Solemnity

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Rare

Combos Browse all

Solemnity

Enchantment

Players can't get counters.

Counters can't be put on artifacts, creatures, enchantments, or lands.

Price & Acquistion Set Price Alerts

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Solemnity Discussion

KayneMarco on Derevi

4 days ago

With Solemnity your Glen Elendra becomes an infinite Negate on a stick. And if you do check Solemnity out another card that works great with solemnity is Kithkin Spellduster, half a Disenchant on a stick.

pokepower116 on The Lich is Back

4 days ago

Mana Fixing - Hard to go wrong with Chromatic Lantern! Since your commander costs 4, Coldsteel Heart or Fellwar Stone might not be bad ideas to go along with your signets so that you can ramp it out on turn 3. As far as lands go, I think they're gonna be your best bet for filtering since you have so many options available to you! Aside from the obvious dual lands and fetch lands; there are the rest of the filter lands cycle with Mystic Gate and Sunken Ruins; there's the old Odyssey filters Skycloud Expanse and Darkwater Catacombs; River of Tears and Nimbus Maze are criminally underplayed but fantastic cards; there are the new battlebond lands Morphic Pool and Sea of Clouds; and lastly there are the lands that tap for any color like Mana Confluence, City of Brass, Forbidden Orchard.

As far as staying alive goes, I notice you already have Solemnity in your maybeboard to combo with Glacial Chasm and Delaying Shield but another card that works well with Delaying Shield is Soul Echo. As long as Soul Echo has one counter on it, you're pretty much immune from damage. Also it's another card that lets you drop below 0 life. Obviously not a great combo with Solemnity but I think running one of the two wouldn't be a bad idea!

On the other side of that coin, if you happen to have Repay in Kind in hand and need to be at 0 life, Wall of Blood or Hex Parasite can help with that. Hex Parasite can only drain in increments of 2 but is a bit more versatile of a card whereas Wall of Blood can drain one life at a time, but is pretty much there only for that.

Hope some of this helped at all!

SynergyBuild on Arahbo, Xenagos... for Cats EDH

6 days ago

Sterling Grove is a powerful card, but not just for Sylvan Library, if that is your best option, don't run it.

I understand Spike Feeder and Archangel of Thune combo perfectky well, simply in a competitive environment, either one will be countered, or they will be removed with something like Chain of Vaporing the Archangel, in response to the first activation of Spike Feeder. That is a blowout like a Time Walk since you can't activate it again without killing the Spike Weaver. Felidar Sovereign with Chord of Calling is your best actual wincon, but I mean... 9 mana/creatures? What turn are you on? If this deck consistently puts out creatures and mana like that by turn 3, since you need to win by turn 4 at the latest for this to be a combo/aggro cEDH deck, then run it, I just don't think that is plausible.

2/2 Cats aren't a real strategy on their own. They don't make mana, and so don't combo out and win, simply put, I could get into Commander theory and the 'Aggro Problem', but I will just copy and paste the work I already did for something else:

So, in EDH, there is a common dilemma called The Aggro Problem, in which is, what many believe to be the reason for the idea that EDH is so slow. Unlike Modern, Legacy, Standard, Pauper, or Vintage, EDH has each player's original life totals set to 40, or 50 for the Oloro, Ageless Ascetic player. This would be a bit difficult for normal aggro to exist, but because it is a four-player format, from the point of veiw of an aggro player, they need to dole out 120 life, which isn't something they can do nearly at all. Even if your opponents start killing each other, an aggro player would averagely have to deal 60 damage if they attack each other and not you, or averagely 80 damage under a normal circumstance of each player dealing out damage to each other.


This is too much for them. Generally there are a few way aggro compensates, one of which abuses the already built-in system of 'Commander Damage.' Building up a ton of auras and equipment on a commander to make it huge and swing in for 21 damage works in a lot of cases, and is called "Voltron." The main issue with this is a cheap and fast commander like Rafiq of the Many is too easily prone to removal like Swords to Plowshares, and more controlling commander like Sigarda, Host of Herons or Uril, the Miststalker are generally a bit too , slow to get around board wipes like Toxic Deluge, Wrath of God, Damnation, Day of Judgment and Supreme Verdict.


But there are other tricks aggro has up its sleeves, think infect. Really, infect is just as powerful in Modern or Legacy than in EDH, right? Well, not exactly, yes infect still only needs to deal 10 poison counters to kill a player, but you still have to deal at least 30 damage given your opponents can't kill faster than you, or if they are also playing infect. It's tracked differently, so if someone is at one life, they can take up to 9 poison counters and still live. Running Atraxa, Praetors' Voice can give some inevitability to your infect win, and stuff like Saskia the Unyielding can also be run to make you only have to deal 20 damage to win with infect.

The biggest issue with infect is that players generally frown upon it, and will target you, or player cards like Solemnity as a counter to it. Some playgroups set the poison counters needed to kill to 15 or 20, and some outright ban it. Also, since there are no commanders other than Skithiryx, the Blight Dragon directly support it, there is little consistency to infect decks, despite there explosive turns and wins.


