|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance (RNA)||Rare|
Combos Browse all
Counter target spell. You gain 3 life.
2 weeks ago
2 weeks ago
Discovery / Dispersal is without health gain, and only lets me draw one card like Revitalize except it has surveil 2. I would prefer to keep revitalize and I have Absorb for the very reason that it counters all spells as well as gives health. I don't know what an Esper knights deck would entrain. Also, isn't my deck rotation proof? I can't wait to see the decks made with Throne of Eldraine. Hero of Precinct One seems very useful, but what cards would I exchange it for?
2 weeks ago
I think you should define the route you plan to take the deck. Two ways I can see building would be to play Control, OR play aggressive fliers. Melding the two might make it harder to achieve what you're going for. With that being said, I have a few suggestions:
If going the aggressive fliers route, I would definitely be sure to include cards such as Healer's Hawk , Faerie Miscreant , Hanged Executioner and Spectral Sailor . The value these add is pretty good on their own, and combo with your "lords" or anthem effects of Empyrean Eagle and Sephara, Sky's Blade . Casting Sephara, Sky's Blade for 1 mana is the main goal in this style of build, and packing the deck full of cheap fliers is your best chance of success. Consider cards like Winged Words and Rally of Wings to keep up the pressure. On my profile I have an example of this type of build intended to be budget for playing in paper if you need some inspiration.
If planning to play a more control route, I would focus more on playing counter magic. Cards like Absorb , Negate , and Essence Capture all help you proactively stay ahead on board, allowing you to slowly get in chip damage over time. Cards like Teferi, Time Raveler , Narset, Parter of Veils and Hushbringer serve to hinder your opponent's ability to interact with your game plan as well. I would ditch some of the lower curve plays such as Healer's Hawk and Faerie Miscreant in favor of Pteramander and Spectral Sailor . The later two provide you with something to do with your mana on your opponents turn, as in this control shell you would be ideally be holding up mana for counter spells. Now to finish off the game, you would ideally like to play something you opponent will have a hard time stopping. Cutting Sephara, Sky's Blade in favor of Angel of Grace or Dream Eater will allow you to hold up mana to flash a creature in on your opponents turn, and effectively provide the same benefits that Sephara, Sky's Blade would at a discounted mana cost. In this style of build, prioritize removal such as Prison Realm over anthem effects as they will provide less of an overall benefit to the strategy.
I hope this helps guide your deck building into a more focused direction. Let me know if you need any more help!
3 weeks ago
1 month ago
So now I'm going to organize this post is from different types of cards and alternatives and/or strictly better cards that have the same Converted mana cost!
Let's start with enchantments! It seems like your all over the place, which is fine, but you have aura enchantments and land enchantments. which seems a little weird to me! Normally you want to either go a route for your deck, and this seems unorganized, so let us fix that! Serra Aviary is a bad card, cause it also gives opponents fliers +1/+1, we don't want this. So id suggest either going with some like Citadel Siege cause sure, it won't buff all creatures, and it'll give a boost to one creature you want per turn, or it can be used defensively which is always a plus! I'd also suggest going Dictate of Heliod cause it gives an extra +1/+1 for one extra mana, AND IT HAS FLASH! For cards that are better for the 4 cmc are Light from Within , Force of Virtue , Marshal's Anthem .
For protection cards or cards that accumulate value, instead of Angelic Renewal and Angelic Accord , cards which can be good, but you don't have a whole lof of life gain or recursion to run these two! So I'd suggest cards like Sigil of the New Dawn , Kindred Boon , Privileged Position and Asceticism are 100% more effective in protecting your creatures or giving good value.
Now that we got enchantments out of the way! lets work on these instants! I love some of these instants, Absorb is a fun card that I'm 100% gonna get, same with Archmage's Charm ! Disdainful Stroke , Essence Scatter (and the like), Commencement of Festivities and Guardian Angel are all weaker versions of cards like Mana Drain and Counterspell which I'd upgrade with. I'd also suggest getting some artifact/enchantment removal such as Krosan Grip one of the best in this as it has split second, another card I highly recommend is Bant Charm one of the most versatile instant printed in these colors. some other instants i enjoy and have seen good results with are Teferi's Protection , Plasm Capture / Mana Drain , Render Silent , Arcane Denial , Dawn Charm and Heroic Intervention . Those are just some of my recommendations! I may have some more but You'd really need to let me know what direction you want to go!!
For sorceries, you're in gosh darn green! WHERE ARE THE RAMP SPELLS?!!??!!? Add Farseek , and since we have big fatty CMC angels, Recross the Paths puts in some work! Kodama's Reach and Explosive Vegetation are better than cards like Rampant Growth because 1) it gives card advantage (2 lands for 1 card) and 2) gives us more mana to work with during the late game! (this is when angel decks typically win). other ramp spells I use are Cultivate and Traverse the Outlands .
