your own creatures as a "cost" are incredibly good with Enrage. Forerunner of the Empire is your best friend.

5) Land --- With your lands you really want to be both ramping and fixing. For this reason, the guildgate cycle is way too slow, as is Stone Quarry. EDH gives you access to some pretty ridiculous lands, so I'd spend a lot of time looking at those. Personally I'd strongly recommend the Ravnica bouncelands if you have a way to play multiple lands in a turn, or otherwise shocklands. I wouldn't recommend fetchlands (unpopular opinion) because this deck doesn't need to worry too much about mana fixing (you get it all from your creatures and, ideally, the rest of your land base), but for that exact reason I might go with a painland or two. After all, at a certain point you may not need the colored mana, so it's usually worth it just to have a couple. You're running tricolor, though, so ultimately you'll want a lot of basics. Aim for about 35 lands total, since you should have ways to search for lands so you don't need the full 40.

6) Anthems --- I wouldn't worry too much about Anthem effects or Lords. You really want to be flooding the board with creatures, not buffing the ones you already have (though that's always nice as an aside). Cards like Strength of the Pack are usually just too slow and don't do very much for you.

That's all I could pick out at a glance. Hope this helps!

Razulghul on Old, Hidden Gems in EDH

1 year ago

Glad to see this thread again!

Urborg Justice is a good one, I really enjoy it in Kuon.

Serenity can be a really oppressive card in the right deck.

Porphyry Nodes is another one that can completely disrupt a table.

freakingShane on Avacyn, Prison Warden

1 year ago

Okay, brace yourself. I'm going all out.

  • P.S. Sorry that my inner spike ignores price...

Cards to Cut: Show

Cards to Add: Show

outofnothing0 on Zur's Perfection

2 years ago

@Dankey: The Solemnity / Phyrexian Unlife combo you mentioned is indeed funny but it's fragile and takes 2 card slots instead of the 1 that Solitary Confinement offers for much less of a risk. With the combo you mentioned it only takes one removal spell and you're sitting with a negative life total so I'll have to pass.

@Kessler15/Dankey: Serenity hurts more than helps with the amount of mana rocks I run. Generally I'd want the whole board wiped if I was to do one, which is where the Enchanted Evening combo comes in. Sure it blows up everything and I can avoid it with Vanishing but that's using 2 cards for what could be accomplished with one; furthermore, Enchanted Evening is not tutorable with Zur and is useless by itself. Thanks for the suggestion though.

@cynica: I've actually been considering it for awhile. It's massive card advantage as an instant which can (and will) one shot someone with Empyrial Armor. Can't agree with taking Daybreak Coronet out though as it works well with Stasis and gets me life back which matters even more if I'm gonna be running Ad Nauseam. I'll switch it out for Winds of Rath which I rarely if ever use and it's the same CMC. Thanks for the suggestion!

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