|Commander / EDH||Legal|
Printings View all
|Tempest Remastered (TPR)||Uncommon|
|Magic 2015 (M15)||Uncommon|
Combos Browse all
Wall of Essence
Creature — Wall
Defender *(This creature can't attack.) *
Whenever Wall of Essence is dealt combat damage, you gain that much life.
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Wall of Essence Discussion
1 week ago
I think getting your deck to 100 cards is the most important step, so likewise I have some suggestions on what to remove.
-Colossus of Akros. Sure he attacks for ten, but at 8 mana, you aren't getting much of a discount for that cost. Tree of Redemption costs half as much and has 3 more power - that's more what you're looking to take advantage of. There are better ways to spend 8 mana.
-Kaijin of the Vanishing Touch. Ideally you'll be doing more attacking than blocking, so the ability shouldn't come up often at all. Plus, dealing 3 damage for the two mana is nothing impressive.
-Novice Knight. Since you have only a few ways to enchant or equip him, he'll only be effective with Arcades in play, in which case Steel Wall or Wall of Essence would just be flat-out better.
-Oathsworn Giant. His ability is definitely worth the six mana, it's just a question if you want to bother with a creature that's six mana.
-Psychic Membrane. Similar to the Kaijin, except he's three mana! Plus if you do get to block and draw a card, chances are he won't live to do it again. It would be easier to get that card draw from something like Orator of Ojutai or even Dormant Sliver.
-Sprouting Phytohydra. I like this card a lot but I'm not sure if it will be all that great in practice. He needs to take exactly 1 damage for you to ever have more than one - as is he'll generally die every time a token replaces him, which could still get you a card from Arcades every turn... except for the fact that he only has 2 toughness, so your opponent will probably let him go unblocked every time. A 2/2 that your opponent doesn't want to block isn't good enough for 5 mana.
Hopefully that helps making some cuts a little easier!
1 week ago
Hey dude, thought I'd comment it on here.
So let's round out my observations before we move to my opinions.
Win Conditions you have included are: Rolling Stones , Assault Formation , Wakestone Gargoyle , Vent Sentinel and Dragonshift. Of those, Wakestone doesn't really have a way to go off unless another win con is already out. So Wakestone + 1 or Vent Sentinel and Dragonshift are the only current ways to win a game.
Tokens- Coral Barrier , Hornet Nest , Golden Guardian Flip , Sprouting Phytohydra , Dragon Fodder , Parallel Lives , Kiora, the Crashing Wave. Coral Barrier does provide an evasion creature, and 1/1's with evasion are often under-rated. Hornet nest is great if you can keep it alive, and okay if it dies. Golden Guardian is an okay card if you can get some tokens out of it, but it doesn't die to anything in your deck right now. Sprouting Hydra is probably the best token card in this deck as it lines up with all of your themes, it has serious potential for combos. Dragon fodder doesn't belong here. Swap it out for a late game threat like Vigor for wall wins, or Luminarch Ascension if you plan to keep the token theme. Parallel lives is at best okay in this deck, if you had more than 10 things that made tokens, I would say its definitely important. Kiora is an okay planeswalker but I'll talk about her in a second.
Ramp- Ok so there's not enough of it. Overgrown Battlement , Ulvenwald Captive Flip , Sol Ring, Cryptolith Rite. Commander games are won by casting several cards in a turn. Firm believer that if you have green, you run green ramp. Period. Bonus, Ulvenwald Captive is terrible ramp.
Card Draw- You're covered here. I think you have enough card draw.
Planeswalkers- Special Note, I think Kiora is a fun planeswalker, but she's not amazing in this deck. It'd be better to see something like Ajani Goldmane , or Elspeth, Sun's Champion for added tokens, boardwipes, and counters, as well as their emblems enable your win conditions.
Ok so now I'll start by suggesting things you could add to this deck.
Wall of Denial - My favorite Wall.
Tree of Redemption - Can get ugly dude. 0/40 is kinda great in a lifegain deck.
Kodama's Reach - good solid ramp.
Cultivate - Same as above.
Comet Storm - You have ramp, play a ramp board clear.
Kindred Summons - Pick wall.
Fireball - Very versatile in rampy decks.
Vandalblast - You have red, you need good artifact hate.