I've noticed this deck does not have a SINGLE BOARD WIPE, as big as our angels are for the CMC, we won't be able to cast them until later, board wipes are essential to have especially since you aren't running any pillow forts kind of cards, I HIGHLY recommend adding some, cards that I've always had in my white decks are Austere Command , Rout , Supreme Verdict , Cleansing Nova , Descend upon the Sinful , Planar Cleansing and Mass Calcify . Some other sources that are more focused with tribal is Harsh Mercy sure each player gets to pick a creature type, but that typically is one creature for them, and of course we'll pick angels, so we get the upper-hand in this!
We need some card draw, and this is important as I don't see any in this deck and that is a HUGE mistake. Think about adding cards like Rishkar's Expertise , Praetor's Counsel , Blue Sun's Zenith , Sphinx's Revelation , Finale of Revelation just to name a few that come to mind.
For Lands, these look just.....fine albeit slow, but not quite optimized. I totally understand how people on a budget don't run cards like Misty Rainforest and the like. But as a 3 color deck, I suggest adding in cards like Temple of Enlightenment and Temple of Plenty at least you'll get value from them coming in tapped. Other cards I'd suggest are Krosan Verge , Prairie Stream , Flooded Grove , Wooded Bastion , Seaside Citadel , Path of Ancestry , Forbidden Orchard (cause what is a 1/1 to our angels? PFFT) other lands that give some utility in a pinch are: Scattered Groves and Irrigated Farmland ! other good cards are Glacial Fortress (and it's kin), Hinterland Harbor and Temple Garden !
For Artifacts, I see the signets, I don't typically run the
and X signets just cause I like my land ramp better and won't get destroyed with target removal or artifact/enchantment wipes. but as a 3 color deck, you 100% NEED
basically makes all your mana problems go away, just tap lands for whatever color you need! If you're trying to go for some voltronish cards, I'd suggest going like
, which basically secures that you keep whatever creature you want alive for the rest of the game (unless they exile it with a spell somehow).
is also a good card as people won't want to block because it exiles shit, which is GREAT, let me tell you how many times people didn't block because they wanted to keep their creature(s).
For tribal support cards, there is a very small pool to chose from, So you might want to grab a Vanquisher's Banner , Herald's Horn , Urza's Incubator , Door of Destinies , Coat of Arms , Stoneforge Masterwork and Cryptic Gateway are some cards to look at!
Ok, lets finally get this creature situation fixed! first of, YOU'RE AN ANGEL DECK WITHOUT ITS PRIME GURL!?! WHERE IS MY Avacyn, Angel of Hope ?!?!?!??!!?!?!? I'm disappointed!!!! But for real, add her.
Other cards considering should be Metallic Mimic (if you're going for a 1/1 counter theme.) Solemn Simulacrum should go in here, he's just too good not to have here! Rhonas the Indomitable is a great mana sink, and if you really need to give trample to your creatures, Nylea, God of the Hunt is also a good alternative. Resplendent Angel is a great 3 cmc angel, don't underestimate this gurl! Sephara, Sky's Blade is also a great (shittier) version of our gurl Avacyn, Angel of Hope but still a good effect none-the-less! Iridescent Angel , for a 7 mana angel, I was hesitant at running her in my jenara deck, but has proved to be SO GOSHDARN STRONG! Can literally take ANY damage from ANYTHING (don't mention the Eldrazi to this gurl) but it has soaked up a lot of damage over my games. Archangel of Tithes is a great 4 cmc angel that gives taxes for attacking and defending! great include! Angel of Invention a fabulous card, especially if you have something that gives +1/+1 counters, say a Bow of Nylea , is a great addition to our squad! Angel of Serenity is a good card here as well! great recursion for this deck! since we're in bant, Stoic Angel is also a good include! Akroma, Angel of Wrath can't go wrong with an 8/8 creature with so many keywords and protection(s)!
Also, there is ONE card that is SO GOSHDARN UNDERRATED AND NEVER PLAYED and has literally been the BIGGEST beater I've EVER seen is non-other than Selfless Squire . THIS GURL...Where are my words for this card. It's a fog effect but you get a MASSIVE creature that has to be answered or your opponent die! I've had people swing at me for 20+ damage, not worried because of Selfless Squire and she becomes a huge creature, give her trample and/or indestructible, good game! This gurl is so badass she can oftentimes beat an ELDRAZI TITAN 1v1 (in terms of power/toughness). Best and most fun card I'VE EVER PLAYED IN A CREATURE! 50/10 would recommend!
