True Conviction

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare
Scars of Mirrodin (SOM) Rare

Combos Browse all

True Conviction

Enchantment

Creatures you control have double strike and lifelink.

True Conviction Discussion

Thurbajen on Gishath Gonna Dump His Boyos

6 days ago

triproberts12 Hi man, really appreciate the help as this is the first comment I've had on tapped out after using it for a couple of days! The point you make about Nature's Lore being in over Selesnya Signet I think is probably correct so when I acquire one I'll swap that in. I'm already running Farseek so I guess the decision would be weather to cut Bellowing Aegisaur or Onward / Victory for Sakura-Tribe Elder . Do you not think I have enough ramp (this may be the case)? Bellowing Aegisaur combos well with Forerunner of the Empire + Polyraptor and I think that Onward / Victory seemed very good at getting almost two double strike triggers for Gishath, Sun's Avatar . Perhaps I don't need this though as I have may enough effects like True Conviction , Sunhome, Fortress of the Legion , Boros Charm (if needed) and Goring Ceratops . Perhaps Blood Mist is better than Onward / Victory anyway.

Pikobyte on Linvala Stax, Vannifar‘s worst Nightmare

1 week ago

Hey ShreddedByCrows. Wow, thats a lot of input here! Thanks for your suggestions.

I really like the effort you put in here, but i think you are overengineering a bit. First of all youre absolutely right: There are some cards in here that don't make any sense or are slow. This deck was never ment to be super-competitive, it's just build with some cards i had laying around to make a fun to pilot deck that kills some deck strategies, mostly Vannifars. I know it could be build a more competitive way, but in multiplayer it should not totally ruin the fun for everyone and make me archenemy. And i liked the idea of putting some cards in here that never see play even if they are cool.

For Extraplanar Lens youre right. I wanted to put in snow covered lands and i own enough of them. I simply did not find any since all my cards below 1 Euro are in boxes with 4000 cards each and it takes a lot of time to search. With a job and building a house i had my priorities not on that.

As far as the mana-rocks go you're right again. But all my crypts, vaults and my single monolith are in some of my more serious decks and i dont want to remove them there or buy extra copies for a fun-deck like this.

Eiganjo Castle is a card i didn't think of and it perfectly fits, need to find and add one. For wasteland and strip mine same problem as before. All of them used in other decks and i hate switching cards around. Not sure if i would add crucible just for this, but playing 2 LD lands is always a good thing. City of Traitors is a card i sadly don't own and it's a bit expensive for a deck like this.

Humility is a great card, played it in my creatureless superfriends EDH some years ago but it slows down the game too much and kills the fun on the table.

For your card suggestions: I dont want to go into all of those but for the staxx package i dont want to lock the board down totally. Played Vintage Staxx years ago before Trinisphere got restricted and some really nasty Daretti Staxx EDH. That really evolves fast to a point where nobody wants to play with you if you play that deck. After all Commander is still a fun-format. For a competetive list sure, those a must haves.

Whispersilk Cloak and True Conviction are removed for Teferi's Protection and Ward of Bones , need to cut that protection from my rarely played Nazahn-deck.

I feel a bit like i wasted your time but i will for sure take your suggestions here if i build a mean version of this deck. I thank you a lot for your time and suggestions.

+1 for your staxx deck for this if i find it

ShreddedByCrows on Linvala Stax, Vannifar‘s worst Nightmare

1 week ago

Hey there!

Nice brew, neat idea to counter those clunky and annoying Vannifars!

As smne who played Mono-W Stax for a while, with the amazing Hokori, Dust Drinker at the helm, I'll share with you what thoughts inspire me your sweet Linvala decklist.

(Even if it has already been pointed out before, I wanna say that I also love the Urborg combo. It's unexpectable and freakin' gud!)

Let's start by the beginning: mana fixation. Extraplanar Lens is insane in every monocolored archetype, so it's a quite logic inclusion you made here. Nonetheless, I suggest you to go for Snow-covered lands to synergize better with it - that way you won't give a lift to your opponents playing white.

Pearl Medallion and Sol Ring are basics, nothing really worth to say about it. Thran Dynamo and Worn Powerstone are more debatable. I don't know what is your budget issue, but if you want a competitve list, Mana Crypt , Mana Vault , Grim Monolith , Mind Stone , Everflowing Chalice etc. are all better options. Dynamo and Powerstone aren't bad cards, but they just come after those ones if you really do need a solid ''ramp'' package.

Opal Palace feels badly slow and ineffective in a monocolored stax deck. You won't win the game by taking up the board with your creatures armed of a little +1/+1 counter.

