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Verdant Sun's Avatar
Creature — Dinosaur
Whenever Verdant Sun's Avatar or another creature enters the battlefield under your control, you gain life equal to that creature's toughness.
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Verdant Sun's Avatar Discussion
1 week ago
Most of the answers to your question are in Platinum Emperion's reminder text: "You can't gain or lose life. You can't pay any amount of life except 0."
You don't gain life from the abilities on Zacama, Primal Calamity, Wurmcoil Engine, Verdant Sun's Avatar, or Dragonlord Dromoka. You don't lose life when you're dealt damage by Mana Vault or Ruric Thar, the Unbowed. You're not allowed to pay life to activate fetch lands, to let a shockland enter untapped, or to keep extra cards from Sylvan Library.
1 week ago
I'm currently working on a Mayael the Anima Deck. Some cards manipulate life in some way. Such things include Shocklands, Fetchlands, Zacama, Primal Calamity, Wurmcoil Engine, Verdant Sun's Avatar, Dragonlord Dromoka, Sylvan Library, Mana Vault, & Ruric Thar, the Unbowed. Based on these Rulings...
1/1/2011 The ability doesn’t prevent damage. Rather, it changes the results of that damage. For example, if a creature with lifelink deals damage to you, you won’t lose any life, but its controller will still gain that much life. Similarly, if a creature you control with lifelink deals damage to another player, that player will lose life but you won’t gain any life. Notably, if a creature with infect deals damage to you, you’ll get that many poison counters.
1/1/2011 Abilities that trigger whenever damage is dealt to you will still trigger because that damage is still dealt, even though your life total doesn’t change as a result.
1/1/2011 Spells and abilities that would normally cause you to gain or lose life still resolve, but the life-gain or life-loss part simply has no effect.
1/1/2011 You can’t pay a cost that includes the payment of any amount of life other than 0 life.
How would each aforementioned card work? From there, I'll decide what stays in the deck...
Thanks, just in case one answers this huge wall...
1 week ago
1 month ago
connorbitw Hey man, you should try running Azusa, Lost but Seeking and Courser of Kruphix, both speed up land ramps like decks such as these. Also try looking to getting some Fetch lands and Shock lands. They're super helpfull in decks like this as well considering fetch lands can give you that extra land fall per turn. I would also try adding Oracle of Mul Daya she too would help your land ramp. I would also consider Omnath, Locus of Rage, he might be the strongest card for a deck like this. In general omnath is the way to go. Especially if you tech in Verdant Sun's Avatar you could literally gain like 40-50 life a turn. It would be awesome in this. I would try Vorinclex, Voice of Hunger. There are so many different techs but these are the main ones i would look into.
2 months ago
Slagwurm Armor:I like the card, but the problem is I'd have to take a card out, any idea what card(s) I should take out?
Oathsworn Giant:It is a nice anthem effect, but since it is on a creature it'll get removed easily. I'd rather play an enchantment or artifact.
Forbidding Watchtower: Definitely! I love myself some flavor!
Geist of the Archives: Depends if I'll find a wall to take out.
Sight of the Scalelords:This is what I meant with the oathsworn giant. Nice card.
Forgotten Ancient: But he doesn't have defender though.
Bramble Sovereign: I already thought about this one, but it will depend if I want to spend the money on it.
2 months ago
The list is a lot larger than I had first intended it when I wanted to comment... Anyway, seeing as how I'm thinking of building an Arcades myself, I thought I'd share some cards of interest !
Wall of Junk (card draw)
Living Wall (resilient)
Quicksilver Wall (card draw)
Dragon's Eye Sentry (1 drop)
Wall of Mulch (card draw)
Wall of Kelp (card draw + more creatures)
Wall of Resistance (can become huge)
Amaranthine Wall (resilient)
Hornet Nest (token generator, can then use the 1/1 deathtouch flying as chum blockers, to be explored I think)
Builder's Blessing (anthem effect)
Tower Defense (potential wincon)
Slagwurm Armor (just makes things bigger)
Bar the Door (wincon)
Oathsworn Giant (anthem effect)
Forbidding Watchtower (flavor)
Geist of the Archives (card advantage)
Sight of the Scalelords (anthem)
Forgotten Ancient (another big guy)
Conjurer's Closet (flicker triggers)
Verdant Sun's Avatar (life gain)
Belligerent Brontodon (another Assault Formation)
Bramble Sovereign (more ETB effects, tokens are permanent which is very nice. Also, if paired with Panharmonicon, you can pay 1G twice, and potentially draw up to six cards. Could be explored, imo)
Let me know if any of this helps you or not :)
3 months ago
My other thoughts are that you might want more haste effects to let Gishath and others drop and swing the same turn, and that you might want to add more card draw or card advantage in case Gishath gets imprisoned somehow.
Also a possibility are damage-dealing board wipes, which would trigger enrage and possibly not even clear all your own creatures.
- Swiftfoot Boots
- Lightning Greaves
- Heirloom Blade - cheap and can provide card advantage; there are admittedly better options at higher budgets
- Blasphemous Act
- Wave of Reckoning
- Boros Charm
- Heroic Intervention - keep those dinos alive
- Pounce and other "Fights target creature" cards (I see you already have Savage Stomp which is probably the best for your deck)
- Kindred Summons - Drop it after a Regisaur Alpha to close out the game
- Rishkar's Expertise and similar draw spells (many in the Selvala list you played with the other day: Selvala, Omnipotent)
- Verdant Sun's Avatar - mana intensive for what it brings
- Burning Sun's Avatar - no flicker package here, so the value isn't great
- Gruul Charm - mildly useful but fairly situational
- Trace of Abundance I agree you need ramp, but this one doesn't really help with fixing, which you will want in a 3 color deck.
- Raging Regisaur doesn't look like it'll bring enough value in this format
3 months ago
You may be an aggro wall deck (That's a sentence I never thought I'd say) but sometimes you have to get rid of the Peacekeeper or Hushwing Gryff. Path to Exile, Swords to Plowshares and Beast Within are all generic good cards.
You could also afford to draw more cards. Your commander does draw you some and you have some cards to assist that but you wanna play your two and three drop walls before that. Abzan Beastmaster is wonderfully in flavor and a personal howling mine. Sultai Flayer is an option but IDK if it's worth it. But also just generic good card draw like Soul of the Harvest, Mind's Eye, (If you have one), Shamanic Revelation, even stuff like Concentrate and Harmonize. Your deck may be running on a funky axis but that doesn't mean you should forget the essentials. In fact, they can help tie your gameplay together.
Angelic Chorus Lol. Don't know if it's good but come on. Verdant Sun's Avatar, Proper Burial too. They probably aren't worth it but it sounds funny. Dragon Throne of Tarkir is also pretty funny and works well with Arcades. Marble Titan is a meekstone with legs. Tetsuko Umezawa, Fugitive makes your team unblockable. And Heroic Intervention is pretty good.