Sigarda, Heron's Grace

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Mythic Rare

Combos Browse all

Tokens

Sigarda, Heron's Grace

Legendary Creature — Angel

Flying

You and Humans you control have hexproof.

, Exile a card from your graveyard: Put a 1/1 white Human Soldier creature token onto the battlefield.

Sigarda, Heron's Grace Discussion

BMHKain on Orzhov's Weapon against Animar...

1 month ago

BUMPOSET YOUR PHASERS TO KILL!

But, with the above comment finally mentioned, I still want to make some kind of revision of this deck so it can Dispose Animar, &... basically many others as well. I'd like an audience for suggestions...

...As I prepare another project as well; Selesnya based, but not in the form of Creature Mania like Rhys the Redeemed , or even Stax like Gaddock Teeg , crap like the pre-Mirrodin Legends, Voltron Nazahn, Revered Blacksmith, Tribal Sigarda, Heron's Grace , or just stuff that straight out sucks. Krond the Dawn-Clad . I also will not use Enchantress decks either. I just want something Different from . After this project is complete, I really want suggestions for a commander in that can do any of this, besides all that, but can still be different from all else the Conclave could've used in the first place. After all, All six Mana Symbols (Even Snow.) have a part of nature & are all capable of their own way of Progress, regardless of combination of mana. I'd still like some suggestions for this in the meanwhile though while handling more than just Animar, Soul of Elements ...

Darkshadow327 on The Deckwatch [Home Base]

1 month ago

So just a quick question for y'all.

As you (hopefully) know I have my EDH Tribal Series. Once I finish the last few cuts on #30 (Rebel Tribal) I'll be moving in to #31. This brings me to my question: What should I do for my next tribe? I have Advisors in the works (just need to make like 30 cuts), I also have Saprolings, Wizards, Eldrazi, and Artificers in the works. IAmTheWraith also suggested that I do humans with Sigarda, Heron's Grace , which I have also started.

So just to reiterate: Out of the creature types I have listed which one would you like to see a deck for next?

IAmTheWraith on Darkshadow327

1 month ago

Honestly, where's Sigarda, Heron's Grace human tribal?

xaarvaxus on Trostani commander

2 months ago

Some of the token generators that I use in a Tuvasa deck: Sigarda, Heron's Grace, Vitu-Ghazi, the City-Tree, Kjeldoran Outpost [the Dude Ranch], Mobilization. I don't use it in Tuvasa but March of the Multitudes or White Sun's Zenith can produce a ton of tokens out of nowhere [ok, just your opponent's end step, but you get the idea]

You can try upgrading the tokens with Divine Visitation then populate those angel tokens.

Soul Warden can gain insane amounts of life over the course of a game.

Second white deck I've looked at tonight that really needs to include Swords to Plowshares. It exiles for , it flat-out doesn't get better than that.

You should also think about upping your land count to at least 35-36

Ghostshaman33 on Fun Commander to build?

4 months ago

The Gitrog Monster is pretty fun, if that’s your style.

You could always build artifacts, there’s many options for generals but my favorite is Sydri, Galvanic Genius

Sigarda, Heron's Grace is a newer build of mine and it’s pretty fun (especially at sub $100)

Anyways, hope this helped.

eatmygender on I want it all

4 months ago

Painlands! Painlands are great. Enemy painlands are nice and cheap, so pick up a Yavimaya Coast and a Shivan Reef! Hand Lands also end up useful, but only early on. If you feel like spending a bit extra, pick up a Rootbound Crag and a Hinterland Harbor. Charisma looks like fun here, and Temur Charm gives you a nice toolbox. As for sac outlets, I can't recommend Ashnod's Altar enough, but it's a tad pricey so you should definitely save up before spending money on it. Spawning Pit and High Market are great too! Detection Tower might be important against builds like Sigarda, Heron's Grace if you need Yasova to get through, and Talent of the Telepath fits the gameplan p well. Sry for the pricey cards, I just felt like a good upgrade path was important here, don't rush to get these!

cdkime on Pattern Recognition #86 - Custom ...

