Touch of the Eternal

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Touch of the Eternal

Enchantment

At the beginning of your upkeep, count the number of permanents you control. Your life total becomes that number.

sub780lime on Rin and Seri

3 years ago

I really like Oketra's Monument in here. I would probably drop Fiery Emancipation (this may move too far away from your commander's activated ability being a primary strategy) and go with an anthem strategy overall as you acquire cards to slot in. Glorious Anthem, Gaea's Anthem, Dictate of Heliod, and, Beastmaster Ascension would all be solid in here. Other targets for removal for me would be Commander's Insignia and True Conviction. True Conviction can be great, but it seems a bit win more as opposed to just going wide and pumping through anthems. Beyond those, if you do lean into the anthem strategy, consider Mirari's Wake, Force of Virtue (can be a fun free play), Collective Blessing, and Spear of Heliod. You might even consider Intangible Virtue.

Have you considered Strionic Resonator to copy your commander's triggers?

Consider Blasphemous Act to replace Chain Reaction.

Consider Shared Animosity in place of Volatile Claws.

I see Heroic Intervention. I think I would also want Teferi's Protection. As a budget replacement, Eerie Interlude can still save a big junk of your board.

Card draw seems light. Just some various options: Runic Armasaur, Mind's Eye, The Immortal Sun (anthem as well), Shamanic Revelation or Collective Unconscious, and, if you want to play in further on tokens, Ulvenwald Mysteries.

I agree on getting the token doublers in here and I also agree they are pricey :). A more budget option would be Second Harvest.

For win-cons, if you decide to switch to a Timmy approach, Craterhoof Behemoth is an obvious choice, and Thunderfoot Baloth would also fit nicely. With all your anthems (assuming you go that route), Humility would certainly be fun. Doesn't see much play, but a janky win con requiring setup is pairing Touch of the Eternal with enchantment destruction on the last end step before your turn, plus you usually want some protection in there. Like I said, a lot of setup :).

High_Priest_of_Avacyn on Odric's Army of the Round Table

4 years ago

peter20percent your brother is right, some targeted removal isn't the worst idea. Some of my favorites in mono-white are Path to Exile , Swords to Plowshares , Generous Gift , and Revoke Existence . Brave the Elements is also a fun little combat trick you could utilize. As far as cutting cards, I'd take out Coat of Arms , Knight Exemplar , Patron of the Valiant , Strongarm Monk , and possibly Touch of the Eternal . You don't have a centralized creature type enough to make Coat effective, plus is can be detrimental against other tribal decks. Same concept with the Exemplar, you're just not using enough Knights to make her worthwhile. Patron and Strongarm are just not the most effective to the strategy you're building. And Touch is a really risky card. When it works it's awesome, but I see it backfire more often than not. I'd also consider swapping out Mass Calcify for Day of Judgment or Cleansing Nova . Mass calcify is great, but it's a really high drop and you might be going up against decks that contain white creatures, nullifying your advantage. DoJ is cheaper and is great for if you're getting overwhelmed and need to clear the board, and Nova is great utility. Lastly, I'd consider swapping Angel of Invention for Akroma, Angel of Wrath , since you seem to be going for cards with word jumbles. Hopefully this helps!

High_Priest_of_Avacyn

TheMadRocketeer on Armageddon is Nigh

7 years ago

Sigh. I should never go back and read what I've posted once it is committed. LOL.

Further correction:
Where I was talking about Touch of the Eternal, ignore the words "or to remove just the right number for your opponent". Not sure what I was thinking there.

Further comments:
Pestilence is its own creature removal for most cases, so you need less than you'd otherwise think. Save the Doom Blades and Murder for big stuff and the Condemn for something hard to deal with, like indestructible.

Since you're playing Black, Dark Ritual could help you get your Pestilence or Armageddon Clock out earlier, which is always good.

I just love the art on this Pestilence. That's what all of mine are.

TheMadRocketeer on Armageddon is Nigh

7 years ago

A few things to keep in mind:

Circle of Protection: Artifacts will be more useful to you than Circle of Protection: Black will be. I have a Pestilence deck (one of the few I have from when I played about 20 years ago, before my kids got me back into the game), and while Circle of Protection: Black does help, you have to remember that each point of damage from Pestilence is a separate activation and requires a separate activation of the Circle of Protection: Black to protect you from it. So, you can't spend to deal everything 4 damage then spend to prevent all of it from hitting you. Since Armageddon Clock does all of its damage each turn as one event, you can spend just to keep it from hitting you.

Because Armageddon Clock grows non-optionally each turn, you have to make sure you can stay safe from it in later rounds. For that reason, I'd run 4 of Circle of Protection: Artifacts so I'd be more sure to get one early and to have a replacement in case my first one gets Disenchanted. I'd also include a couple of cards that can remove artifacts, just in case you have to remove the Clock yourself in a pinch. White has several good, cheap, versatile options for that, which can do double duty in your deck.

