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Sig-guard-da Human Race

Commander / EDH*

Howdie91


Maybeboard


Let me preface this with the fact that I have tried and re-tried to make this deck three or four times now. I would greatly appreciate some feedback on the deck, its win conditions, and some card recommendations. This is by no means a finished, polished deck. It doesn't really to seem to have enough umph to get the job done.

This is my Sigarda, Heron's Grace "religious" deck. I say religious because, at the time of writing, there are only Humans, Angels, and Gods in this deck (with a guest appearance from Bygone Bishop). My original idea was the classic Sigarda Human Tribal deck, but as I started to find cards for it, I expanded it to Humans and Angels, then Gods. At its core this deck is a human tribal deck, with Angels and Gods protecting/aiding the Humans. I'll write some flavor text up for it when the build it complete.

The original inspiration this deck was twofold. The first being that I owned Sigarda, Heron's Grace and a lot of SOI humans from cracking packs. The second being that I wanted a deck that friends who were not familiar with EDH or were interested in learning MTG to play with our friend group. That being said, I wanted to avoid any infinite combos or other otherwise complex mechanics in this deck.

Generally, this deck wants to do a few things:

  1. Cast Humans
  2. Cast Sigarda
  3. Protect Sigarda so she can protect the Humans
  4. Make said Humans a force to be reckon with
  5. Achieve combat superiority through several means (discussed below)
  6. Most importantly, have fun and get to play the deck.

The deck really breaks down into three phases:

  1. Sigarda isn't out, and I am trying to get her out.
  2. Sigarda is out, and I am trying to keep her out while amassing a respectable board state
  3. I have a win condition out/in-hand and if Sigarda dies in the process, so be it (unless it involves her).
  • Beater: Creatures that get bigger as the games goes on (Champion of the Parish) or creatures that can normally attack freely with little concern for destruction (Angelic Overseer or Rhonas the Indomitable).
  • Buff: Cards that either permanently buff all/most creatures (Cathars' Crusade) or buff creatures for as long as they are out Door of Destinies).
  • Draw: Most of the draw in this deck is centered investigating (Ulvenwald Mysteries), revealing creatures (Descendants' Path), and otherwise getting cards for playing the deck as is (Vanquisher's Banner).
  • Enabler: These are cards that either give creatures evasion/trample Kamahl, Fist of Krosa or give them useful combat keywords Bow of Nylea
  • Protection: Most times I've played this deck, Sigarda is the prime target for removal so I wanted a package of cards that protected her Bastion Protector or slow people down so I can re-cast her if necessary Thalia, Heretic Cathar. This section might need work.
  • Ramp: I have Mirari's Wake some of the ramp includes fetching for basic lands (Cultivate), and the rest either adds mana (Selesnya Signet), or makes things cheaper (Herald of War).
  • Recursion: As of right now this is basically just Angel of Glory's Rise. I think of her as a reverse board wipe, and has too much value to not include.
  • Removal: These include single target removal (Beast Within), and mass removal (Hour of Revelation). In general I tried to find non-specific removal, for example Hour of Revelation instead of Wrath of God.
  • Feedback: These are the cards that I think I need the most feedback on.
  • Token Generation: Not a major theme, as I wanted cards that specifically made Human tokens, and had a hard time finding cards like that. This category may need more cards.

Most win conditions are through combat, or combat related. This deck really falls apart when it can't deal combat damage (Spore Frog), and to a lesser extent when combat is restricted (Crawlspace).

Ways to win through Combat:


Explanations and Alternative Card Choices

Although, at the time of writing, the average CMC is 3.45, the tempo of this deck can be a bit slow. The reason is because your creatures aren't as "safe" without Sigarda,Heron's Grace out.

This category is broken down into two parts. The first is to help slow our opponents down, cards like Thalia, Heretic Cathar are useful. Im interested in adding other pillowfort cards. You want these cards to be low CMC so that they slow people down when they need to be slowed, so CMC >5 would be ideal.The second is to protect our creatures, but mainly Sigarda. This is currently done through cards Bastion Protector, both boots, and Mother of Runes. There are other cards Ive thought about slotting into this category.There is also some indirect protection, like Dosan the Falling Leaf, Grand Abolisher, Angel of Jubilation, and Frontline Medic, but I fear some of these generate too much hate.

I broke this category into three sub-themes: Beater, Buff, and Enabler. I'm not super in love with how this worked out, so I am curious about any opinions people have on these.

Probably the least useful of the three categories. There are definitely cards in here that I think fit the theme quite well (Champion of the Parish, Hanweir Militia Captain  , Thalia's Lieutenant, Tireless Tracker).

The rest happen just happen to be beaters, but are primarily for other purposes (Herald of War, and Karametra, God of Harvests for ramp for example). I could see the argument for thinning this section to add more utility cards in the deck.

Lots of creatures in this deck are weenies to start off with, and several do not have ways of making themselves bigger, so to scale well I included cards like Beastmaster Ascension, Cathars' Crusade, Door of Destinies, Mikaeus, the Lunarch.

The rest of the cards in this category are cards that provide a small buff (usually +1/+1), but are primarily in the deck for their secondary effect (Mirari's Wake as ramp, or Vanquisher's Banner as draw for example). I could see an argument for cutting Angel of Jubilation, for something in the maybeboard like Collective Blessing. I'm not a big fan of Coat of Arms because it doesn't just buff me.

The dream is to have you little guys stay out long enough to make them big, but you don't want to sit there waiting for death while everyone else's board go off, so cards like Bow of Nylea, Champion of Lambholt, Odric, Lunarch Marshal, and Victory's Herald are meant to help you attack each turn with something. The other enablers like Kamahl, Fist of Krosa, Odric, Master Tactician, and Rhonas the Indomitable will help your already big creatures get through to chunk people down.

I think this category is probably the most import, as again this deck falls apart when it can't deal combat damage. That being said, I'm not sure if Heliod, God of the Sun is worthwhile enough to keep. His primary purpose is to provide an indestructible creature for Odric, Lunarch Marshal so that I can attack without fear of non-exiling effects.

  1. Bygone Bishop has 19 applicable creatures. Assuming hes cast at turn 3, and no other CMC<4 creatures were cast, theres something like a 90% chance for him to trigger once.
  2. Mentor of the Meek has 15 applicable creatures. Making the same assumptions, theres still an 85% chance for him to trigger.
  3. If Duskwatch Recruiter   is used on turn 3, there is about a 70-75% chance to reveal a creature depending on how many creatures have been drawn already.
  4. Starting turn 4, there is a 30-37.5% chance of casting a creature for free, depending on how many creatures have been drawn already.
  5. Of the 19 Artifacts and Enchantments, there are only four (Beastmaster Ascension, Cathars' Crusade, True Conviction, and Door of Destinies) that I would consider win conditions that could be blown up by our own board wipes.
  6. There is roughly a 70% chance of getting a useful 1, 2, or 3 drop onto the field by turn 3. These are creatures that either ramp, or benefit from seeing other permanents come into play.

Swaps I'm thinking about making

Suggestions

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100% Casual

Competitive

Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

42 - 0 Rares

18 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.45
Tokens Beast 3/3 G, Clue, Enchantment Cleric 2/1 W, Human 1/1 W, Human Cleric 1/1 BW, Human Soldier 1/1 W, Spirit 1/1 W
Folders Interesting decks
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