Utopia Vow

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Utopia Vow

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

Enchanted creature has ": Gain one mana of any colour."

zapyourtumor on

2 years ago

I'd definitely run some more creatures, Pelt Collector and Steel Leaf Champion are some good ones. I'm not really sure how useful Utopia Vow is, I'd cut it. Similarly, I think its better to run more creatures than one time pump spells.

carnageace1 on List of all infinite combos 2.0

4 years ago

Leech Bonder + Utopia Vow Infinite moving of counters around the board, opponent has a ton of +1/+1 counters? Now you do. You have a bunch of -1/-1 counters? Now your opponent does and so on and so forth.

StopShot on Ctrl-G | Fear the Forest

4 years ago

What are your thoughts about Naturalize , Return to Nature and Nature's Claim .

Also, have you ever considered Utopia Vow ?

abbatromebone on

4 years ago

+Esper on [Resource] Pauper Combo Repository

4 years ago

I noticed you're missing Freed from the Real + Karametra's Favor / Utopia Vow + Night Market Lookout / Any creature with inspired ( Night Market Lookout is just the best in my experience)

Here's an example list: Four-Color Theros?

CoodieWoo on Freight Train to Sierra Leone

5 years ago

I like the overall idea of the deck, in fact I currently work on kind of a similar idea. Kitsune Mystic is a really sweet addition indeed since not only you can basically use it for moving around hexproof\shroud, but also for moving combat enchantments mid-combat on an unblocked creature, basically turning it into a 1-mana combat trick. However, I`d like to give couple of improvement suggestions.

1) The mana base is only 33 cards, which is extremely low. Such a scarcity of lands should have a solid reasoning, like a really solid one, for instance a ramp on the stick in form of the commander. The average agreed-upon amount is 37-38, and I do not see why this deck should be an exclusion.

2) Following up the mana base argument, I would suggest working on a ramp package, which is basically non-existing in a current version of the deck, and those cards that do ramp you are either conditional (like One with Nature ) or sub-par ( Utopia Vow ). Kestia is in , so not running ramp is a crime against humanity. I would include at least 7 more ramp cards, especially 2-mana ones, like Rampant Growth , Sakura-Tribe Elder and Farseek . Ramp and better mana base provide much more consistency, and this deck is already very good with draw, so it just needs to have better chances to play the cards it has drawn. Also, just put Sol Ring in there. You would never regret it. It`s just too good.

3) The deck is overkill on creatures and enchantments. Now if the enchantments are not that much for a problem since the whole deck is built around them, and usually a deck should have around 30 cards of which it is themed around, the amount of creatures can be decreased. Now which of these should be cut is completely up to you, but in my opinion: - most of the bestow creatures are not as effective as you would want them to be. Most of them are either just sub-par cards ( Boon Satyr ) or just overpriced copies of enchantments that you already have in the deck (i. e. Hopeful Eidolon Ghostblade Eidolon Hypnotic Siren ); - Nylea's Colossus , although being a really sweet card, seems unreliable. 7 mana in a deck with virtually no ramp is just so far into the future, and you have to spend your whole turn to cast it. Plus, you already have a lot of enchantments, so pumping a dude to lethal numbers should be pretty easy already; - Celestial Ancient seems to lack synergy with the deck as a whole. I can see only 3 token producers and a Starfield of Nyx , which, by the way, is also a controversial inclusion since many enchantments in the deck are auras.

4) I would also try and squeeze in more unconditional removal. I see you have most of your removal in form of Pacifism type enchantments, that have better synergy with enchantresses, however I would argue that since you have so many enchantress type effects and enchantments in general that those cards can be swapped for more reliable and consistent removal like SWORDS TO PLOWSHARES Path to Exile and Return to dust. Also I`d also include couple more board wipes because they are basically your safety nets if you fall behind in the game. One sweet thing you can actually do is to include Calming Verse , Aura Thief and Cleansing Meditation , cast one of these along with Enchanted Evening and basically watch your opponents scoop as they lose all their stuff.

I have a lot more tunings to suggest, but they become much too subjective from here, so yeah, there you go.

lowsypunk on Enchantment Haze

5 years ago

I like the concept of additional upkeeps via Paradox Haze, like Necra Sanctuary. Probably there are some other great enchantments out there with accumulating advantages on your upkeep.

Utopia Vow is also a great idea, as it means either one more mana for you if you have Verduran Enchantress or Herald of the Pantheon out or else a way to shut down a dangerous creature an opponent controls.

Given that you'll be drawing lots of extra cards, mana will be the bottle neck. Your current mana ramp gives you ability to play blue spells, but why not speed up the deck with some cheaper mana-ramp enchantments?

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