Show of Valor
Target creature gets +2/+4 until end of turn.
Printings View all
|Core Set 2020 (M20)||Common|
|Magic 2014 (M14)|
|Magic 2013 (M13)||Common|
Combos Browse all
|Commander / EDH||Legal|
Show of Valor Discussion
7 months ago
I take it you started with the Mu Yanling, Celestial Wind planeswalker deck.
Two main suggestions in general:
I would suggest to keep the deck to mono-blue if you can, as this will allow you to not get color screwed (getting too many lands of one color, but not enough of another). If you insist on going White-blue, you need to run some dual color lands (maybe a set of Glacial Fortress ).
I would also suggest you get rid of your non-flying things and stay away from 1x counts. By having more one-ofs, you are thinning the probability to get the best cards.
If you dont mind cards rotating out of standard in october, the most obvious addition to this is Favorable Winds . A mono blue version of this would make the also soon rotating Tempest Djinn really good.
Having said this, let me give you a break down on how I would upgrade your deck in its colors:
-1x Callous Dismissal -1x Bond of Discipline +2 Winged Words Since all of your creatures are flyers, you really want to be able to draw 2 cards for only 2 mana. This is also your only draw spell and Amass doesn't really make sense here.
-2x Spectral Sailor -2x Concordia Pegasus +4x Healer's Hawk Spectral Sailor and Concordia Pegasus can be easily replaced by the hawk, which will gain you life (and time) for you to get your finisher cards
1 year ago
1 year ago
2 years ago
Great soldier themed deck. I see what you are going for and I think you've got a good idea. However there are some cards in this list that aren't that efficient.
Creatures that tap for a temporary +1 bonus for a single target are nice in a draft or limited format, not so much in commander.
-1 Anointer of Champions
-1 Infantry Veteran
The following creatures aren't that great either, but for different reasons.
-1 Benalish Veteran, 3 mana for a 2/2 that only gets a bonus when attacking. Nice but there are better options.
-1 Guardians of Akrasa, the exalted ability works against your battalion ability. Also, can't attack due to defender.
-1 Serene Master, not a soldier, has a kind of cute combat ability, but there are better creatures.
-1 Truefire Paladin, not a soldier, only pumps itself.
I'll start with your maybe board and then some cards you may have over looked.
+1 Catapult Master, really good removal.+1 Daru Warchief, makes most of your other creaturs cheaper.
+1 Field Marshal, like Kongming, "Sleeping Dragon" pumps most of your creatures.
Other creatures to consider:
Doomed Traveler, Loyal Cathar Flip replaces itself when it dies.
Elite Vanguard, a solid 2/1 for 1 mana.
Fencing Ace, Iroas's Champion, Boros Swiftblade are cheap creatures with double strike.
Gideon's Avenger, just keeps getting bigger.
Knight-Captain of Eos, not a soldier, but turns each of those soldier tokens a Holy Day.
Mentor of the Meek, for the card draw ability. Works well with the Daru Warchief and other cheap creatures in your deck.
Precinct Captain, cheap creature with first strike and keeps making more soldier tokens.
Soldier of the Pantheon can be really good in commander games, lots of multi-colored creatures, including commnders.
Thalia's Lieutenant, has a lot of synergy with everything else.
Enough about the creatures. Lets take a look at the support spells. Consider taking out the following:
Curse of Bloodletting, only affects a single opponent. Weak in multi-player games.
Pacifism, only temporarily removes a single threat
Fortify, Martial Glory, Show of Valor, War Flare, Desperate Stand are all weak temporary bonus cards. Not something you want to draw after a Wrath of God resolves.
Accorder's Shield, there are so many better equipments. Trusty Machete, Silver-Inlaid Dagger, Basilisk Collar, and Loxodon Warhammer immediately come to mind, especially for the aggressive nature of this deck.
Have you looked into any ot these:Blaze Commando, not a human, but, makes instants like Lightning Bolt, Lightning Helix and Warleader's Helix more effective.
Door of Destinies, since most of your creatures are soldiers.
Martial Coup, is a great board wipe that can also let you play 'catch up'.
Mobilization, to make an army after a board wipe.
There are some cards in your maybe board that i don't think would be that good for your deck.
Ancient Tomb, really good for fast mana in competitive formats, expensive card to buy if you don't have one.
Ancient Ziggurat, nice in a five color creature deck, not really good in this one.
Mystifying Maze is kinda tricky, you could end up helping your opponent when you don't want to.
Gemstone Caverns has the same problem as Ancient Ziggurat and is less consistent.
Aftr taking those land cards out, every other land card in your maybe board should be in the deck if you have them or are planning on getting them.
Please keep in mind that, most of the time, Commander/EDH is a format about endurance not speed. Don't be afraid to drop big threats.
As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
2 years ago
19 creatures in an athreos deck isn't going to use your commander much. You also don't have many other permanents that can provide devotion if you want to get on the beat down plan.
Some things have just too little impact, I think. I'd suggest cutting these to make room for more creatures and permanents:
- Guardians' Pledge, Grotesque Mutation, Spidersilk Net, Angelic Benediction, Divine Favor, Marked by Honor, and Show of Valor and narrow pump effects. Rarely do they make a difference in EDH.
