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Other enchantments you control have shroud.
, Sacrifice Sterling Grove: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
Sterling Grove Discussion
1 week ago
Heya phsycord alright I took a look into your deck list and to go reasonably within budget here are some cards that are part of the core "enchantress" package, you have most of them already so here are some additional ones.
Now going for your route of winning there are pretty much a couple ways of winning. In my personal taste I would go for the Enchanted Evening + Calming Verse / Cleansing Meditation / Aura Thief route. However that does require quite a bit of money invested into the deck, although it's really fun. The next way I would recommend is just to outvalue your opponents which can get really fun.
You are essentially going to be using certain cards to make tokens and smack people in the face. To protect yourself as well you will be using cards like:
- Blind Obedience
- Ghostly Prison
- Collective Restraint
- Lightmine Field
- Karmic Justice
- Frozen AEther
- Stony Silence
- Energy Flux
These enchantments will help you last the game longer as well as prevent people from attacking you forcibly. Next on the list of agendas is card advantage, you need a consistent flow of cards to keep on pumping. Mystic Remora and Rhystic Study are essentially auto-includes and too good to not use. Sylvan Library although it's fairly pricey is extremely good and would be a great investment.
Now for the ramp, you have most of the auras that matter to untap with Estrid. I would recommend cutting out the enchant lands that cost 4 cmc. You will need to curve out at 3 CMC for those types of ramp enchantments. Additionally you can add in Exploration , it's not needed, but it goes very well when your shitting out enchantments like no tomorrow.
For value cards all around, Wargate is one of the best card there is. You can grab any permanent and place it directly onto the battlefield. Estrid's Invocation and Copy Enchantment are great cards to use, especially Estrid's one as she retriggers itself every upkeep. Song of the Dryads as well as Darksteel Mutation are great hate cards to deal with things you can't really deal with in these colors/
Protection spells I would recommend are cards like Faith's Reward , Heroic Intervention , as well as Heroic Intervention . Lastly for land, since we have a lot of mana untappers, I would recommend grabbing up a Nykthos, Shrine to Nyx as it provides an substantial amount of mana.
Hope that helps! I'll probably add in more later on as it depends on the route you go for~
2 weeks ago
In regards for tuning for competitive play, if going all out the fast efficient mana rocks. The standard usual Mana Crypt , Mox Diamond , Chrome Mox , Sol Ring , Mana Vault should be included. All tutors for consistency ex. Vampiric Tutor , Demonic Tutor , Diabolic Intent , Imperial Seal , Grim Tutor , Enlightened Tutor , Worldly Tutor , and I would also include Idyllic Tutor .
Next would be your main avenue for balancing your combo pieces. You need the life gain, so running all your soul sister effects are priority. I would run pretty much only the one drop ex. Soul Warden , Essence Warden , Soul's Attendant , and Deathgreeter . Both Blood Artist and Zulaport Cutthroat doubles as your win cons when you have every thing set up. You also need to set up ways to proc Ghave when your Carnival is on the field so in goes Ivy Lane Denizen , Elenda, the Dusk Rose , Juniper Order Ranger , and Champion of Lambholt . All of these ones can lead to infinite triggers and than infinite tokens.
Card draw is fairly important, so the usual engines are in ex. Sylvan Library and Necropotence . With having non-token creatures dying, you have them listed but they will also go in, ex. Midnight Reaper and Dark Prophecy . Dark Confidant will also go in with the low CMC curve. Skullclamp will also be an outlet for you as well to draw out your whole deck. You can test it out but Mentor of the Meek can be an outlet as well.
Protection for your combo pieces are important. Riftsweeper should be included and Pull from Eternity only if you are dealing with a lot of exile effects. Silence has always been super helpful, and since there will be a lot of enchantment type effects you can consider running Greater Auramancy in conjunction with Sterling Grove . Sterling Grove also helps tutor for Carnival when needed.
The rest of the cards can be filled with either similar effects, interaction, or advantage.
Now going for your "Carousel" effect with Athreos. For this you would have to go with the infinite mana route, I would be adverse in going this route as it dilutes too much of the "Carnival" route. With the infinite mana you would need to add in cards like Phyrexian Altar , Ashnod's Altar , or Earthcraft in order for you to gain infinite mana. With that as well you need cards that will bring your creatures back to the battlefield or hand, so Phyrexian Reclamation , Corpse Dance , Disturbed Burial can be considered.
