Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Aegis of the Gods
Enchantment Creature — Human Soldier
You have hexproof. (You can't be the target of spells or abilities your opponent's control.)
eliakimras on Sytphilis (give it to your opponents)
1 week ago
Hello! I went through your list looking for spots to upgrade, but I found almost none: congratulations, it is really optimized!
Still, I believe you might want to consider some of these cards to increase your engine:
Ramp: Cultivate and Llanowar Elves could be Starfield Mystic, Bear Umbra, Burgeoning or Exploration instead, to stick with the Enchantments theme.
Draw: Don't forget the other enchantresses (Satyr Enchanter, Verduran Enchantress). I would take out Hyena Umbra and Cartouche of Solidarity for them.
Tutors: Heliod's Pilgrim might be better than Moon-Blessed Cleric, since it puts the card in your hand.
Pillowfort: Raking Canopy is probably more effective to deflect fliers than Spider Umbra. Elephant Grass could take White Sun's Twilight's place, since the former does not blow your own field.
Evasion: You might want Unquestioned Authority for extra evasion. It might replace Aegis of the Gods. (In my experience, players' spells do not usually target other players.)
Hate pieces: Rest in Peace, Ground Seal, Solemnity, Authority of the Consuls, Blind Obedience are some cards you might want to include.
- Since your deck punishes artifacts so heavily (Austere Command, Stony Silence, Titania's Song), I believe Helm of the Gods could be swapped out for Primal Order as a punisher for nonbasic landbases. (Against my decks, it would be doing all the damage.)
- Michiko's Reign of Truth Flip, Katilda, Dawnhart Martyr Flip and Hallowed Haunting might be good finishers for your deck.
Crow-Umbra on Isshin Your Pants
4 weeks ago
Nice to see another Myriad Isshin list. I think yours is probably the 2nd or 3rd I've seen. Have you had a chance to play the deck irl at all? Also wondering if you have any specific total budget, or budget per card in mind? In looking at your list, I have a few suggestions:
Your land and ramp count both seem kinda low. I think you could probably bump up to 35-36 lands, and add a couple more mana rocks like Boros Signet and the others on color, Talisman of Hierarchy and the others in Mardu colors. Yes, I recognize that Sword of the Animist & Bitterthorn can grab you lands, but that's typically not until turn 4 at the earliest.
I get that they might be meta-dependent choices, but Leyline of Sanctity & Aegis of the Gods can likely be swapped out for more synergistic effects.
I see you already have it in your Maybeboard, but Fervor can likely be swapped in over Hammer of Purphoros, mostly because it's a bit easier to cast and slightly more resistant to removal.
If you're looking to make any expensive upgrades, I'd recommend Dolmen Gate and/or Reconnaissance as upgrades over Rune-Tail. If you're not familiar with Reconnaissance, it can give your creatures pseudo-Vigilance, and save them from unfavorable blocks. This article can explain the timing rules in a bit more detail.
Corpse Knight could be a helpful addition to round out your suite of ETB damage you already have with Impact Tremors & Witty Roastmaster.
Adriana, Captain of the Guard and Professional Face-Breaker can both be gas with your go-wide strategy. I love Professional Face-Breaker in my Isshin deck, as she can be used for either mana acceleration, or impulse draws. Adriana's Melee will stack with Skyhunter Strike Force, & both get doubled by Isshin on top of all that. Gets gross fast.
Lastly, I'd say that Plumb the Forbidden, Breena, the Demagogue, Tocasia's Welcome, and Karazikar, the Eye Tyrant can all be gas for drawing in Isshin. I'm currently using all of them, except for Tocasia's Welcome, but have found all to be super helpful. Breena tends to stick around in my meta, and has gotten big enough to finish players off in my last couple games played.
Hope these suggestions are helpful. Best of luck with your deck and piloting it; Isshin is a blast to play.
slasherturtle on Equip Me Daddy
3 months ago
This will be long, probably.
The first thing I notice is your land base. It's pretty important for this deck to reliably get Jor out on turn 2 consistently, and you may be a bit short on lands for that. To that point, you also want to limit lands that tap for colorless or enter tapped to only the ones you absolutely need. While the lands that tap for both and enter tapped (like Alpine Meadow or Sacred Peaks) are nice for fixing, they are slow and ultimately it's up to you whether to run those or not. The biggest one that pokes out to me is Reliquary Tower. Not only does it only tap for colorless, I'm also not sure you're going to be drawing enough cards for it to be any better than a basic Plains or Mountain. I'd keep an eye out for Slayers' Stronghold and Sandstone Bridge in playtesting, depending on how often they go off they might also be worse than a basic. All in all though, land base is pretty good, you just need more. Maybe 2-3 more of each basic to get started and tweak from there.
