Draw cards equal to the power of target creature you control.
|Have (2)||, metalmagic|
|Want (2)||Imartin95 , Ozurot|
Printings View all
|Commander 2017 (C17)||Rare|
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|Commander / EDH||Legal|
Soul's Majesty occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Soul's Majesty Discussion
1 week ago
You've got Avacyn's Pilgrim, which is good fixing and ramp, and Sol Ring, so that's a good start. Some more good 1-2 mana ramp would speed you up: Selesnya Signet, Wild Growth, Fertile Ground, etc.
Secondly, more lands. I steer clear of lands that ETB tapped, and I never slot in less than 36 lands. Oracle of Mul Daya would be pure fire if you increased your land count. Maybe even as high as 38+.
If you replace the tap lands with basics and Evolving Wilds/Terramorphic Expanse, you open up a couple possibilities: 1) Land Tax, 2) Karametra + Whitemane Lion/Kor Skyfisher combo, and 3) Ramunap Excavator + Wayward Swordtooth fetchland loop (also works with Oracle).
Lastly, take a hard look at your card draw. I didn't look real hard, but I didn't notice much. Rishkar's Expertise, Soul's Majesty, Huatli, Radiant Champion, maybe Freyalise, Llanowar's Fury since she's also more ramp.... Beast Whisperer, Colossal Majesty, and Drumhunter all have a similar vibe to Elemental Bond.
Best of luck!
2 weeks ago
Heroic Intervention - Protection
Yavimaya Hollow - Expensive form of protection that fits in your landbase
Nissa, Vital Force - Next turn she ults which is DEVASTATINGLY powerful. add more lands, I know you have a relatively low(ish) avg CMC with lots of elves, but being mana screwed suchs. I would AT LEAST go to 32, preferably 34 and thats on the low end. Although it is personal preference on how you like the deck to run
There are many other better green voltron or green elf commanders. If you wish your deck to be this way, thats fine, just understand it isn't effecient. Your biggest issue is boardwipes and recovering from them as overextending can wreck you. Maybe Creeping Renaissance?
I got lots of ideas for cuts so lmk.
1 month ago
I completely agree on White being one of the best supplementary colors for a Voltron strategy, if not for anything else than their affinity for equipments, auras and not letting the opponent do anything on your turn.
I feel like you're not giving enough credit to Green and Black and too much credit to Blue. Mainly because blue-white (as the preference for at least 2 of the colors for your Commander) don't have that good Voltron commanders to blow the other colors completely out of the waters.
Green have ways to protect with Veil of Summer, Heroic Intervention, Autumn's Veil. Green can re-use the graveyard far better than you give them credit for. Which is not irrelevant if your plan goes awry and your Commander ends up dead or countered a lot. Or if all your equipment gets blown up with a Vandalblast.
Green has a lot of card draw available to them to substitute blue's card draw. And in certain situations their card draw is more efficient than blue, especially for Voltron. Hunter's Insight, Return of the Wildspeaker, Soul's Majesty, Rishkar's Expertise. If you choose the aura approach, there's the entirety of the Enchantress group that white also have some additions for.
And how could I forget about the lovely interaction between trample and deathtouch - you're basically getting unblockable at that point. Hmm, it seems like black is more keen on giving it to creatures than green is.
Moving on to Black, there's a group of surprise cards that Voltron Commanders can take advantage of, like Hatred and Tainted Strike. And the ever-weird Endless Scream that's permanently applied firebreathing. Of course not to mention the best variety of tutors available in Commander.
One way to get past your opponent's defenses is if they don't have any. Black is certainly one of the better to provide in that aspect.
I'm quite certain I don't even do black justice here, but I'll refrain from bloating this response further. I just feel like the ranking is skewed disproportionately.
2 months ago
One more card came to my mind - Chameleon Colossus - it is (technically) cat as well and if you have enough mana, it's nice beater. (I would use Rancor as well. It gives trample to your creature and it goes back to your hand when the creature dies).
Card draw is pain in Selesnya colors, but you may use:
- Rishkar's Expertise and Soul's Majesty - give +3/+3 to you cat and then cast these spells in your second main phase
- Greater Good or Momentous Fall - great when your greature is gonna die, you just sacrifice it and draw cards, - Hunter's Insight
- Garruk, Caller of Beasts and Garruk, Primal Hunter
I struggled a lot with card draw for example with this deck - Gruul, but after adding a lot of these spells, it got much better.
2 months ago
Dolphin_Jesus - Love the name
I play Xenagos but not with an MLD package. You have a low land count and a relatively high AVG cmc. If you're going to be wiping landbases and opponents wiping your creatures, you will not be left in an advantageous position. Why not add more artifact ramp such as Mana Crypt, Sol Ring, Talisman of Impulse, and The Great Henge? These will ramp you and will help you break parity.
Alternatively, you can run Collector Ouphe instead to shut down opposing artifacts as blue mages (as well as white, red and black players) will almost always be using artifacts to ramp and the small anti-synergy is worth it IMO should you choose to go that route. City of Solitude might be worth considering over or in addition to Price of Glory.
