|Commander / EDH||Legal|
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|Alara Reborn (ARB)||Rare|
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Sovereigns of Lost Alara
Creature — Spirit
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle your library.
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Sovereigns of Lost Alara Discussion
1 day ago
I think that if you arent using Sovereigns of Lost Alara to cheat out stuff like Eldrazi Conscription, the 6 mana rare isnt worth a slot in your list. 29 lands also feels super greedy, Zur dying once or twice makes him very difficult to cast with so few lands.
5 days ago
Glad the explanation helped! Since it is a bit of a complicated and non-obvious combo, you might want to explain it in your deck description, lest others become confused.
As for not having enough targets for Strionic Resonator, I am not sure that is true. Effectively, you have approximately 21 cards where duplicating the ability would be of benefit (I excluded cards where the triggered ability would provide no benefit or would actively harm you, like Mox Diamond).
- Oblivion Ring, Detention Sphere, and Banishing Light all rely on triggered abilities to function--a duplication of which would result in two creatures being exiled until the card leaves the battlefield.
- A duplication of Finest Hour would allow for two additional combat stages, as opposed to one.
- Sovereigns of Lost Alara could be duplicated to place two auras on your attacking creature.
- Your numerous enchantment-synergies could also be duplicated for additional card draw.
- Even if you have not drawn any of the above cards, Exalted is a triggered ability. At the very least, you could grant one of your creatures an additional +1/+1 for 2 mana (2 additional damage if double strike is in play). Not an impressive number, but it keeps the Resonator from being a dead card on the battlefield.
Now, the Resonator still might not fit into a competitive deck, as it eats two mana per turn. That is a fairly significant investment, and you have plenty of other useful cards to cast. I just want to make sure you are excluding it for the right reasons!
1 week ago
3 weeks ago
I play Karona as a commander (Pinball Wizard - Karona, False God EDH), and the first question I have to ask is why did you pick her? She has plenty of strengthsaccess to five colours, the ability to deal commander damage multiple times per roundbut her drawbacks are substantial. Personally, I play her because I love cards that are both great and terrible at the same time, and she certainly fits that bill. For a curse-based pillowfort deck, I would probably recommend Child of Alara as the commander. It is a bit more defensive, allowing you to set up your curses while players avoid attacking you with big creatures, and also is dangerous to block, lest it explode. That said, I understand if you want to keep Karona, and my below suggestions will be in that light.
The description in my own deck list explains why I picked many of the cards I did, which you might find helpful. My deck uses a heavy enchantress theme to Voltron a powerful Karona, capable of dealing lethal commander damage to multiple players before she returns to my side. It is quite fun, though a tad different than what youve posted here. I will post some of the more useful suggestions below.
Cut Vow of Malice and of Duty. They add nothing substantial to Karona, and there are better boosting auras.
I did not find Greater Auramancy to work well with Karona. Yes, it protects your enchantments. Yes, it protects Karona, as long as she is enchanted. That said, Karona works best when you pile a bunch of enchantments on her, and swing for absurd damage--Greater Auramancy got in the way of this.
Removal is powerful in any deck, and there are some wonderful enchantment based removal spells. Darksteel Mutation, Song of the Dryads, and Imprisoned in the Moon render enemy commanders useless, without bouncing them to the command zone. Oblivion Ring and its kin are also powerful cards to have.
I am incredibly concerned about your mana base. I run 38 lands with Karona--a number I fiddled around with fairly extensively. Granted, I run fewer artifact ramp cards (in favour of enchantment ramp), but 27 still seems far too few. Your lands are also fairly slow, but that's a budget issue, so I will not address it.
Cards that interact with enchantments would be a good addition. I run Argothian Enchantress, Eidolon of Blossoms, Herald of the Pantheon, Mesa Enchantress, Verduran Enchantress, and Sigil of the Empty Throne. Each works wonderfully alongside the many low-cost enchantments in my deck--Sigil of the Empty Throne in particular provides a powerful alternate win condition.
Armadillo Cloak is a nifty little card which is akin to lifelink, but will gain you (rather than your opponents) life anytime Karona attacks. It even adds trample! Hooray!
Vorinclex, Voice of Hunger is one of the best cards ever printed. He can help you quickly ramp into Karona and any accompanying auras or enchantments you wish to toss.
Sovereigns of Lost Alara gives Karona a +1/+1 boost when you have her attack, and also cheats out new auras to enchant her with. Wonderful card.
Defense of the Heart is a great card, particularly if one of the creatures you cheat out is Vorinclex.
1 month ago
I also run Phelddagrif voltron, and I have to say, I never thought see another person doing it seen Rafiq is such a better choice for it. It was the very first deck I ever built. After seeing that this game had a flying hippo in it I couldn't NOT play it. Mine is enchantment based though; it uses cards like Sovereigns of Lost Alara, Ancestral Mask, Auramancer's Guise, etc.
Always nice to see another Phelddagrif enthusiast.
1 month ago
Ahh, I see. No that's okay, thanks for sharing with me though.
I'm sorry, could you elaborate for me? Are you talking about Greaves and Boots when you say, "You want both and more for redundancy"?
Oh yeah for sure, I get very strategic when it comes to the right time to cast Medomai because if I don't have a game plan she just gets killed off.
I've thought about adding small unblockable creatures for a long time now, but it's getting to the point where I can make a good excuse for why every card is in the deck, so it's hard to pick one to get replaced. While not unblockable unless I make it unblockable, Sovereigns of Lost Alara has become a huge target among my friend group because of how op it can be in the right scenario.
To be honest, I don't remember what I do on my second turn. I made a new deck recently, so I've been playing with that. Plus, my friends and I have been pretty busy so it's hard to find time to play. I think what I tend to do though, is get everything set up for my next turn: beef Medomai up some more, get some card draws in, make sure I have enough mana for a counter, stuff like that. Other times I attack with other creatures if I have the right ones on the field.
1 month ago
I've actually planned on adding some of those. Still trying to get a hold of Sublime Archangel and Sovereigns of Lost Alara. I'd love to add Noble Hierarch, but I can't justify dropping that much on a card. I do appreciate the suggestions though.