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Test of Endurance
At the beginning of your upkeep, if you have 50 or more life, you win the game.
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Test of Endurance Discussion
1 week ago
Looks fun, you seem to have the token angle down and will only need to fine tune it to your meta needs, I have a few card draw recommendations and turning life gain into win conditions that may work for you.
Card Draw: Necropotence and Greed, may as well capitalize on a large life total. Dawn of Hope, this one seems really good for you since it interacts in almost every aspect of your commander by providing fodder for abilities and drawing cards off lifegain.
Lifegain Victory: Felidar Sovereign and Test of Endurance could prove a nasty surprise. Aetherflux Reservoir is not quite an auto win but if you find your self gaining a lot of life it might be a nice option.
3 weeks ago
Actually I have another tip
The deck is slow, the moto is "durdle to victory" , while durdling is fun for us, when you actually get a lock people get bored.
I remember that one of the games I won was like this:
Turn 0 - Leyline of Anticipation Turn 1- land Turn 2 - land (and EOT of my last oponent signet) Turn 3 - land (and EOT of my last opponent test of endurance) Turn 4- I won
This is a "magical christmass" scenario but it happend to me once, was fun for me but I cutted them
Having those cards can finish the game when it went too long, maybe you have them in a kind of lock against you, but you dont have yet the resources to win, it may take a while for the win while your opponents gets controlled so I personally think it is better to end their suffering with one of this cards rather than prolongin the game.
Once your opponents knows you have those cards they will be focusing you to keep your life total below 40 at all times
Conclution: try it for yourself, both cards are "cheap" so you can try and see if it works for you better than worked for me
4 weeks ago
Thanks, sorry If I've not made it clear, but I'm not wanting to make a completely competitive EDH deck. I want to make a strong Deck but one that dose not rely to much on Infinite combo/cheep win con. In other words Test of Endurance and other such win conditions are out because they are too strong/competitive/Un fun. I think I've got a good balance in the deck right now.
for the most part I've cut down on the lifegain to the point where I'm happy with that aspect of the deck. I'm more focus on manipulating the top of deck/playing off the top of it.
ps is Aetherflux Reservoir a good card for more casual life gain decks? I just think it would turn into a "win more" card in a deck like this.
4 weeks ago
First of all I apologize for taking so long to get back to you here lately I've been looking at a lot of Savala Explorer returned decks and they're all kind of just blurring together. ( there was a lot more than I thought there be)
The cards I suggested was only for the fact that you had Archangel of thune and it's a relatively cheap.
My personal opinion is that life gain and Stax are not the way to go but combo.
Using infinite untap abilities to make all your opponent's draw their decks.
But I'll leave some card suggestions for both life gai.
Life gain Felidar Sovereign + Savage Summoning ,Rhox Faithmender + Aetherflux Reservoir + Children of Korlis if you have 50 life that is. Serra Avatar + Wall of Reverence ,Test of Endurance.Oracle of Nectars. Predator's Rapport + Serra Avatar ,
1 month ago
Love the Trostani deck! Hopefully, I can offer some helpful advice!
You might know this already, but in terms of removal, there is the ever-popular Swords to Plowshares and the equally as great Path to Exile. For even more versatile removal spells (at least ones that are in Selesnya), there are the cards: Selesnya Charm, Dromoka's Command, and even Collective Effort.
Since you are looking for different win conditions, you could take advantage of the 2/2 lifelink tokens you create (either with their effect in general or your mentioned method of creatures entering the battlefield) and have multiple life-related win conditions. Some cards that take advantage of this are Test of Endurance, Felidar Soverign, and, as you brought up, Aetherflux Reservoir.
If you don't want to make something simply about producing many tokens, make sure you still put in some powerhouses such as Serra Ascendant, Archon of Valor's Reach, and possibly even Selvala, Explorer Returned.
For some other cool beneficial effects, I also would also recommend Commander's Sphere, Avacyn's Pilgrim, Aura Shards, Authority of the Consuls, Sylvan Library, Evolutionary Leap, Luminarch Ascension, and Growing Rites of Itlimoc Flip.
There is a ton you can do with this deck! I am looking forward to seeing how everything turns out with the reintroduction of the guilds!
If you want, you can also check out my GW Lifegain deck here to see what I have in terms of Selesnya. I am sure you will find lots of cards that I have not listed here that might help you build your deck.
Best of luck!
1 month ago
Hellvetti_The_Lord_of_Riots Felidar Sovereign does the same as Test of Endurance so you could swap them if you want the enchant version more or I've really been considering dropping Debtors' Knell from the deck. It is just too late in the game for a deck that doesn't really care about returning creatures very much.
The archfiend would be awesome in the deck too I just haven't gotten around to picking any up. I want one for this and my Dungeon Of The Occult. Not too sure what would come out for him though. Maybe Wound Reflection, how much of this effect is actually needed in one deck? More likely something else would come out though.
1 month ago
Hey xStormyx, thanks for your suggestions. My deck is still in its early stage, in fact I just had my first game with it yesterday.
White counterspells seem odd for some but it can save your army against mass removal. This is my priority in my playgroup since there are a lot of control.
Fire covenant is in playtesting, I like the idea of removing lots of threats early on without having to wipe my own army.
So yeah, yesterday I played against:
Trostani, Selesnya's Voice token aggro
Talrand, Sky Summoner counterspells everything
Omnath, Locus of Rage still not fully optimised but could do awefull things
Zedruu the Greathearted prison/stax/chaos
My deck got out of control very early on, Sanctum Seeker and Mana Echoes did the most in that game. I got to 170ish life and looked very dangerous with board presence to all even Talrand with his control spells.
Unfortunatly I got screwed by tax effects of the Zedruu player. He went for a mass land removal, then mass creature removal. Had lots of tax effect and then he added a Pyromancer's Swath on top of it. He then won my stalling (for an hour!!!) and playing Test of Endurance. I tryed to counter and remove his stuff but he always had the answer.
I'm still happy with that loss, since I destroyed almost everyone and the most experienced player at the table had to give everything to win.
2 months ago
@Se7enfoot I understand but, Woh, you made a lot of changes in your deck. For the better, although no more Scion of Darkness!
I still have three suggestions:
1) Instead of Lightning Greaves, Shaman en-Kor. Why? Three reasons. Firstly, the casting cost is the same, that is 2. Secondly, Shaman en-Kor ability can be activated as an instant (also during the turn of your opppnent) whereas Lightning Greaves can only be equiped as a sorcery (during your turn only). Thus, if you activate the Shaman ability to boost a cleric toughness with Daru Spiritualist it can serve a defense guy against big monsters, before you sacrifice it for big life. One common mistake, is to think that the Shaman en-Kor ability can not be activated unless it receives damage. That it is not the truth: the Shaman can target a cleric, regardless of whether it received damage: "You can use this ability as much as you want prior to damage being dealt" - . Also, the shaman can redirect damage to itself: "It can redirect damage to itself". Third reason: the Shaman is a Cleric, unlike the Lightning Greaves.
2) Starlit Sanctum instead of Disciple of Griselbrand. Why? Disciple of Griselbrand costs 3 in order for you to use the ability: 2 to cast the creature, plus 1 to use its ability. Starlit Sanctum costs 1. Plus, Starlit Sanctum lets you choose between gaining life or taking life from your opponent, thus complementing the damage of Cabal Archon.
3) You should add one more Test of Endurance. Why? If yours gets destroyed, you will get no second chance to use it again. The more so when you have no Devoted Caretaker or Eight-and-a-Half-Tails in your deck to protect it.