Transcendent Envoy

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Legality

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

Transcendent Envoy

Enchantment Creature — Griffin

Flying

Aura spells you cast cost less to cast.

SufferFromEDHD on Zeriam: Stax on Stacks of Griffins

1 month ago

Everything in the maybe should be main board.

Confused by the lack of Griffin Canyon!

Griffin Guide discounted by that Transcendent Envoy.

Crackdown nice tax in mono white aggro.

Dust Bowl really good late game in a deck full of basic lands. Also Flagstones of Trokair.

legendofa on Abzan Constellation

7 months ago

I'm still feeling my way around Pauper, but hopefully I can offer some suugestions. Theros Beyond Death might have some cards for you. Transcendent Envoy is an enchantment that reduces the cost of your Auras. Sentinel's Eyes is a reusable Aura, so you can recycle it if the creature it's on dies.

I personally would switch out some of the dual lands for basics, especially Forests, letting you play your mana creatures on turn 1 more reliably.

Also, your Auras feel like they're vulnerable to removal and/or sacrifice, since they go away when the creature they're in leaves play. Some further recursion might help, or adding a Bogles creature base.

eliakimras on Menacing Aura

11 months ago

Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

Part 1: Ramp

In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

Part 2: Card draw

Just as important as ramp is card draw: Galea won't always be available to you.

In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

Part 3: Removal

Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

Out: Reclamation Sage, Swords to Plowshares.

Part 4: Boardwipes

In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

Out: Time Wipe (not one-sided), Plains.

Part 5: Protection and Evasion

In Voltron, tempo is crucial.

Now to the Auras:

Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

Part 6: Tutors

Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

Part 7: Win Conditions

In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

Part 8: Lands

In:

Out:

  • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
  • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
  • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
  • Azorius Chancery, because you don't run the other two bouncelands.
  • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
  • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
  • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

lcarl3035 on Anax and Cymede, Spell Slinger.

1 year ago

Cool deck idea! Transcendent Envoy might work well here.

thefiresoflurve on Kilian Auras

1 year ago

Nice deck, Killian is super fun.

Spirit Link/Vampiric Link would be awesome in here, since they stack with Lifelink. I think I would first take Battle Mastery since it also doubles life gain (if on a Lifelink creature), and also doubles damage dealt.

Holy Mantle is another source of protection from creatures that I think would be good here.

Gift of Doom is a little expensive mana wise, but turn 2 commander -> turn 3 Gift of Doom is possible and pretty great.

Kaya's Ghostform is another "extra life" aura that's really good.

Light of Promise could get really out of hand really fast, basically reads "double your commander's power every turn". Sunbond is another card that does the same thing.

As far as what I'd replace anything with: Grisly Transformation, Spirited Companion, Transcendent Envoy all seem like reasonable cuts. Reasoning being: You can add better evasion than Intimidate (grisly transformation) with Holy Mantle. There's (almost) never a bad time to put Kaya's Ghostform on Killian, and there are quite a few situations where Spirited Companion is simply a 2 mana draw a card spell. All your auras are so cheap with your commander that another cost reduction from Transcendent Envoy feels... a little unnecessary, TBH. That of course, depends on how much your commander gets targeted, but if you use more protection auras like Flickering Ward or Gift of Doom, I think it can make up for that.

Hope that helps, or gives you some ideas!

SprkySprkyBoomMan on Favorite card art/favorite cards

2 years ago

I guess you can technically talk about booster stories within the context of my original question. There are places for that are ready though, so if you could please post those within those threads.

As you can tell I'm not a booster man, I buy all my cards out right. I used to be a booster pack person, but then I realized I was just wasting a bunch of money. I only buy boosters as a prize play for whenever I play casual with my brother and nephew. I do enjoy the enthusiasm though.

Transcendent Envoy I freaking love the card and card art for it!! I first discovered this card while building my nephew his first magic deck! A helpful commenter showed me the card and it's actually one of the pillars of the deck! These are stories I like.

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