Anything with proliferate could synergize with the Clock.

I run protection from black creatures in my Pestilence deck (White Knight, etc.), but indestructible creatures are a good idea too. I may consider adding a few.

You seem to be protecting against creature threats but not much else. A creatureless deck operating more on a burn, mill, or combo principle won't be slowed much and may outrun your damage engine. Especially so for Armageddon Clock, which won't show up until at least turn 6.

Touch of the Eternal has the potential for a fun interaction with Triskaidekaphobia if you can arrange to have just the right number of permanents out or to remove just the right number for your opponent, but in all I think its mana cost is just too high to be really useful.

You've got a lot of 1-of cards, leaving the deck a little unfocussed.

I like the deck, but I think it can be refactored into a stronger threat. If it were mine, I'd:
-- Increase the Circle of Protection: Artifacts to 4-of.
-- Add a few more indestructible creatures - good for keeping Pestilence going and for blocking threats while you get set up.
-- Increase the Pestilence to 3-of (or possibly 4-of). You don't benefit from multiples on the battlefield, but you do want to have one by turn 4, and you want to have some backup in case the first gets removed.
-- Add something with some life gain. Don't need too much of this probably. White has a bunch of good options for that, or Black could get you a couple of Vampire Nighthawks, which are a nice option for slowing an opponent down and picking up a few life points along the way.
-- Reduce some of the creature removal stuff and 1-of cards. Keep some anti-creature stuff, for sure, but I think you have more than you need at present, and you need the freed-up slots to pursue your own goals.

Anyway, the advice may be worth what you paid for it (i.e. 0), but I hope it helps. I like your concept, and it makes me want to go revisit my old Pestilence deck and give it a refresh with some new ideas.

DoctorSmoke on Here, Hold This

8 years ago

Hey Bruh, i would probably advice against Pyromancers swath,i have a zedruu deck and as fun as the idea is if someone can remove zedruu/bazaar trader or whatever your donate spell is and you end up stuck with it then it sets you back too far to be worth it, i also used to use Touch of the Eternal if the donate goes wrong you have pretty much KO'd yourself

ardilly on HMS Tamar

8 years ago

@Vriaeliss I like it! Normally I might find something like that a bit oppressive, but as a basic enchantment with few to no ways for me to protect it, it should be OK. I'll keep an eye out for a copy at my LGS and in trade binders.

@clayperce the flavor came well after the naming of the deck, but I quite like it as well. The lack of blue in the deck when coupled with the deck name also makes me giggle a little.

  • Touch of the Eternal is in mostly because I have no other reason to use the card, and nobody is going to want to trade it from me. A token deck seems a pretty good place to put it...though maybe for it to work properly I should put Avacyn, Angel of Hope in here as well?
  • Primal Vigor is in precisely because it's a bit group huggish - hoping it'll be one thing that helps protect me against other players who can otherwise wipe my board with relative ease. Again, I still haven't playtested the deck so I have no idea how it would work.
  • Looking at this list, I'm pretty sure a couple extra mana rocks would be helpful as well, but I'm slowly working on reducing the average CMC.
  • Mosswort Bridge is in, similar to Touch of the Eternal, simply because I own it. It never did anything for me in my old Rafiq of the Many Good Cards deck, and it likely won't do anything for me here...but it's a thought for now.
  • I really wanted to include Shamanic Revelation but took it out just to get the initial list down to 100. It's very high on my list of cards to put (back) in the deck, though. Reliquary Tower is more a precaution, as a couple of my friends have decks that let everyone on the table draw multiple cards per turn.
  • I left Sarpadian Empires, Vol. VII in over cards like Volrath's Laboratory and Druidic Satchel...again, largely because I have the card and no home for it. However, I realize my reasoning for keeping the Empires over the Lab or Satchel was for Veteran Warleader and Hero of Goma Fada by creating 1/1 white, red, or green Ally tokens. It probably won't work well, but that's also why the Conjurer's Closet is in here, so...maybe that's 3 or 4 cards I can take out to make room for other stuff.

clayperce on HMS Tamar

8 years ago

ardilly,
This looks very solid for a throw-together; +1!

Touch of the Eternal seems really dangerous unless you drop it right before your turn with a Vedalken Orrery. Has that been your experience?

Primal Vigor doesn't work in my meta ... it ends up being too much of a group hug card. And I'm jealous of all your Planeswalkers. They pretty much die instantly in my group :-(

I'm working on a very different Haz' over at Sandbagging w/ Hazezon; you're welcome to stop by anytime!

Draw well!

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