|Commander / EDH||Legal|
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Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)
Sheltering Light Discussion
10 hours ago
11 hours ago
The thing about a Feather deck is that you want to use his effect as much as possible. Play any instant, targeting one of your own creatures, and you get it back at the end of turn to play again next turn. Sheltering Light and Adamant Will can then protect a creature every turn and cards like Dauntless Bodyguard become redundant.
Any creature with double-strike equipped with Run Amok and Sheltering Light could end up doing a lot of damage. You then have the option of aiming for a high cmc creature like Goring Ceratops , or something like Swiftblade Vindicator and more instants like Sure Strike . With Feather in the mix, I would lean toward cheap instant spells.
The idea of bringing in Battlefield Promotion is interesting. More so if you had Ajani's Pridemate or Gideon's Company on the field. The problem is that you need to fit a large number of cheap instant spells into the deck and trying to fit in too many strategies could mean that you fail with them all. Adanto Vanguard , as a stand-alone creature just seems far too risky - you have a limited number of creature spots.
How much control you build into the deck will always be a debating point. If you can quickly build a powerful indestructible attacking force, maybe you can run over a number of decks with very little control. The combination of Teyo, the Shieldmage and Shalai, Voice of Plenty could give you blanket protection, but is likely to slow the deck down considerably. Ditto for Ixalan's Binding , Prison Realm , Conclave Tribunal etc. I would tend to have some of these cards in the side-board and aim for a high-tempo, win quickly approach with an equal number of impact creatures and boosting instant spells.
Although I haven't play-tested the concept, I rather like War of the Feather M
2 days ago
3 days ago
Sheltering Light exists and never seems to see much play, It even has the scry built in to it! Also, cards that give counters rather than one-use buffs.
1 week ago
Genesis26 Unbreakable Formation is in the deck specifically for the reason of the opponent casting a sweeper while we don't have a teysa or visitation out. Sheltering Light only protects one creature, so it's much worse than Unbreakable Formation since both our decks go quite wide (yours even more so). Once we do the opponent is actively helping us by sweeping the board since we get a bunch of afterlife triggers, creating massive angels or hordes of spirits. If I don't play my sac outlet early, then when do I play it? The earlier it's played, the earlier the engine starts operating. Playing something in the early game will not slow down the midgame; if anything does, it's randomly holding a card for no reason.
I've played the deck at paper FNM's before. Didn't record the exact results; won around half my matches with it. It generally outpowers midrange decks once visitation is out, and the control matchup is medium/draw dependent (a lot of it hangs on how many counters they draw in the midgame). The deck is kinda soft to fast aggro though, as I often have to use our afterlife bodies to chump/trade with opposing creatures to avoid entering burn range, which leaves me with no fuel in the late game (if i survive) to abuse teysa and visitation. Midnight Reaper , while being one of the deck's best grind cards, can be an active liability vs aggro (especially mono-red). Overall, if there's anything the deck misses, it's consistency (if I can stick a teysa t4 or a visitation t5) we're easily winning, but often I just don't draw them early enough, and WB doesn't offer much velocity in card draw.
1 week ago
Genesis26 This is not your average control deck. This is more of a hand-disruption deck that cores on mass discard. Also, give me any suggestion you can. The budget tag doesn't restrict the deck, it's just labeling the current form as budget-friendly since it's <$200.
As for your deck, Awaken the Erstwhile is hilarious against my deck, but otherwise very poor. Captive Audience is very cute but not very practical, due to being 7-mana in a 22 land deck. It's also very easy to remove in the current environment due to the abundance of Mortify . Risk Factor and Sheltering Light are also a little weird in this deck. I'd just replace them with token makers, afterlife cards, and Unbreakable Formation to protect from sweepers. Another option would be Cruel Celebrant as a Blood Artist effect.
Against control, in your sideboard, Duress and Sorcerous Spyglass are king. If you're worried about the masses of planeswalkers that could support control come WAR, The Immortal Sun is also pretty good.
It's a little weird to give suggestions for someone else's deck on your own page, but so be it :P
1 week ago
Gadianten the thing is that I can't remove Akroan Crusader and other token spamming heroic creatures without removing Zada, Hedron Grinder , otherwise combos like Zada, Hedron Grinder + Seize the Day for huge amount of combat phases are useless.
Odric, Lunarch Marshal is there to protect my creatures from my own boarwipes ( Sheltering Light or Ajani's Presence on any creature in first mainphase for boardwide indestructubility ) he also spreads "secondary" effects of cantrips like lifelink or firststrike to everyone if you cast them in response to his trigger at the beggining of combat phase.
1 week ago
Thanks Mullac for the comment,
Yes, the deck does feel rather janky at the moment. You need to play Tajic, Legion's Edge early to protect your other creatures. You then want to keep Sheltering Light / Adamant Will in hand to safeguard Tajic and get Feather, the Redeemed onto the field as quickly as possible, while you have no search cards.
I just love the potential of the combos that could really produce fireworks. I will, however, need to find some way of upping the tempo of this deck if I want it to be competitive. As is, the deck will likely fold to any good aggro deck. I am just not too sure at the moment how to fix the problems in this deck, but will probably still give it a whirl and try out a few options.
Evolving Wilds effectively serves the same purpose as Sacred Foundry - sac it to search for the color land that you need most. It also has a secondary effect of deck-thinning, which is one (not very efficient) way of increasing tempo. Neither card seems to be significantly stronger than the alternative, Evolving Wilds was just the first card that I thought of for that slot.
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