You have notable exclusions in your lands for a mono-white. Eiganjo Castle is the first card that comes through mind. Buried Ruin also is a recursive tool you should consider, even over Inventors' Fair . If you manage to find one, Ancient Tomb has its place there replacing Temple of the False God .

At its final shape, my Hokori decklist was running a powerful Crucible of Worlds package including Wasteland , Strip Mine , Dust Bowl , Flagstones of Trokair , Lotus Vale and City of Traitors . I was up to 39 lands, not counting Maze of Ith .

Now let's jump straight into your gameplan!

So... you're planning to focus your eyes on ruining Vannifar's day. To help with this strategy of being the nasty ''combo killer'' guy, I think you should put in some additional pieces of disruption.

That said, I don't know which Vannifar's version(s) your playgroup perform with. If it's a Thornbite Staff / Intruder Alarm one, things would be easier to calm down and you won't need such a heavy stax package - you'll need more single-target/multi-target removals though. And if it's the other one, certainly the most popular now (and also the most powerful/absurd), based on many shenanigans around the creatures Vannifar brings to the table, you'll need more stax support.

One of the very best cards you could add to stop all those creature-centered combos is Humility . This card is broken, this card is stupid. It even disables etb abilities. The only way your opponent has to go through is to destroy it with a creatureless source / or with a ''casting'' effect (like Ulamog has).

Single-handly, Humility tears apart most of the competitive Vannifar lists. However, based on the fact that it is still fragile to enchantments/permanents removals, you'll have to build a defensive shield for your stuff. Vannifar lists often keep a strong package of cheap permanents' removals in their pocket (like Beast Within for example), so you'll need to play carefully.

There's a lot of different ways you can head in order to reinforce your permanents' presence on the battlefield. A pretty simple and most of the time effective, despite of its ccm, you already included is Avacyn, Angel of Hope . I think you still lack a way to cheat her casting cost out to make her a stable and destructive power house.

Stax ''enchantment'' strategy is imo one of the most viable and solid strategy. With Academy Rector (amazing alongside your High Market ), you'll be able to search the exact piece you need to lock the game in your favor.

Notable stax exclusions :

Other cards to consider :

A bunch of meta depending stax tools :

Cards I'd cut from your list :

  • Martyr's Bond > Slow and unreliable on this brew. As you're not sacrificing any kind of permanent on your own, you'll struggle to get any value out of it outside of a lost political blast deflagrating when the game should already be over. Unless you add in some cards like World Queller , it defenitly doesn't deserve a slot imo.

  • Norn's Annex > 4 life + 3 mana for a worse Ghostly Prison . And I wouldn't even play Ghostly Prison there.

  • Bishop of Rebirth > a lot of people seems to give love to this card recently. However, I personally think it is just a bad inclusion. You spend 5 mana on a understated body and you have to wait a whole turn before getting value out of it IF you are in the researched scenario. There will be times where you have Boots or Greaves on board and this will be an insane mini-Sun Titan, but the situation is too rare to justify its presence.

  • Sublime Archangel > No real interest here. Good creature but doesn't provide anything for the stax strategy.

  • Gift of Immortality / True Conviction > weird ''win con'' heavily situational cards based on creatures. There is some logic behind Gift, but it's just too much of a unreliable idea. True Conviction has nothing to do here... it's 6 mana spend to lose the control on the game. If you're searching for card advantage and a bit of healing, go for the brand new Dawn of Hope (also is a good mana sink).

  • Rout > There are plenty better aoe in W. Wrath of God , Sunscour , Fumigate , Day of Judgment , End Hostilities , etc. If you want the instant option, just run Vedalken Orrery .

  • Blackblade Reforged > intersting alternative win con. Feels slow nonetheless.

  • Emeria Shepherd > too slow for my liking.

  • Whispersilk Cloak > can't understand what this does in a deck full of flyiers and tapping effects.

Finally, as you want to challenge Vannifar, which is a blue deck, you'll need something to deal with the classical Cyclonic Rift . Teferi's Protection is a good solution (and it could also protects you form a lot of various situations / removals / etc.), but I'm sure you can find a lot of other response.

I hope you'll find useful ideas in this comment. Thanks a lot for sharing this, it reminds me good times. Keep up the good work, keep up brewing!

xaarvaxus on Teysa Karlov - first deck!

1 week ago

Viscera Seer is a staple free sac outlet that this deck is going to want, the scry is honestly gravy.

