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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Test of Faith
Instant
Prevent the next 3 damage that would be dealt to target creature this turn, and put a +1/+1 counter on that creature for each 1 damage prevented this way.
Skreem on Peaceful
1 year ago
Thanks for the suggestions! Old-skool, and I keep forgetting that StP isn't banned XD
Test of Faith is a another Temper! Love it!
Yeah, Pariah would likely be better than Parapet
Will definitely look to pick those up! Thanks!
enraged on Peaceful
1 year ago
Cool build yoo! Never an idea I've thought of. I always like to run Swords to Plowshares and Path to Exile in my white builds, they still kindaaa fit theme. Test of Faith is an instant that can prevent damage and buff. Pariah and Pariah's Shield are useful on an indestructible guy. Just a few that came to mind.
bravely_first on Ultimate Wanderer Theme Deck
2 years ago
For thematically representing The Wanderer's power-set, Harm's Way, Comeuppance and Test of Faith seem like appropriate choices.
Snickles@EDH_only on The second labour
4 years ago
I'd toss Fist of Suns for Astral Cornucopia and / or Everflowing Chalice - better fits, and they interact with prolifferate better.
Increasing Savagery is a very timmy spell, might want something with more versitility in here instead, like Decree of Savagery for the cycleing, or Hindervines since it doesn't stop your deck.
Inspiring Call is also a must for this deck - dodges a wrath, and gives card draw.
other kick-knack spells to consider: Abzan Charm , Bant Charm , Bioshift , Dromar's Charm , Jund Charm , Steady Progress , Temper , Test of Faith , Trap Essence , Unbreakable Formation , Contentious Plan , Volt Charge
Dete on A Swarm of Humans (And other Stuff)
5 years ago
Afterlife is a really good removal for white so you might want to add it, Angelic Purge too.
Battle Screech , Captain's Call give you more of a swarm strategy without costing too much, i would add screech to the main.
Emerge Unscathed gets you 2 triggers costing only 1cc and protection, Test of Faith is a neat combat trick for killing pretty much any early creature and giving you a neat early clock as well as triggering and saving your cmdr, Dawn Charm , Benevolent Bodyguard , Standard Bearer give you protection to every creature and Palace Sentinels gives you a bit much needed card draw in white.
thats all i got.
Shadowmaster_King on Boros Heroic
7 years ago
I've played with this deck in paper and it's ok. It's less/more consistent (depending on how much protection you kept in your opening hand) version of the blitz deck. It does operate on a different axis, essentially punishing your opponents for trying to remove your creatures and then strikes with a lethal threat.
If money is no object the following is what I would consider:
Figure out if your deck is spells or enchantment based, this is the most important part, a spells base is more tempo orientated because of more, cheaper protection spells. An enchantment base relies on resistant evasive beaters.
There are cards that are in common with both of these strategies and they are of course the creatures. Both of these decks have 4 Lagonna-Band Trailblazer and 4 Satyr Hoplite and some number of Akroan Skyguard.
Creatures that dependent on weather you play spells or enchantments are Akroan Crusader and Kiln Fiend. Both being better in the spells deck because they both dont get bigger when you target them with an enchantment. Akroan Crusader as 1-2 of in the enchantment list is fine with 1-2 in the sideboard to bring in against edict effects.
One spell is universal for both decks in my mind and it is Temur Battle Rage because it constantly outperforms and kills out of nowhere.
For the enchantment base we start with 4-of of the totem armor enchantments Eland Umbra and Hyena Umbra for resiliency. Then follow up with 4 Madcap Skills and 3 Hammerhand for evasion. To make your creatures huge 4 Ethereal Armor.
Lastly but in Journey to Nowhere and Bonds of Faith for removal. Down the list any combination of Furor of the Bitten, Taste for Mayhem,Infectious Bloodlust and Cho-Manno's Blessing.
The sideboard for the enchantment list is superior than the spells list but does have a weaker main. For the side Hopeful Eidolon for lifelink, Flamespeaker's Will agianst affinity, Mortal Obstinacy against bogles. Shield of Duty and Reason for Delver Threshold.
As for the Spells list, it's more explosive and tempo orientated. Start with 4 Gods Willing, 2 Center Soul, 2 Apostle's Blessing for protection. 4 Assault Strobe, 4 Mutagenic Growth and 4 Brute Force for explosiveness.
4 Lightning Bolt for removal and your basically done.
The other spells in the spells archetype come down to personal preference but Reckless Charge, Expedite and Artful Maneuver are ones that I prefer.
Sideboard is pack of combat tricks and removal not limited to Smash to Smithereens, Swift Justice, Test of Faith as well as the other 2 copies of cards in the main.
You can mix and match the shells but some cards like Ethereal Armor and Kiln Fiend obviously go in one and not the other. Lands is simple, only play mountains and plains because you want untapped mana and utility lands don't offer enough benefit. You should have 21 lands in an enchantment heavy build, in the spells shell 19 - 21 depending on how many 1 mana spells you have.
ArtytheRat on Pauper Commander
7 years ago
Suggested Cuts:
Drake Umbra (uncommon)
Suggested Additions: