Vow of Duty

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Uncommon
Commander 2015 (C15) Uncommon
Conspiracy (CNS) Uncommon
MTG: Commander (CMD) Uncommon

Combos Browse all

Vow of Duty

Enchantment — Aura

Enchant Creature

Enchanted creature gets +2/+2, has vigilance, and can't attack you or a planeswalker you control.

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Have (4) TrackerD , Reliva , pskinn01 , mziter501
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Recent Decks

Vow of Duty Discussion

Bloodytrailz on Queen Marchesa: Politics, Aikido, and Control

2 weeks ago

Hey Precocious,

Been fine tuning my Queen Marchesa, Politics & Pillow Forts list recently, really having a hard time nailing the final 3-5 or so cards. I'd love to get your opinion on a couple things / tunings. For knowledge sake, some cards won't work as well in my meta but i'll explain as such in the individual card discussions.

I recently moved into adding some more defense/draw with solitary confinement and necropotence. As far as I'm concerned my 5 most "removable" cards right now are Rakdos Charm, Mortify, Return to Dust, Orzhov Advokist and Underworld Connections. Although the 2 tutors aren't necessarily "the good ones" I'm not gonna be able to spring 30-40$ per single card at this time so i'm sticking with my high mana cost, low monetary cost tutors for now.

Rakdos Charm - One of our players just starting playing boros soldiers, but for the most part, decks tend to be "go tall" over go wide strategies. Only 1 player uses any kind of graveyard recursion (Dragon player with Outpost Siege and a couple other minor recursions, maybe 3-4 cards out of 99 total). So, the most common case is that this is a 2 mana destroy an artifact. Sometimes might be able to make use of damage mode for 5-10 damage on someone with a damage doubler out. Fringe cases where this might just be a huge bomb of damage to opponenets.

Return to Dust - Really i just had this for enchantments. Hammer of nazahn exists in my meta as well, but I feel like with anguished unmaking, (maybe mortify?), utter end, wear/tear i might be covered? 4 mana, destroy 2 scary enchant/artifacts kinda goes against the gameplan of "let them fight" but I gotta protect myself from things like Dragon Tempest

Mortify - big creatures exist in plenty and there's a good number of enchantments i'd love to not see in play if I needed to make them disappear for my own safety's sake.

Orzhov advokist - I love love LOVE this card, but I accept it's not necessarily amazing. It's like a political handshake of "i'll help you if you don't attack me next turn" by force (even if it leaves play, the condition still applies for the rest of the turn). It buffs creatures up around the board, keeps me "safe" (it either lets me know I won't be attacked or if they don't take the counters, it lets me know that something is up, advanced warning system sort of) and the buffed up creatures make for better aikido targets, splashing back even more damage than they would have without the counters :) Just seems like it touches every aspect of the deck in some way.

Underworld connections - it exists as a draw engine, but it's the weakest one in the list for sure (can't compare with necropotence, erebos, phyrexian arena, land tax etc) ... considered swapping this to immortal sun as i don't have any PW's... but this is also not a creature heavy deck, double the mana cost and there are some but not many PW's in my meta. (On average, maybe 1 per deck). Any other card draw engines that might be more effective in it's place?

A couple things I'm wondering about...

I currently have no damage based bomb finisher, I removed Price of Progress from the list because realistically in any given game, I will have the most or 2nd most non basic lands. (I play 16 basic, 1 other player plays 15 as a 5 color deck most others are 25+ basic). My table plays pretty low budget, 100-200$ so a lot of decks are dual colored or extremely basic land heavy. I'm currently considering Exsanguinate and Acidic soil as damage based finishers (outside the aikido package of course) to go alongside Insurrection... but I don't know what to drop for it or if i should drop anything for it. I have mastermind's acquisition which could pull one from outside the game if need be.

