Valor in Akros
Whenever a creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
Printings View all
|Double Masters (2XM)||Uncommon|
|Masters 25 (A25)||None|
|Magic Origins (ORI)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Valor in Akros Discussion
1 month ago
Just a heads up that Balance is banned in the format. Maybe your group is cool with it though.
You might like these: Tome of Legends, Idol of Oblivion, Skullclamp, Arch of Orazca, Throne of the High City, Mantle of Leadership, Hope Against Hope, Veteran's Armaments, Eidolon of Countless Battles, Cathars' Crusade, Goldnight Commander, Valor in Akros, Leonin Warleader, Hero of Bladehold, Crescendo of War, Honor of the Pure
1 month ago
Marisi, Breaker of the Coil seems like it would fit right in here.
Here are some other cards you might like: Adriana, Captain of the Guard, Goldnight Commander, Valor in Akros, Pollenbright Wings, Ogre Battledriver, Shamanic Revelation, Camaraderie, Martial Impetus, Predatory Impetus, Shiny Impetus, Ilysian Caryatid, Second Harvest, Storm the Citadel, Rapacious One, Rith, the Awakener
1 month ago
Hair-Strung Koto = Mill Infitito
6 months ago
Thoughts on these? Angel's Trumpet, Fanatical Devotion, Palace Jailer, Aetherworks Marvel, Sunscorched Desert, Goldnight Commander, Valor in Akros, Blood of the Martyr, Martyr's Bond, Kormus Bell, Open the Armory, Stuffy Doll, Jade Monolith, Ankh of Mishra, Settle the Wreckage, Ajani's Welcome
6 months ago
Ah, tokens! Initiate the throng, then fulminate as such.
I have many suggestions.
Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.
You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.
Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.
For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.
This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.
Beast Whisperer is just good value.
I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.
That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.
May fortune betide you, and the tokens your enemies. Farewell!
6 months ago
Valor in Akros doesn't trigger on vehicles becoming creatures and will be cut for a haste enabler.
6 months ago
Looks good. These might interest you: Mimic Vat, Soul Foundry, Bramble Sovereign, Minion Reflector, Second Harvest, Parallel Evolution, Requiem Angel, Cryptolith Rite, Song of Freyalise, Priest of Titania, Elvish Guidance, Wirewood Channeler, Cathars' Crusade, Goldnight Commander, Valor in Akros, Fanatical Devotion
7 months ago
I like the deck. I have a question about a couple of card choices, however.
I see you have two counterspells, Force of Negation , and Spellstutter Sprite . In a counter-war, you will most likely not have sufficient ammo to get your spells through. At most, you'd have one of them in hand, two would be highly unlikely. If playing against one opponent with Blue that runs counterspells, you'll be in a bind, having to wait for him to tap out and hope he's not running either Force of Will , Force of Negation , or Pact of Negation with mana available to pay for the cost. Heck, a well timed Foil could also set you back.
Would you consider running other cards to those two? Or would you consider running more counter magic?
With my group, it's understood that if you run counter magic, you run the gamut of them; or you run nothing at all, especially with control colors of Esper. It's almost like it's required with this color combination (ironically, white also has Lapse of Certainty and Mana Tithe , so it can join the counter war while black runs Withering Boon which has surprised many a table).
If you're willing to add a more robust counterspell suite, I would consider removing your Auras in lieu for cards like Counterspell , Arcane Denial , Mana Drain , Flusterstorm , Force of Will , Narset's Reversal , Disallow , Pact of Negation , Swan Song , and if you run into many triggered or activated abilities in your meta, Stifle , Disallow , Trickbind , or Tale's End .
If you're not willing to add additional counters for protecting your spells, I would recommend getting more anthem/banner effects over Aura effects, like Archetype of Courage , Archetype of Finality , Archetype of Imagination , Bident of Thassa , Day of the Dragons (this flashed in at end of turn with a large fairy board could do some damage), Dictate of Heliod , Light of Sanction + Pestilence can wipe the board from other's creatures, leaving you an open field to swing and win; True Conviction , at triple White is too much, but you could consider it. You could also consider running Faerie Formation as a creature with a Training Grounds and a Valor in Akros on the field for a sudden card draw + creature pump and steal a win out of no where.
Heck, Path of Bravery won't net you much if you're only attacking with 1 creature every turn, but drop that and turn everything sideways when you have 20+ tokens, that's 20+ life right there on the swing. You don't have to even connect to gain the life. Rune-Tail, Kitsune Ascendant can prevent damage to your creatures (which will help as well if you have a pestilence on the field). Drop a Karmic Justice as well, to give your enchantments a reason to not be destroyed. Consider running a Solitary Confinement if you have sufficient draw as well.
Simple suggestions, but otherwise, deck looks pretty sweet.