There can be probably more things I can think of but accept this short response before I take a more indepth look at it when I not sleepy lolol
1 month ago
Thanks for the help, folks. Sorry I forgot about this thread for so long.
Divine Intervention is the answer I like best, so far. I think the answer I really needed was this: if all players win or lose simultaneously, the game ends in a draw. The "grouphug victory" question, therefore, is actually more like, "What are some interesting ways to make the game end in a draw?" To narrow it down, I might suggest that mono-White and Bant decks are probably most suited to grouphug, thematically speaking. In EDH, Arcades, the Strategist + Sterling Grove -> Divine Intervention would probably be fun... for me. I mean, if you declare that your objective is to make the game end in a draw... and you do that... then you won, right? Sorta?
BTW, here are the rules regarding draws:
Using a spoil block cause it's long Show
104.4a If all the players remaining in a game lose simultaneously, the game is a draw. 104.4b If a game that's not using the limited range of influence option (including a two-player game) somehow enters a "loop" of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don't result in a draw. 104.4c An effect may state that the game is a draw. 104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously. 104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability’s controller and all players within his or her range of influence. Only those players leave the game; the game continues for all other players. 104.4f In a multiplayer game using the limited range of influence option, if the game somehow enters a "loop" of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that's involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players. 104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team. 104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.) 104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.
So anyway, let me suggest a new topic for this thread: What are some interesting, fun, or efficient ways to make the game end in a draw?
As an aside, there could be a political element to it. You could play Divine Intervention, then kill all the players who refuse to grouphug. That way, only the peaceful players get to enjoy the "alliance victory."
1 month ago
Hey, looks good, haven't seen Primal Surge with Estrid before.
Upgrades to consider:
- Eternal Witness > Auramancer: Witness can get back any card from your graveyard including Surge.
- Mystic Remora > Monastery Siege: Remora is one of the best enchantments for draw in multiplayer Commander.
- Sterling Grove > Lunar Force: enchantment protection and a tutor, very good if you can reanimate it.
- Stasis > Trade Routes: in combination with Estrid's ability to untap enchanted lands Stasis can be major disruption to your opponents and not you.
- Energy Flux > Psychic Surgery: your not relying on lots of mana rocks for ramp, this disrupt any opponent who is.
- Song of the Dryads > Banishing Light.
- Sun Titan > Sumala Woodshaper: Titan can reanimate an enchantment or any other 3 of less CMC permanent.
Lands to consider:
Good luck with your deck.
1 month ago
Why not run Copy Enchantment and Estrid's Invocation to really get on the stacking of cards? Makes a soft lock with Sterling Grove possible, doubles the protection of your auras that protect your cards, and in dire situations, at least copies your lnd enchantments?
1 month ago
I actually usually don't have problems with getting mana, the majority of my problems comes from having a lack of black mana. Having more ways to get either Arcane Adaptation or Conspiracy is always really helpful. I was considering running a dragon in this deck, just so that I could come out of nowhere and have something big, even without Arcane Adaptation or Conspiracy . I will definitely add Crux of Fate and Privileged Position although I don't know about Sterling Grove . As for Farseek and Nature's Lore they definitely seem a lot better than the signets. Thanks for the help!
1 month ago
Well, this is an ambitious game plan but let's see if anything below is something you think might help:
Zur the Enchanter could fetch the Arcane Adaptation and put it directly into play. It looks like the deck really relies on this or Conspiracy being on the board to function optimally so with that little redundancy of effect, more search is good.
Because those 2 enchantments are so important, I would add some ways to protect them from being removed from play: Privileged Position , Sterling Grove , Spellskite , Negate [or other counterspells of choice], heck, even a Standard Bearer would suck up things like Beast Within or Chaos Warp that targeted what was making every creature a dragon. The deck looks like it can limp by without them but why go through that?
If your creatures are all going to be dragons, your boardwipe of choice is probably Crux of Fate .
I play a couple of decks in this style and Fauna Shaman is a tool I rely on to pull together creature combos.
As for the mana base, well, 5 color is tough without true duals but green does give you Farseek and Nature's Lore which might be better plays than the signets as you could tailor what color combo you needed. Cavern of Souls is of course an upgrade but also expensive so probably out of reach. YMMV but I don't know how you are able to play with only 31 lands.
Sterling Grove occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
GWU (Bant): 0.74%