Should I try and slot in phyrexian unlife + solemnity for additional defensive layering? Solemnity will find some uses in my meta, but not that many. There's not a ton of counters going around.. there's the cheap Vivid lands, some minor counter stuff in the dragon's deck, and the recently made soldier deck uses Cathars' Crusade and Assemble the Legion. Individually these cards will not shine, but they still count as enchantments for Sphere of Safety and they still kinda do something at least... but then there's the obvious synergies. (Already playing Delaying Shield regardless of this pairs inclusion or not)

I've looked a lot at Vow of Lightning Vow of Malice Vow of Duty with some amount of admiration for fulfilling the deck goals of "make enemies kill enemies better while staying safe myself". However I'm not sure I want enchantments that get wiped out via enemy board clears. (And in the case of vow of lightning and duty, make enemy creatures better at blocking my advances)

Also open to any other suggestions not made here as well. Thanks for your time and considerations as always!

May the queen reign for eternity!

cdkime on False god of diplomacy

3 weeks ago

Vow of Duty and Vow of Malice are next to useless on Karona. Yes, they prevent her from attacking you, but vigilence and intimidate provide little added utility. I would consider instead adding some more efficient tutors and Armadillo Cloak (since, unlike lifelink, the cloak allows you to be the recipient of health).

Otherwise, you have a very, very high curve, and little in the way of win conditions. I think you should cut a large number of your larger, more flashy cards, and focus on the early game. I also think you are a bit too kind to your opponents, and grant too many boons (many of which seem to benefit them as much, if not more, than yourself). Unlike wizzard90, I do believe in the power of a good prison deck; but I do agree with the statement that they are not infallible.

Here are some suggestions:

If you are curious, here is my take on an enchantress Karona deck: Pinball Wizard - Karona, False God EDH. Unlike your Group Hug plan, I use her as a Voltron commander, but you still might find some enchantment-based cards that tickle your fancy.

ZendikariWol on The Prayer

4 weeks ago

Okay. This is gonna be a brief one because I'm not really great at control but something I do specialize in is voltron.

Drogskol Reaver doesn't do enough. You have like 3 lifelinking cards in the entire deck. Swift Silence is also lack-luster.

Try some Stubborn Denial or Disdainful Stroke. Good, cheap conterspells. Settle the Wreckage is a legend against aggro. The vows (like Vow of Duty) are a really good choice for dealing with threats. Maybe you could do with a few of the curses (like Curse of Verbosity) to displace attackers.

The_Mike on PillowChesa

1 month ago

Cards I would recommend adding if you want to support your pillowfort theme.

  • Koskun Falls Does exactly what you want to do with not exactly a back breaking downside.

  • Delaying Shield Nobody can take away your monarch token and lets you mitigate damage. (Also handy for negating massive fireballs for a turn.)

  • Smoke Can be good against green rampers and go-wide strategies. Also will make people to think twice before running over your Marchesa with quantity since they'll be open for a longer time and have much more difficulty to come get the monarch token next time.

  • Tainted AEther Keeps the creatures low, keeps the threats low, keeps everyone wanting to kill you high. Great way to lock boardstate in your favour after a boardwipe.

  • Marchesa's Decree and Hissing Miasma You want to nibble your opponents as much as you can while making them hesitate harming you if you plan to win while pillowforting. This does both and so either deters would-be attackers or makes finishing the game with Debt to the Deathless or the like easier.

  • Aurification It's good. Doesn't spare you from lethal but at least saves you from random chunks of damage.

  • Windborn Muse Redundancy, another Ghostly Prison

  • Gideon's Intervention and [Nevermore] Naming opposing commanders is just so backbreaking against some decks and buys you a lot time (and a lot hate from the player). Other than that you can name common threats to your board like Cyclonic Rift and Merciless Eviction. Another card with similar effect on board is Prison Term, which lets you to put opposition into sort of a Nevermore state as they hit the field.

  • Island Sanctuary Basically a budget friendly mash-up of Moat and Solitary Confinement

  • Vow Cycle of Vow of Duty, Vow of Lightning, Vow of Malice Works double duty. Why bother removing opposing creatures if you make them work for you and even be happy about it? Deals with offensive threats while nibbling opposing life totals. Orzhov Advokist also could work the same way in practice, but is less reliable though stronger when it works.

