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Ward of Lights
Enchantment — Aura
You may play Ward of Lights any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
As Ward of Lights enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.
Ward of Lights Discussion
6 months ago
I was thinking cards like Cho-Manno's Blessing , Floating Shield , Pacifism , Temporal Isolation , Ward of Lights , and Righteous Aura . I'm not saying that they all deserve a spot but some are really good. Especially the ones with flash.
8 months ago
This is a really interesting deck! Here are some ideas I have that I think would make the deck run better:
- Heliod's Pilgrim would be a great addition because it could grab something useful in almost every situation.
- Protection is a great ability in Pauper EDH because it can be used to both prevent removal and evade blockers. Cho-Manno's Blessing , Ward of Lights , and Pentarch Ward would all be good additions tutorable with Heliod's Pilgrim
- Palace Sentinels and Crown-Hunter Hireling would both be good sources of card draw that can also block
- Temur Battle Rage and Assault Strobe are good additional sources of double strike
- Path of Ancestry would be a great land to add as most of your creatures are Humans
- You are running a lot of lands. You could probably drop down to 36-38 lands and still run pretty well
Hope this is helpful!
1 year ago
I would run Sylvok Lifestaff over one of the Scimitar variants, and I'd throw in True-Faith Censer over the Heavy Mattock. Ward of Lights is another good protection enchantment, and I think Heroic Defiance could be really good.
1 year ago
PedroMarcello, thank you for the suggestions! I actually really like Ward of Lights and Floating Shield! I'll fit them in somehow. Inferno Fist is just a 3-mana Shock at best, and I'm not sure I'm too keen on any Pacifism effects besides Spectral Grasp. But I do appreciate the input!
Also, I unfortunately don't have a copy of Land Tax, but if I did it would go in any white deck I had. x)
1 year ago
2 years ago
Hello there, BlackWitch!
So I've been wondering how can you, with all the awesomeness and kickassness you already have, become more resilient.
I've found some interesting pieces that might suit your needs and wills.
Artifacts/auras to stick to Kaalia and lean back relaxed while she reaks the havoc she was born to dwell in:
Champion's Helm -looks good on on sadistic flying cleric chicks imo.
General's Kabuto -shroud and no damage is just what Kaalia needs! The only thing still that could break her is a wipe.
Ward of Lights/Cho-Manno's Blessing -are both similar with the exception of Cho-Manno's Blessing being much better. Maybe a little costly but certainly worth a thought or even two.
Righteous War -it's a two-colour Earnest Fellowship.
Reconnaissance -that would be nice if you wanted a Dolmen Gate effect. Not if Kaalia has shroud but still a valid ability. Maze of Ith can help you with that, as well as making opponent's creatures do no damage.
Stave Off is just a Gods Willing with no extra effect. Simply a reliable one-drop.
Otherworldly Journey can both protect your commander from being destroyed and make her more beefy with the counter. Same can be done with Ajani's Presence or Undying Evil.
Bathe in Light can be used on Kaalia and grant protection to all the other creatures you control at the same time. To be used at a tougher than expected combat phase or in order to make your attack go through.
If you are facing an incoming Wrath of God or such, you can always use a Ghostway! Similar effect can be achieved with Cauldron Haze or even Cauldron of Souls only with -1/-1 penalty.
If you want a protection against every spell AND not just as a counterspell but with until-end-of-turn effect, there's always the old friend waiting: Silence. Very powerful imo. I need to get one as well! I wonder why doesn't it cost much more.
Now for more proactive play:
Go for the Throat is a really nice spot removal which black can provide.
Aurelia's Fury -this card I am always biased about. It can be costly, it can be cheap. It can be useless if you want pure damage of pure control. But if you need to just tap the creatures or if you just need to counter that creature spell it is the one you go for. AND it does damage!
I see you like discards and no wonder -it's a very efficient and honestly -tilting activity. If you want maximum salt, I propose Hymn to Tourach. No targeted discard can tilt as much as random shot at two lands in opponent's 2nd turn, or even before that. Pure cruelty and immorality. But that's what you aim for, right?
As to the creatures I've found:
Ending the topic of discards: Mesmeric Fiend. Not OP, but hell, it might be just what you want.
And while at two-drop creatures, Benevolent Bodyguard, Obsidian Acolyte, Daru Spiritualist, Selfless Spirit and Standard Bearer can all help you with the Bearer being far superior to others imo. If killed/discarded, you can also bring them all back with the Reveillark! Same can be done to one-drops (like the Mother) with Ranger of Eos.
Last, but not least: Deathless Angel. I know it's not the omni-potent killing machine you'd like to drop with Kaalia, but it's really nice when comes to protecting her mother or any sibling actually.
Now the tricky part: I have one thing I don't really know if it works and some that I know you won't like, but I still want you to know them.
Illusionist's Bracers can potentially let you put two fatties on board at once. I'm not sure if it really is so, sadly.
And all the life-loss cards:
Phyrexian Arena -come on! It's supernice! Who cares about 1 life if you draw a protection you'll need or a demon that will win you the game!
Same goes for Night's Whisper and Skeletal Scrying.
Toxic Deluge just annihilates the board. You usually control more beefy ones so you can get rid of anything to the threshold you choose.
Grim Tutor is just another one to get what you need.
Both Thoughtseize and Mind Twist look good. Mind Twist can really vegetablify the opponent at almost any time of the game.
And the last one: Hall of the Bandit Lord. I know 3 is a lot of life. But considering you might take far more from the opponent I believe it can be neglected. The card is very powerful if used correctly. I believe it could make the deck more aggressive, just another brick in your wall of hatred in the wrath castle of Kaalia.
I hope you will take as much as you can from it and that it will help you somehow in making this damn good deck a masterpiece.
3 years ago
I feel like your deck needs to be faster. I would add in more 1 costing creatures, so you can start enchanting and beating a turn earlier. To make room for some 1 costing creatures, I would cut Capashen Knight (you don't want to spend time and mana buffing him) and Charging Paladin (just too weak for it's cost).
There's a lot of 1 costing creatures to choose from.
Serra Zealot, Lagonna-Band Trailblazer, Benevolent Bodyguard, Deftblade Elite, Gideon's Lawkeeper, Icatian Javelineers, Nyxborn Shieldmate, Soltari Foot Soldier, and the list goes on.
3 years ago
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