At quick glance I see some cards that aren't doing much to advance your commander's strategy: Vizkopa Vampire is kind of vanilla here, Doomed Traveler gives you something upon termination and thus something for you commander to double up on. These are the effects you want to stack in your deck, Edge of the Divinity really isn't doing much here as a creature enchantment in a deck where you want your creatures to die probably isn't sticking around and you aren't likely to win with commander damage, True Conviction , while a high CMC gives all of your forces [big beater and tiny token alike] a buff.

A land you may want to consider is Vault of the Archangel as I noticed you seem to like your lifelink.

Sol Ring is the most played card in commander and should have a home in this deck. Your mana curve isn't outrageous so you should safely be able to go down to 37-38 lands but I'd replace that with more artifact ramp: Orzhov Signet , Mind Stone , Coldsteel Heart , Wayfarer's Bauble and for the X2 death trigger... Burnished Hart .

DespairFaction on Iroas, God of Victory EDH

2 weeks ago

Hey I'm a long time Aurelia player, but Im not sure if you keep up to date with this deck. However I played it today, and have some changes that I recommend. First up at the macro level, you have too many 4 drops, not enough mana ramp, and not enough removal. 13 is probably about the correct number of 4 drops to have. Also conceptually, I think its better to play Boros like modern jund, and not modern burn. i.e., as a midrange deck. Because of this I would add things like Land Tax , Gift of Estates or Boreas Charger . Because you need to cut from your 4 drops, I would add a couple of 2 CMC mana rocks, because of how well they play with 4cmc cards. And I would actually add 2-3 6 drops in the deck. When the game goes big you want to be able to go big also, again this does depend on making all of your land drops.

Cards I would cut, Thundersong Trumpeter, Figure of Destiny , Spear of Heliod since i don't think any of these have enough impact. I would also cut Hellrider , probably kalemne, and I would most certainly cut Mind's Eye since it is really bad in aggro decks. For card draw, look at things like Stolen Strategy , Etali, Primal Storm , Magus of the Wheel , Reforge the Soul or Memory Jar .

As far as things to add, I would definitely add Sun Titan , True Conviction and a probably another card or 2 to give additional combats of which there are many. You could also look at adding Thalia's Lancers to make sure you can hit Aurelia, Elesh, or Gisela as needed.

Anyway those are a few suggestions. More 2 CMC rocks, less 4 cmc cards, a few more 6 drops, and it wouldn't hurt to up your land count 1 or 2.

DespairFaction on Aurelia, the Warleader

4 weeks ago

I disagree with some of the above. I do agree that the artifact lands are fragile. It may not happen every game, but when you lose them to a vandal blast type of effect, it hurts real bad. Its very rare that I run into problems with the Rav bounce lands so keeping the boros garrison is just fine. Its essentially 2 lands for the cost of 1 card.

I really like solemn simulacrum in aurelia. Its a creature and a land. And it stops a big non trampling attacker from coming in, because they won't get the damage through and you just draw a card, so they will attack someone else. Its subtle, but Ive found I'm happier with it in play than not. I counted about 8-9 pieces of ramp, so I think you are in good shape right there.

One thing I did notice is that you are a little crowded on 4CMC cards so you should probably cut a handful of those, and add some stuff at the top end for late game punch. You have a good amount of ramp, so you want to have good things to ramp into. Heres what I got, (this one will be controversial) but I would actually cut Bruse Tarl, for True Conviction . Same ability, but more powerful and fixes curve issues. I would love to see you cut a PW out of the 4 slot. They are all good in their own ways, but I think Nahiri is the weakest of the bunch. For me it usually just ends up being removal. I feel like I'm not getting enough value if i just use the + mode and the ultimate can be lackluster without an eldrazi. I would replace this with a Wear / Tear or Chaos Warp depending on which type of removal you need more. also both are sun forger targets. Again just for curve considerations, I would cut wrath of god for blasphemous act. The times they don't do the exact same thing are uncommon enough. Its a tough choice right here, but my next cut might be Exalted Angel. Is it sweet? Absolutely? Have I won games with it? Oh yeah. But it does force you to choose between attacking with a massive token army or just your commander and that is awkward. So I might switch that out for Adriana, Captain of the Guard similar type of effect, but pumps your whole team, and fits the curve better. Archangel of Thune would also play a similar role pump your whole team and gain you life. I also wouldn't mind you seeing add another 6 drop to the deck. Etali, Godo, and Inferno titan are all sweet choices. Thats what I got for now :)

Load more

True Conviction occurrence in decks from the last year

Commander / EDH:

All decks: 0,03%

White: 0,32%

RW (Boros): 0,23%

W/B (Orzhov): 0,1%

GW (Selesnya): 0,11%

RGW (Naya): 0,1%

RBW (Mardu): 0,07%