Vow of Wildness
Enchantment — Aura
Enchanted creature gets +3/+3 has trample and can't attack you or a planeswalker you control.
|Want (2)||Phobophile , Saharet|
Printings View all
|Commander 2018 (C18)||Uncommon|
|Commander Anthology 2018 (CM2)||Uncommon|
|Explorers of Ixalan (EO2)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Vow of Wildness occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Vow of Wildness Discussion
2 months ago
Karona, False God is one of my all-time favourite cards. Sure, she's terrible, and her ability is prone to backfiring... but she's so wonderfully unique that I fell in love with her when I opened her way back in the day.
First off, let's deal with the biggest problem your card design has--there is just way too much text as proposed. As it stands, you're at 118 words spread across four paragraphs (breaks between paragraphs take up additional space). That's even more wordy than the notoriously lengthy Camouflage 's 98 words across two paragraphs.
Now, onto the main point of trying to fix Karona. Coming from the perspective of someone who plays a casual-oriented Karona Voltron list, I'll talk about my own concerns and suggestions.
To start, Karona has three major problems. The first is that she can easily backfire on you, either by swinging at you as a 5+/5+ or pumping an enemy tribe substantially (which can kill you even of you are using Vow of Wildness to avoid her attacking you). The second problem is that there is little incentive to attack with her unless you're running tribal, other than working together to quickly wrack up your 21 commander damage on someone. Finally, she is really easy to remove--not only is she vulnerable to your classic removal package, she also can be sacrificed when under the control of another player or her controller can willingly charge her into a more powerful/deathtouch blocker.
Your chosen suggestions fix some of these problems--the evasion and widening the boon to all creatures (rather than of a certain type) certainty is a better reason to swing. The free casting further provides an incentive to attack.
However, that means you're using two abilities to solve one of the three problems--that's not exactly ideal. Instead, perhaps:
At the beginning of each player’s upkeep, that player untaps Karona, Destroyer of Worlds and gains control of it.
Whenever Karona attacks, if no creatures are attacking Karona’s owner, creatures you control get +3/+3 until end of turn.
That's not too different from the original, and probably could keep the same mana cost. The anthem effect is a bit more powerful (seeing as it hits all creatures) encouraging using her offensively, but has a built-in protection for her owner. Indestructible makes it harder to kill her through blocking, but still leaves her open to exile and sacrifice effects, so there are still design flaws to build around (since that's kind of what makes her fun!).
2 months ago
8 months ago
yooo this is just the kind of chaos-hug I want to see!
I've been sitting on a Karona, but I didn't know what to do with her... like, have you ever put her down and the table decides to name "Avatar" and 3-shot someone(you)?
Is the enchantress theme doing what you want? I'm thinking about more creature stuff. Random things like Boldwyr Heavyweights and the Hunted series seem fun.
Oh Wild Research .
If you have lands worth playing, Pir's Whim feels good.
Missing Akroma, Angel of Wrath for the lore flex.
1 year 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...
...or any combo piece if you know enough of the mtg possibilities.
Nylea's Colossus is a big beater with enchantment upsides.
Hope you find something you like in those!
1 year ago
I run a similar Karona, False God build, and have some suggestions based on my own experiences with her.
I have found Sovereigns of Lost Alara to be quite helpful. In addition to being able to close out games itself, the ability to turn any creature into a mini-Zur is quite useful. If Sovereigns is run, Eldrazi Conscription is a fantastic card to cheat into play. With Sovereigns, any creature you control can become a win condition - I have won a surprising number of games by cheating Eldrazi Conscription onto my Argothian Enchantress.
Armadillo Cloak is a fun little card. Because it does not give Lifelink, you can gain health whenever Karona attacks, regardless of who controls her. In a pinch, it can double as threat reduction, as you will heal if an enemy creature attacks you. Note, this will not prevent lethal damage, since its ability goes on the stack.
Song of the Dryads, Imprisoned in the Moon, and Darksteel Mutation are all solid removal spells, particularly with enchantment synergies. Since they do not force a change in zome, they can semi-permanently remove an enemy commander, as they’ll be transformed with no option to return to the command zone.
Defense of the Heart is a solid card and can be used to cheat out critical creatures. It looks like you have several worthy targets to make the card worth it.
Canopy Cover is a pretty nifty enchantment - not only does it grant evasion, it is one of two cards that give an ability akin to hexproof without actually giving the creature hexproof. Because of this, you can still target Karona with enchantments, but your opponents cannot do anything to her when she is under their control.
