Vow of Duty

Legality

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

Printings View all

Set Rarity
Commander Anthology (CM1) Uncommon
Commander 2015 (C15) Uncommon
Conspiracy (CNS) Uncommon
MTG: Commander (CMD) Uncommon

Combos Browse all

Related Questions

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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Vow of Duty Discussion

SilentClockwork on vow of duty

2 weeks ago

Vow of Duty If I enchant an opponent's creature, can it not attack me or is it that it can't attack my opponent?

Demarge on In the Hands of the Fates [PRIMER]

1 month ago

Hmm when I think of politics I usually just think of insurance that those politics don't backfire, Vow of Duty and Vow of Malice buff opponent's creatures, but keep them from attacking you, Mystic Barrier essentially keeps 2 opponents from attacking you while also doing the same for each of them, you can then use politics to save one opponent from another's large board for favors

Now I do admit I don't know why you have Paradox Engine, the value of your tap effects are not too strong and the engine is too well known that you could probably cast an Armageddon instead and draw about the same heat.

One last suggestion would be to think about Angelic Renewal, it's an awfully neat save a guy enchantment that works really well with Sun Titan and it was just reprinted making it extra easy to find, might even find it foil. (I did say last suggestion, but ran into Helm of Possession when reviewing the comment, what better political way to kill a creature than to simply steal it at instant speed)

Karzalar on Sex-Proof Selesnyabians

3 months ago

Hey, long time no see!

Back with a few suggestions for you.

Why not Nevermore to block the already low-enough cards that could deny you a victory with Sigarda? Name either their commander, or, if they play those colors...

Blue : Cyclonic Rift Black : Merciless Eviction, Black Sun's Zenith White : Descend upon the Sinful

...or any combo piece if you know enough of the mtg possibilities.

Also, Satyr Enchanter is a better Mesa Enchantress, Femeref Enchantress can be good too.

Nylea's Colossus is a big beater with enchantment upsides.

Vow of Wildness doubles up as a pacifism of sorts for the enemy and a nice boost for you, same for Vow of Duty.

Hope you find something you like in those!

cdkime on Have a Karona, now kill my enemies!

7 months ago

Here's some suggestions based on my own experience with Voltron Karona:

  • Vow of Duty is pretty useless on Karona as she doesn't really benefit from Vigilence. Run Vow of Wildness instead--Trample is fantastic when you're trying to force through commander damage, and that extra +1/+1 makes a difference.

  • Howling Mine is an incredibly mediocre card. For card draw, I would recommend running enchantresses--Argothian Enchantress, Eidolon of Blossoms, Mesa Enchantress, and Verduran Enchantress are all strong options.

  • Canopy Cover is an interesting little card. Unlike most enchantments, it does not give the creature hexproof. As such, your opponents cannot target Karona when she is under their control, but you can still enchant her. That it adds evasion is just a nice extra touch.

  • Armadillo Cloak gives a nice boost to power, the invaluable trample, and lets you heal whenever Karona attacks.

  • Ethereal Armor is an explosive card, capable of quickly ending games.

  • Sovereigns of Lost Alara is fantastic for tutoring and cheating out auras. It combos quite well with Eldrazi Conscription, another game-ending card.

If you are curious, here is my Voltron Karona deck. It might provide some other ideas:


Pinball Wizard - Karona, False God EDH

Commander / EDH cdkime

SCORE: 17 | 31 COMMENTS | 1579 VIEWS | IN 3 FOLDERS


cdkime on 5 color happy stuff

7 months ago

Quick question--are you looking for suggestions, or is it your intent to just play with your favourite cards?

One minor change I'd highly recommend--cutting Vow of Duty and Vow of Malice. Both provide little benefit when attached to Karona, and there are plenty of more fun cards to take their place. One I'd highly recommend is Armadillo Cloak--you get to gain life whenever Karona attacks, and can even place it on an enemy threat to encourage attacks elsewhere.

cdkime on Karona Pillowfort-Enchantress

7 months ago

I'm a huge fan of Karona, and also use a pillowfort/Voltron build on her. Here are some suggestions based on my own experiences:

  • Cut Vow of Malice and Vow of Duty - besides increasing Karona's power and protecting her, the other abilities they provide are completely useless. You'll be fine with three.

  • Karona is a huge investment, so it's helpful to have some ways to protect her. Canopy Cover is probably my favourite. Most enchantments give either Hexproof or Shroud. These are both problematic--opponents can target a Hexproof Karona when they control her, and a Shrouded Karona can't be further enchanted. Canopy Cover ensures you are the only player who can target her, regardless of her controller, and adds some evasion to boot.

  • Ethereal Armor ends games, easily giving a +5/+5 bonus by the time you are ready to cast it.

  • Eldrazi Conscription combos wonderfully with Sovereigns of Lost Alara, instantly giving Karona +10/+10 and trample, with the broken Annihilator 2 starting the next combat.

  • Consider running more enchantresses--Argothian Enchantress, Eidolon of Blossoms, Mesa Enchantress, and Verduran Enchantress are all great cards to improve your early-game card draw.

  • Karona is very difficult to cast, and even more difficult to field. I've found it's very useful to have other cards that can close out the game. Chromanticore gives you a lot of value, and can even double as an aura if needed. Sigil of the Empty Throne can quickly grow out of control, producing a bunch of strong flying blockers, or an army of tribal angels to be boosted by Karona--whatever the situation requires.

  • Starfield of Nyx recurs your enchantments and can turn them into a powerful win condition.

  • Armadillo Cloak is an interesting little toy, as it gives the aura's controller the health, as opposed to giving Karona Lifelink (thus benefiting Karona's controller). It's a pretty solid way to rack up some health during your opponents' turns.

  • I'd recommend running enchantment-based ramp over artifact ramp. It has better synergy with the rest of your deck, particularly if you add enchantresses.

For some cards I would cut:

  • Gisela, Blade of Goldnight - great card, but I don't think it is necessary. While she can help speed up a game, your opponents will control Karona a large portion of the time. Your commander taking double damage most of the game is problematic.

  • Gwafa Hazid, Profiteer is a bit too slow for my taste. He comes out at turn 3 at the earliest without doing anything notable, takes another turn and more mana to activate, and dies to most every removal spell in-game, rending the investment worthless.

  • Tatyova, Benthic Druid - another wonderful card that doesn't work well in this deck. While it gives utility to the lands you draw in the later stages, you'll probably want to cast other cards on turn five.

  • Totem-Guide Hartebeest - this is a card I tested out in early iterations of my deck, and I found it awful. By the time I could cast it, I always had something better to do, and had likely already drawn and played a better tutor. Ultimately it came out to a 2/5 vanilla creature that languished in my hand.

Hopefully some of that helps. If you're curious, here is my decklist: Pinball Wizard - Karona, False God EDH.

Bloodytrailz on Queen Marchesa: Politics, Aikido, and Control

8 months 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!

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