- Executioner's Swing, Cradle to Grave, Smite the Monstrous, Pharika's Cure, and Essence Extraction are all narrow removal that costs a lot of mana.
- Alms of the Vein in a format where your opponents have 40 life, 3 life once is almost nothing.
- Chaplain's Blessing You gaining 5 life isn't going to make much of a difference when people are swining at you for 20+ damage in a single turn.
- Purge the Profane and Mind Rot is too targeted (and you have two of them)
There are more, but this is a good start. Got any other creatures in your collection? Throw them in!
3 years ago
Some time ago, I had an idea to make cards that became more powerful if a player controlled a certain permanent, so I spent time refining that idea, and I produced a legendary creature who has several signature spells, which are acceptable on their own, but become much more powerful if their creator is present (symbolizing from a flavor perspective that the creator can cast their own spells much more effectively than can another mage).
The creator of this spells is mage named Khalim, who became bored of studying only one form of magic and traveled far and wide to learn many different styles of magic, eventually devising his own signature spells. I have not developed a more detailed backstory for Khalim than that, but I do not need to do so, at the present time. Due to his many years of studying, Khalim has devised a spell of each color, and they are as follows:
Khalim's Anger Show
Khalim's anger cannot be countered.
Khalim's anger deals 2 damage to each opponent and each creature that your opponents control. If you control a creature named Khalim, Master of Many, Khalim's anger instead deals 4 damage to each opponent and each creature that your opponents control and the damage cannot be prevented.
Khalim's Might Show
Creatures that you control get +2/+2 and gain trample until end of turn. If you control a creature named Khalim, Master of Many, creatures that you control get an additional +2/+2 and gain menace until end of turn.
Without Kahlim, this card is strictly worse than Overrun, although I did make its casting cost less strict to balance that. However, with Khalim, it becomes strictly better than overrun. I know that menace is usually associated with black and red creatures, but I believe that it makes sense from a flavor perspective in this case, especially considering that Bellowing Tanglewurm gives green creatures intimidate.
Khalim's Spite Show
Target player discards his or her hand and loses 1 life for each card discarded this way. If you control a creature named Khalim, Master of Many, that player instead loses 2 life for each card discarded this way.
This card is modeled after Wit's End, but with both a lower, albeit stricter, mana cost, as well as additional effects, since I believe that that card is simply too expensive for too little of an effect.
Khalim's Valor Show
Creatures that you control get +1/+1 and gain first strike until end of turn. If you control, a creature named Khalim, Master of Many, creatures that you control instead get +2/+2 and gain double strike until end of turn.
This card is intended to be a combat trick, akin to Aerial Maneuver, Call to Glory, Glorious Charge, Guardians' Pledge, Mighty Leap, Break of Day, Inspired Charge, Sanctified Charge, Show of Valor, Hold the Line, and so forth. Should there be an "untap all creatures that you control" clause, so that it can be used defensively as well as offensively?
Khalim's Will Show
Counter target spell. If you control a creature named Khalim, Master of Many, draw cards equal to that card's converted mana cost.
Without Khalim, this card is exactly the same as Cancel, one of the worst counterspells in the game, but, with Khalim, it is better than Dismiss; with that being said, should I reduce the number of cards drawn to a specific number, such as one or two?
After seeing these cards, I imagine that the anticipation for Khalim himself must be very high, so, without further ado, here he is, in all of his glory:
Khalim, Master of Many Show
Legendary Creature - human wizard
When Khalim, Master of Many enters the battlefield, search your library for a card named Khalim's Anger, Khalim's Might, Khalim's Spite, Khalim's Valor, or Khalim's Will, reveal that card, and put it into your hand, then shuffle your library.
Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card.
Khalim himself can find one of his own spells, so he naturally has great synergy with them. His having hexproof and prowess are indicators of his immense magical skill, but I knew that I would need to keep his power and toughness low to balance those abilities. His "draw and discard" ability represents his ability to find a new solution by abandoning a previous one.
What does everyone think about these cards? How well did I do with them? Do you have any suggestions for them?
3 years ago
Brute Force would be a great card for a deck like this, maybe add 4 in, and take out Moment of Heroism and Show of Valor? I'd also add in some removal such as Lightning Bolt, Path to Exile, or Oust, maybe instead of Scroll of the Masters and/or Flying Crane Technique, and perhaps a few more lands. 19 seems a little low for a deck with 6-mana curve-toppers. Serum Visions might also be worth considering; it's a great card.
3 years ago
Alesha needs a good number of creatures to work best, i think you should definitely play more than 30. Some suggestions (not all of them creatures): Ponyback Brigade, Duplicant, Karmic Guide, Blind Zealot, Buried Alive, Bone Shredder, Shizo, Death's Storehouse, Siege-Gang Commander, Marsh Flitter, Filth, Nahiri's Machinations, Skullclamp, Swords to Plowshares, Hanweir Battlements.
I think you should cut Hold at Bay, Avenging Arrow, Show of Valor, Safe Passage, Messenger's Speed, Lava Axe, Great Teacher's Decree, Flurry of Horns, Spite of Mogis, March of the Returned. None of those are good cards.
As far as protection of Alesha goes, Emerge Unscathed and Center Soul seem like two good options that you are missing, rebound makes them better than Gods Willing.