Supreme Verdict - Favorite Board Wipe
Wrath of God - AKA the Reset Button
Azorius Signet - Ramp
Izzet Signet - Ramp
Aetherflux Reservoir - Can become a win condition (that can be fetched with fabricate) if you have a strong life gain game.
Ajani Goldmane - Can combo with some win cons, has good passive benefits from behind the army of walls.
Elspeth, Sun's Champion - Same reasons as Ajani, but can also board clear creatures with 3 or greater power, so not your walls.
Now we move on to cards I suggest removing.
Murmuring Phantasm - It's not bad, it just doesn't provide an additional benefit. You could find a better card for sure.
Abrade - Swap for better removal. I suggest Comet Storm, or Vandalblast.
Lightning Helix - Okay so IDK what this is in here for. Its a good card in a tempo deck. You can do bigger and better with 2 mana. Play the long game.
Ghostway - Looks okay with EtB triggers. Is good against boardwipe, but honestly, you have walls. They probably won't die that often, and if they do, you won't be bouncing more than 2-3 back to your hand. Is that honestly worth holding up 3 mana?
Parallel Lives - Get to the 10+ token generators, and this card is waaaaaaay better. As it stands now you may get 2-4 extra tokens in a game, if you draw it.
8 months ago
I think this ruling from the MTG wiki will help clarify things:
At the time damage would be dealt to an en-Kor creature, its controller chooses which redirection and/or prevention shields to apply out of all the shields that have been created that turn. It doesn't matter what order they were created in. All such shields are applied at the same time.
The way it works is that you activate the ability an arbitrary number of times to build up a "shield" for that en-Kor creature, choosing a target for each point of damage (in this case, all to the Wall of Essence). When damage is dealt to your two creatures (at the same time since all combat damage is dealt simultaneously), you can choose how much of it you want to redirect. Since redirection effects are replacement effects, there's no stack interactions here. All 12 damage would be redirected to the wall, gaining you 12 life.
I hope this helped :)
8 months ago
Hello,If you want to be more competitive then you can replace the Wall of Frost, the Wall of Essence, Wall of Denial and the Supreme Verdict with some faster mill cards such as Fraying Sanity to double your mill effects, Mind Funeral as good mill card and Glimpse the Unthinkable aswell. If you want to go for a more combo strategy you could use Myr Galvanizer and and myr(s) which can generate two mana total to generate infinite mana and use a card such as Blue Sun's Zenith to make them draw their entire library, or you could go for Temple Bell, Laboratory Maniac and Mind Over Matter to make everybody draw their entire library causing Laboratory Maniac to win you the game as everybody loses from mill.
10 months ago
Since the secondary ability of Wall of Forgotten Pharaohs only works with deserts and I'm trying to modernize this deck, I found some potential replacements, as there's no point in including slow lands for a single creature.
- Steel Wall
- Oona's Gatewarden
- Perimeter Captain
- Order of the Stars
- Consulate Skygate
- Wall of Tanglecord
- Cathedral Membrane
- Thing in the Ice Flip
- Returned Phalanx
- Murmuring Phantasm
- Ludevic's Test Subject Flip
- Kaijin of the Vanishing Touch
- Jeskai Barricade
- Geist of the Lonely Vigil
- Fog Bank
- Angelic Wall
- Vertigo Spawn
- Wall of Omens
- Wall of Essence
I really like Kaijin of the Vanishing Touch because of how bouncing enemy threats is a big theme of this deck, but I could also see Thing in the Ice Flip being a replacement for both Wall of Forgotten Pharaohs as well as Striped Riverwinder though it doesn't get Hexproof. Thoughts, comments, suggestions?
1 year ago
Hi! Thanks for passing by.
I discovered Doran, the Siege Tower some time ago, I just forgot to put it in the maybeboard (I'm also considering building a commander deck out of this idea, and putting him as the commander). I will think about splashing to black, although I don't feel very secure doing so as I don't need many cards from it really. I can get board removal from the Dusk as you pointed out.
Loved Tower Defense, it gives potential for finishing the game pretty early. Will be adding it too.
Thanks for the suggestions!
1 year ago
A Ajouter (From pascal):
1 year ago
I was thinking about Wall of Omens,do you think it might be better then Wall of Essence ?.As for Wall of Roots i do believe it's a good card, mainly because i don't need to wait a turn to add mana which makes it a 1 mana 0/4. but i believe i could take out something else ,i will definitely try Tree of Redemption since i have a playset. Thank you for the help ironwolf1