1 month ago
Domri, Force of Unrestrained Vengeance
Legendary Planeswalker - Domri
Creatures you control enter the battlefield with haste and +1/-1 until end of turn.
+1 Exile the top two cards of your library. You may put one of those cards into your hand. If you do, pay life equal to its converted mana cost.
-3 Destroy target creature or artifact. If that creature or artifact was a token, you may destroy another token that shares a name with it.
-7 Exile the top three cards of your graveyard, then return all cards you own in exile to your hand. Until the end of your next turn, you have no maximum hand size.
Yeah he's mad. At everyone. I want to play this with Risk Factor and other jump-start cards that get themselves exiled while doing damage. (I still think Risk Factor is underestimated) He is also friendly with Rakdos-flavored Delve.
I'm a fan of counterspells that have additional effects, such as the dimir Psychic Strike and the simic Plasm Capture and the azorius Absorb . We even have some mill counterspells ( Thought Collapse and Countermand ). They're not as efficient as a good ol' Counterspell , which may never get reprinted into standard (thank the stars), but they do let us fit counterspells into decks that we want to do other things with (like I put Absorb into my standard deck with Resplendent Angel in order to help protect it and trigger its ability on my opponent's end step). So the next challenge is to create for me a counterspell that has an additional ability, made for a specific deck archetype, the way mill is made for mill and Plasm Capture is made for ramping up to big sick simic things.
2 months ago
BearJOO: So firstly, I think it's important to realize that a deck will need control, and that while counterspells certainly give a deck an amount of that, they are not the only way of gaining a controlling advantage. In the current configuration, I see only two counterspells in your list: Absorb and Counterspell . Counterspell is certainly very good, though I am not sure that Absorb is better than just an Arcane Denial or Dovin's Veto . Because you aren't playing a hardcore Stax list, countermagic may well be how you want to hold sway over a game; if this is the case, consider bringing in four to seven more counterspells. (Other good counterspells, though they vary vastly in price, include: Force of Will , Swan Song , Mana Drain , Negate , Countersquall , Cryptic Command , Remand , Flusterstorm , Dispel , Spell Snare , Spell Pierce and the meta-dependent Mental Misstep , among others.)
If you want more permanent-based disruption, I advise Rule of Law , Narset, Parter of Veils , Ashiok, Dream Render or even the classic Smokestack itself. (Note that Smokestack is especially good with token-generators, like the Bitterblossom mentioned above.) Zur's Weirding , which I believe I mentioned in my first comment, is similarly constant and powerful. Generally, you want your Stax pieces to do something to the broadest variety of things your opponents are doing. Propaganda and Ghostly Prison are good against creature decks, but tend to do little to nothing against combo. Running something like Ashiok, Dream Render means that any deck that tutors (which is pretty much any deck) is going to have trouble. This idea of universal applicability is why Authority of the Consuls and Rhystic Study are good.
I think Test of Endurance is not a good card, if you intend to win with it. It is a four-mana enchantment that needs to survive a full turn circuit to do anything (assuming you cast it during your main phase, without a flash enabler, and have to wait for your next upkeep). During that time, you will be the number-one threat to all other players at the table, meaning three people will do whatever they can to get rid of you and/or Test of Endurance , which, as an enchantment, is very easily removed with widely-played cards like Krosan Grip or Nature's Claim . Approach of the Second Sun is not an unfeasible win condition (I used to run it in a Grand Arbiter Augustin IV list), but it does require you to have a stranglehold on the board between when you fire cast it and when you cast it to try to win. If you want to run it, you'll want to bring in a lot more Stax pieces.
I think that, when considering cuts, you should look for needless redundancy. Tutors are meant to fetch out the best card for any given situation, and are therefore in themselves a sort of redundancy; if you need X card, you need to topdeck X OR a tutor for X, not just X. So I'd advise cutting Exsanguinate or Debt to the Deathless , as having just one in your deck to tutor up is probably going to be enough, most of the time. Also, I count four boardwipes (including your Cyclonic Rift ): In all likelihood, three or even two will be enough. I suggest cutting Fumigate . Toxic Deluge is less mana-intensive, and Cyclonic Rift and Merciless Eviction are both more versatile.
Running more two-for-one style cards will also allow you to cut back on the number of slots used by your removal suite. Running either Ashes to Ashes or, better yet, Grasp of Fate is likely enough to replace both Path to Exile and Utter End .
That being said, I've always found that the easiest way to make cuts is to play-test the deck against a wide variety of opposing decks, and see which cards most often get stuck in your hand. If nine times out of ten you're looking at a card, wishing you could just cycle it for zero rather than having it there, the card is a blank and should be cut.
Good luck man!
2 months ago
Absorb occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
All decks: 0.31%