Well, that is the aggro problem, it is what leads so many decks to be control, midrange, combo, or hybrid builds, and why the format is generally considered slow. This isn't to say decks can't win turn 1 or anything, tons of combo decks can, however, this is what leads to the final point. Combo is generally the best win condition, not to say a deck like Edric, Spymaster of Trest shouldn't beat face to win, but for most decks, combo with differing levels of disruption is the best strategy.

Many playgroups don't use combos, whether they are more casual, frown upon combo, outright ban it, or simply run more beatdown strategies and don't care for combo particularly. This is perfectly fine, and reasonable, but it is the work-around for the aggro problem, while not relying solely on control.

Okay, so now you see the problem with aggro, and why 2/2 cats in essence aren't a wincon, Archangel of Thune can be removed in response to the first Spike Weaver activation, and so aren't as instant win as you thought, and even so, unless you have enough creatures to kill each other player, it isn't going to win the game, as they will simply win on their turn, in a cEDH meta. Since Felidar Guardian combo is too slow generally, and you only run 4 tutors for the Thune-Weaver Combo, it isn't a fast combo deck.

That isn't to say it isn't competitive, you could make it stax, run the fast elf-ramp, and Armageddon until you win, but that still requires a different gameplan.


Again, all of this is meaningless if you don't want to make it stax or fast combo, but without blue, your card draw isn't their for permission control, and that means you aren't able to consistently make this cEDH competitive, but I won't claim it is bad or anything, it is simply a high-powered mid-level EDH deck, and I think that is fine.

You were very right on one of your points on that many other commanders would be better, I would suggest Selvala, Explorer Returned and do something like Explorey-Os! Selvala Combo/Stax.


On ramp, most of the options you mentioned were sub-par, Tithe, Cultivate, Kodama's Reach, Growing Rites of Itlimoc  Flip, Mirari's Wake all are either too expensive or not impactful enough, 1 mana ramp is where you want to be, the fast rocks, Ancient Tomb/Gaea's Cradle/Gemstone Caverns, elves, etc.


Good luck!

boomerang42 on a good orzhov deck POGGERS

6 days ago

DoctorBees

If you're going competitive you should have All the best possible mana rocks and lands like I mentioned above. After that look into shifting the total CMC down. Anything more expensive than 3 CMC needs to have a very powerful effect.

Looking at your list I would remove every single 4+ drop if you're going this route.

As far as combos you're kind of limited in BW, the prices of these pieces are all over the place, some cheap, some prohibitively expensive:

OK, that was a lot! Hope this put you in the right direction.

Loeffner on Need help on choosing a ...

6 days ago

Hi Boza,

It is true, there are a lot of creature heavy decks. Only the Opponent 1, Deck 1 contains a playset of Guttersnipes and lots of spell to also boost his Nivix Cyclops.

The Solemnity+Phyrexian Unlife Combo seems cool. I'm just not sure if my friends have anything against it.

This is just casual, so basically everything is allowed, as long as they game stays fun for everyone.

Boza on Need help on choosing a ...

6 days ago

I read the opener and was just thinking to suggest Second Sun Control from WOTC, with few upgrades. But if it is not something up your alley, maybe I can interest you in some combo decks? You have a severe infestation of creature decks in your group, so going against that grain can be powerful.

A good card for your meta is Solemnity. It stops any counters shenanigans from friends decks and it is a cool combo with Phyrexian Unlife.

Do you have any format you play in, or is it jsut a casual format?

Tappyy on It Takes Tuvasa to Tango

1 week ago

scottrox666: Thanks, I’m trying my best!

Approach of the Second Sun is rough in this deck for two main reasons. The first is that it’s really expensive. While we do run ramp cards, we are not very effective at ramping up in the grand scheme. It is easily castable off of Serra's Sanctum, but if we have a boardstate with 7 Enchantments in play, it’s probably a game winning boardstate anyway.

The same problem comes with using Omniscience. It certainly can win off of it, but if we manage to resolve Omniscience, we can probably win that turn anyway, regardless of having Approach.

But by all means, brew! I am not any authority, and have not played many Commander games! I just like to think about things in theory. There are several fun ways you could include “win the game” cards in a deck like this. A life gain package with cards like Essence Warden and Soul Warden can enable wins off of several cards in Bant, like Felidar Sovereign and Test of Endurance. Even Celestial Convergence can immediately win you the game if you have a Solemnity in play!

Approach is a really cool card though. I’m probably going to brew a Yennet, Cryptic Sovereign deck next, and that will no doubt run Approach!

Enral on Tuvasa Deck Idea (Help Requested)

2 weeks ago

Abundance combos with Sylvan Library to net you 3 cards per turn...it also smooths out your draw to get what you need. Since you're running Mystic Remora, Solemnity combos with it to not having to pay it's cumulative cost anymore. If you are adding solemnity to your deck, you need to add Decree of Silence in there for a virtual lock.

Feel free to check out my primer for more ideas!

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