5 months ago

My thoughts on each of these cards:

gladiuslucix's Mizzium Jumper Cables:

I like this card. It's fun, has lots of synergies, and has some good flavour. That said, while I think it might be neat to build with in kitchen table and in casual commander, as noted in the article, it's not quite powerful enough to see more competitive play. Four-drops that don't immediately make a difference are pretty problematic.

Since I still like it's function, my edit would be as follows:

; and a second ability like "When Mizzium Jumper Cables enters the battlefield, you may cast target instant or sorcery card with a converted mana cost of 1 from your graveyard without paying its mana cost."

Four mana for 2 damage, and an Opt, Thoughtseize, Lightning Bolt, or Path to Exile to boot is starting to get into the "playable" realm, though I still think you generally have better things to do on turn 4. I don't think this would be too game-breaking in limited either--there are generally a lack of playable 1-mana instant or sorcery spells, particularly at common.


Ithyn's Rocky Coastline

I disagree entirely with this review. While I think this is a tad better than most enters-tapped lands, as you can use it for mana in a pinch, I think it is entirely outclassed by pretty much any other land that enters untapped. Unless I was playing a deck with good synergies, I'd rather run a fast/check/pain land as my budget option.

I don't foresee this having that big of an impact on fetch lands' cost, as Boza suggested--fetch lands are just too good, and no competitive deck is going to want to be down a mana. The kinds of people who will want this land are building on a budget, and are not in the market for fetchesanyway. There flexibility and synergies make them better than Rocky Tar Pit, but still not in the same league as fetches.

I see no reason to limit this card to basics--I think the very design provides enough limitations to its power.

That's not to say I don't like this card. I think there's a place for lands that enter tapped (budget commander; limited; standard), and I really like the flexibility of this card. That it might have some interesting discard/cycling synergies is an added plus, making a mediocre land somewhat more playable--provided you've designed your deck to use it.

So, despite my argument against it being a powerful land, I fully think it has a place in the game, and support it as-is.


Mig-El's Leftraru, Indomitable Cacique

I have a number of issues with this card, but my biggest issues come from the colour pie.

Red makes sense in this card--Red is known for giving other creatures Haste, and 3/1 stats are exactly what I expect from an aggressive red creature.

White and Black is where things fall apart.

Let's look at White first.

Right now, there is only one mono-White card that grants your creatures hexproof--Shalai, Voice of Plenty--and even she has a Green/White colour identity. In fact, looking at all the cards that grant anything Hexproof, it's pretty clear it is the Green part of her colour identity that is providing Hexproof to the creatures, and the White to you.

While Drogskol Captain Sigarda, Heron's Grace are similar to this card in effect, Sigarda, Heron's Grace runs into the same issue as Shalai, Voice of Plenty, and Drogskol Captain's hexproof seems much more in line with Blue's Lord of the Unreal than White's lack of mono-colored equivalent.

Moving on to Black--there is no reason for this card to have Black in its casting cost, other than flavour, and I don't think that is sufficient on its own.

How would I change this, while sticking with the original design idea of assissting Kaalia?

My revised copy of this card:

Indomitable Cacique

Creature - Human Berserker

Other creatures you control have haste.

Sacrifice Indomitable Cacique: Target creature you control gains indestructible until end of turn.

2/1

Breaking down the revisions. The general concept follows that of Fires of Yavimaya and Firewake Sliver. Three mana is pretty reasonable for giving your creatures haste (Goblin Chieftain, Fervor, Blur Sliver, etc.), so I think this is priced fairly well CMC wise.

The Indestructible ability is pretty reasonably costed as well--Selfless Spirit provides the same ability for , and also has two power and evasion.

The lack of legendary keeps it from being a commander--I think having an "everyone has haste" card always in-hand is problematic. While you could make an argument for a tribal limitation, that's pretty insignificant--that just creates a tribal deck where, in effect, "everyone still has haste, we're just a bit more cohesive in our type."


Those were my thoughts. Overall, though I disagree with a lot of what was said in the article, this is a pretty fun topic. It's always interesting to see what people find reasonable or not in a card.

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Sigarda, Heron's Grace occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%