You are trying to make deals but in my meta, if you play MLD, people will target you. There's nothing wrong with MLD, but most people don't like losing their lands so I'm curious how/if you have actually been able to politic your way out of a situation, unless the combo player is gonna win. '
Survival of the Fittest/Fauna Shaman might be worth considering with all your creatures. Not to mention the synergy with Anger and Eternal Witness. A Genesis might be worth considering should you go that route.
My honest opinion is that this deck lacks enough card draw, lands and meaningful ramp to be able to compete in a semi-competitive meta (no idea what your meta is like, but this wouldn't hold up in mine). You only run 6 pieces of ramp that allow you to get Xenagos out earlier.
Rishkar's Expertise - Similar to above but with added benefit of not losing tempo
Greater Good - The most powerful card in a Xenagos deck. If you listen to anything I say, this is it.
Beast Within - Good old instant speed permanent removal
Decimate - 4 for 1, amazing value
Voracious Hydra - Beater and removal in one
Dosan the Falling Leaf - Anti blue, anti spot removal if blue is a thorn in your side
Bolt Bend - Redirect removal, counter counterspells, redirect some draw as well as some extra turns. Very useful for 1
If you would like ideas for cuts or want to discuss strategy
2 months ago
Looks good! These might interest you: Solidarity of Heroes, Vigor, Sporeback Troll, Hunter's Insight, Hunter's Prowess, Rishkar's Expertise, Soul's Majesty, Rite of Passage, Aspect of Hydra, Blossoming Defense, Mending Touch, Prey's Vengeance, Viridescent Wisps, Withstand Death, Urza's Incubator, Somberwald Sage
2 months ago
Some potential cards. Most of these might be side-grades or out of budget but are worth noting in the Maybeboard. I have a few of these:
Creatures are obviously optimal, what with elf anthems and counters and stuff. I would try to squeeze in the first three if you can. The tempo of getting your commander down on turn 2 is amazing.
Fyndhorn Elves , Priest of Titania , Boreal Druid , Farhaven Elf , Leyline of Abundance , Castle Garenbrig , Llanowar Tribe , Overgrowth , Reap and Sow , Kodama's Reach , Explosive Vegetation , Nature's Lore , Ranger's Path , Skyshroud Claim , Grow from the Ashes , Emerald Medallion , Growing Rites of Itlimoc Flip, Harrow , Circuitous Route
Rishkar's Expertise , Soul's Majesty , Mirror Shield , Zendikar Resurgent , Primal Rage , Heroic Intervention , Return to Nature , Overwhelming Stampede , Overrun , Beastmaster Ascension , Loxodon Warhammer , Colossal Majesty , Rancor , Vivien, Champion of the Wilds , Blossoming Defense , Withstand Death , Titanic Brawl , Ancient Animus , Momentous Fall , Nature's Claim , Once and Future , Regrowth , Wildest Dreams , Road of Return , Creeping Corrosion , Season of Growth , Blanchwood Armor , Sandwurm Convergence , Garruk, Primal Hunter , Vivien Reid , Vivien of the Arkbow , Ghost Quarter ,
Aspect of Mongoose is nice but prevents untapping shenanigans with your commander.
Some obvious out-of-budget stuff here and some lower-powered stuff too but I'll suggest them for posterity.
Llanowar Reborn , Karn's Bastion , Forge of Heroes , The Great Henge , Incubation Druid , Loyal Guardian , Tuskguard Captain , Pollenbright Druid , Solidarity of Heroes , Biogenic Upgrade , Durable Handicraft , Planewide Celebration , Courage in Crisis , Verdant Confluence , Bow of Nylea , Contagion Clasp , Contagion Engine , Hydra's Growth , Path of Discovery , Retreat to Kazandu , Forced Adaptation , Evolutionary Escalation , New Horizons , Nissa, Voice of Zendikar , Jiang Yanggu, Wildcrafter , Vivien, Arkbow Ranger , Kalonian Hydra , Arbor Armament , Stony Strength , Savage Summoning , Hunger of the Howlpack , Soul's Might , The Crowd Goes Wild , Armory of Iroas , Weapon Rack , Predatory Hunger , Primeval Bounty
I have a Drove of Elves I'm not using
2 months ago
Then harmonize, escape, return of the wildspeaker, Rishkar's Expertise are helpful. Even Soul's Majesty , Garruk, Primal Hunter , Life's Legacy , Momentous Fall are all good options. Its dependent on your commander for sure like the rest of your deck (at least momentous can be used in response to removal and life's legacy can be used prior to them getting a chance to use removal, just be wary of saccing as additional cost to cast when the blue player has mana up). Also be sure not to get 2 for 1ed.
Green really only draws through Power of creatures or # of creatures. Since you aren't going wide, these are your best bet.
If you want to protect your commander, you Heroic Intervention would be helpful but thats $. Veil of Summer , Vines of Vastwood , Blossoming Defense and MOST IMPORTANTLY Bolt Bend can all protect your commander. Bolt bend redirects removal, targetted discard draw extra turns and more. Very powerful for 1 mana. You can also consider Boots/Greaves as well as enchantments with totem armor but they can use in response to the equip or worse, 2for1 you with the enchantment.