  • Soul Snare "If you attack me, I will kill your creature" is not an empty threat anymore, also counts towards your enchantment mass making cards like --Sphere of Safety and Open the Vaults more valuable. If this doesn't make big threats look at another direction then nothing will.

Well then. Since the commander herself fixes your needs of juice, the next question is: what do you stall for? (Was that a Hamilton reference?) After the long and satisfying grind of EDH, you want to finally claim the prize and call it a game. There's a few ways to go about it, but I'd recommend picking at least 6 - 10 cards which enables you to win the game when played right. In addition to what you have now I'd recommend one or two more.

  • X Equals Win the Game: In addition to Debt to the Deathless, other good X spells to add would be Exsanguinate or Torment of Hailfire, of which the latter is usually better but the first always consistent.

  • Not this turn, but maybe the next: Felidar Sovereign should net you a win when opposing resources to stop you are running thin. Or at least burn a removal spell.

More mass removal. They can't hit you if they have no creatures, and you really don't care about your own all too much. Two more of any "destroy all creatures" spells would work wonders.

As you are running on a budget here, we can't afford expensive allstars that win games basically no matter what deck you are playing. THUS we have to compensate by making our deck consistent, efficient and precise in what it does - in it's theme (Pillows, taxes and enchantments) - so the cards have more power than the total of their sum. Cards I'd cut:

  • Ancient Craving Good if we need explosiveness... which we don't. In EDH value this is basically 4 mana 3 life draw 1.

  • Read the Bones Draw 2 isn't anything to write home about in EDH either, basically draw 2/3th of a card for 3 mana. Marchesa nets you the cards over time, and you aren't in any rush.

  • Starfield of Nyx Would be good if you could protect your enchantments from the "creature" status as they get easier to spot and wipe remove. The recursion is amazing, but it wont matter when everything bows up, along with the starfield.

  • Price of Knowledge It's strong if it gets to hit the field, but not strong enough to compensate for the cost. It doesn't help us in 2 of the 3 themes of the deck but on the contrary draws hate with slow pay-off.

  • Bloodgift Demon Rather than having multiple ways to draw 1, focusing on pillowforting and keeping the monarch token to yourself would add consistency. A body is nice, but also a liability and lack of synergy with the rest of the deck.

  • Kambal, Consul of Allocation It's good at what it does, but we do not necessarily want to do that. It always universaly and equally hates on everyone, drawing hate towards you when our idea is to keep us away from the harm. Draining is nice, as long as it doesn't also drain our goals.

  • Sidisi, Undead Vizier Again, really good at what it does, but we need more space for cards that we need to do exactly what we want to do.

  • Void Winnower Strong, but really expensive for non-ramp deck and draws hate to us. Not the strong we must have.

  • Elixir of Immortality When a deck functions as planned and has multiple ways to win even if some get discarded to graveyard, you should be able to win before decking out.

  • Skullclamp Strong... but not the strong we must have.

  • Staff of Nin We have our economy covered as long as we are able to sustain monarchy.

kanokarob on Any cards like the c17 ...

2 months ago

The vows. Vow of Duty for example.

Also Assault Suit.

cdkime on Karona's Pantheon

2 months ago

I saw your mention of playing Karona on a different list, so had to hunt down your deck and give it a look!

Couple quick thoughts I had:

Vow of Duty and Vow of Malice do very little for youyes, they protect you from Karona, but their benefits beyond that are minimal.

Instead, consider Armadillo Cloak, which heals you every time Karona attacks, even if by other players.

For your other free slot, I might consider Open the Armorya solid budget tutor which can find one of your more useful vows.

J_Tal on False Gods

2 months ago

I was looking at the suggestions, and was: "I get that Vow of Duty doesn't do much, but Vow of Malice is freaking awesome! I mean it essentially gives the creature Fear except for the colors of the creature... Oh, right." I feel sheepish.

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