Hope some of that helps. Here is a link to my own list if you are curious: Pinball Wizard - Karona, False God EDH.
1 year 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.
If you are curious, here is my Voltron Karona deck. It might provide some other ideas:
Commander / EDH
SCORE: 17 | 31 COMMENTS | 1579 VIEWS | IN 3 FOLDERS
1 year ago
So I have a Uril deck that I have been working on for a while so I am going to make some suggestions to take out, the reason why, and then will give some cards I feel you should use if you can get ahold of them. So some general suggestions is to avoid fieldwipes that also hurt you a lot, secondly run very few creatures. Honestly mana dorks and the enchantress' are all that I really run so the major suggestion I would say is to cut down on the creatures and mostly leave dorks/enchantress' like Mesa Enchantress or things like Herald of the Pantheon which make auras cheaper. Another thing are instants and sorceries, the majority of those should be targeted removal and mass removal or land grab spells like Swords to Plowshares, Day of Judgment, or Rampant Growth. Some specifics on those are Titanic Ultimatum isn't awesome if you only have one creature, which is all you generally need to win. (Uril, the Miststalker) Including the other pump spells i would say aren't great with Uril because he pumps so much anyways. Predator's Rapport isn't a terrible one as it can get you some life if you need but their might be a better option if you really want to keep that in. Alright, on to the enchantments. I would say that out of auras, Ancestral Mask and Bear Umbra are your best two, the others I like are Dryad's Favor and Indestructibility and finally Rancor. Other than those three I would say most of your aura's are just a tad weak. Out of normal enchantments I would almost avoid these with a fiery passion, other than protection of course. I would say Oblivion Ring is the only one I for sure would say to keep in (yes I know it's an aura but you don't target uril with it.). Other than those I would say that you mostly want auras, other than removal or extremely powerful cards. Alright, on to suggestions: The major suggestions I would make for auras would be these Armadillo Cloak, Ethereal Armor, Flickerform, Runes of the Deus, Scourge of the Nobilis, Shield of the Oversoul, Spectra Ward, Spirit Mantle, Unquestioned Authority, and finally Vow of Wildness along with any of the umbras. (boar, spider, and hyena for example.) Some normal enchantments I like are: Burgeoning for ramp, Dueling Grounds and Ghostly Prison for protection. Also, Mayael's Aria and Sigil of the Empty Throne for alternate win cons and finally Sterling Grove for search and protection. The artifacts should be general ramp or mana fixing with maybe a Helm of the Gods for boosting. The wipes I use are Austere Command for when you really run into crap and Winds of Rath and Divine Reckoning because they don't normally hit uril so he doesn't die. I use Retether and Open the Vaults for recursion and Enlightened Tutor and Three Dreams for tutor and my two targeted removal is just Swords to Plowshares and Path to Exile. Those are just my general suggestions. If you want to look at my deck you can go to Uril the miststalker
1 year ago
I was trying to figure out if it was possible to build up a funny list with this fat Grothama, All-Devouring and then I fell there on your deck... and dude, it's just awesome! And it's even fully flavorful, as Grothama devours other players boards.
Here are some ideas I had in mind looking at your built. Some of them are not budget, so I'll put them in 3 different categories.
1) Budget :
Brawn / Primal Rage: giving Grothama trample seems pretty essential if you want to be able to push enough pressure, especially against token decks. I really like the Mossbridge Troll you put in there, and this will just make it even more effective!
Roar of Challenge: basically cleans most of the time one of your opponent's board with Grothama.
Vow of Wildness: not so sure about this one but, on the paper, it could give Grothama trample, it could ''nullify'' a bit thief spells, and used on an opponent creature it could push someone into fighting Grothama with a creature he doesn't want to die.
Revenge of the Hunted: brutal.
2) Medium budget (still affordable):
Heroic Intervention: basically does everything you're seeking for there.
Asceticism: same as Heroic Intervention, but just even better as it's an enchantment.
Nylea, God of the Hunt: provides combat's tricks and trample to Grothama. She's certainly a staple in this kind of deck if your budget allows you to play her.
3) High budget (still affordable, but a bit more expensive):
Vigor: as someone already mentioned it before, he has to be a blast there. Definitely, a card you should keep in mind for the future if you can't buy it now.
Garruk Wildspeaker: does really nice here. He curves perfectly with Grothama and untaps two lands so you can play your instants. Both other options are still good.
Triumph of the Hordes: unfun card, for sure, but damn... it's just too good not to be played.