I really like the amount of nonland cards that grab you lands you have (like Wayfarer's Bauble and Navigation Orb). They're better than Evolving Wilds and cheaper than fetch lands, but if you ever do get the chance to pack some fetches in here, I think you could take one or two of those out and replace them with some more equipment or creatures that like them. You can also never go wrong with adding a Solemn Simulacrum.
I really like almost all of your nonland cards and can think of very few cards I'd want to swap for better alternatives, but I think some are pretty safe cuts if you're trying to trim down to 100 cards.
Some of your Living Weapon cards are really expensive and don't do much other than make an equipped creature, but their cost is so high that you should already have enough to trigger Jor by the time you can even cast them. Others just feel like they won't impact the board enough to warrant a spot in the 99. The ones that stick out to me are:
Mortarpod, which takes up a 2 drop spot and conflicts with casting Jor
- Sickleslicer, which just feels a bit underwhelming
- Skinwing, which feels exceptionally steeply priced, even for an equipment that grants flying
Strandwalker, which is also very steep
There are also some cards which I think either hurt more than they help or don't do you much at all:
Prophetic Prism doesn't offer you any ramp and takes up a 2-drop spot. As someone with a 2-drop commander, you want to minimize the amount of other 2CMC cards in the deck because they get really awkward, especially in the first four turns. Turn two you're forced to choose between playing your 2-drop and your commander, and then turn 3 you have to decide between whichever you didn't choose and whatever good 3-drops you may have access to. It fucks up your whole curve.
- Shuko equips for free but basically does nothing else after that. The same is true for Leather Armor. It may or may not be worth it, up to you.
- Invulnerability may be slightly overcosted with buyback and you may be better running retroactive protection like Norn's Annex or Ghostly Prison.
- Keen-Eared Sentry may not do as much as it seems. Having Hexproof is nice and makes you feel safe, but I ran Aegis of the Gods in Azor for years and it almost never saved me from anything, not only because having hexproof isn't as strong as it seems but also because people will want to kill it very quickly if they do need to target you.
- I love the amount of repeatable combat effects in this deck, but they are worse than nothing if you don't have a board state that can take advantage of it. Some of those slots may be better used on other equipment or cards that care about them. If I were to cut any, it'd probably be Relentless Assault because it's not repeatable like Akki Battle Squad, Aurelia, and Waves of Aggression. This may also apply to Response / Resurgence since you can't fetch it with Sunforger and it's other half isn't super great.
- As wonderful as Lightning Greaves is for commander protection, it also prevents you from being able to attach any more auras or equipment to whichever creature it's attached to due to Shroud and I tend to not recommend it in Voltron decks. It's also a 2-drop. That one is just personal choice though.
- You may have one or two too many cards that reduce the cost of your artifacts. Yours are all so cheap and you may find yourself better off having something that draws you cards or cares about equipment than a card that only helps if you're trying to cast expensive artifacts. Since it's easy to kill and doesn't do much else, Starnheim Courser may at least be worth a cut, if not also Jhoira's Familiar due to mana cost alone.
- Quietus Spike and Scytheclaw have the same effect, which also isn't good enough to win the game on it's own since the damage cut happens after you deal damage, meaning you can literally never kill someone off of that trigger alone unless you leave them with exactly one life. Since Scytheclaw at least has Living Weapon, you may want to consider cutting Quietus Spike.
- Sword of Feast and Famine is good, but it isn't insane. If you don't already have one it's probably not worth spending 50 bucks on.
- The Ward you get from Amulet of Safekeeping in your Maybeboard might not be worth making all of your living weapon and Assemble the Legion tokens weaker.
- I love Assemble the Legion so much. It is one of my favorite cards in Magic. It may be my favorite enchantment period. It is also balls ass slow, expensive to cast, and doesn't synergize with your strategy. That one is up to you. I'd run it just because I like it, but it'd be the first card I cut if I needed to trim some fat.
- Mask of Immolation gives you an equipped creature, but it doesn't do much else for 2 mana. If it equipped for free it'd be different, but it's equip cost isn't cheap given how weak it's effect is. It's also a 2 drop.
- Toggo, Goblin Weaponsmith is much better when you can throw his rocks, which you don't want to do in this deck because you want to keep them attached to things for Jor - meaning you're spending three mana for a guy who gives you one equipment that does nothing a turn.
- Leonin Shikari isn't something I'd say you should take out immediately, but you should keep an eye on it during playtesting. If you find you aren't taking advantage of her ability enough, cut her and replace her with something that isn't a 2-drop.
- Wrath of God may be better than Vanquish the Horde. That's just my opinion though.
All in all, what you keep and what you cut is up to you, this is just what sticks out to me personally. The closer you get to 100, the better. If you're able to cut it down to at least 104 or 105, try just playing without 4 or 5 of the cards you aren't sure about and playtest from there, then use those 4 or 5 as your maybeboard. Also this deck is really cool and I like it a lot.
TypicalTimmy on Whats a custom card you …
6 months ago
Best way to thwart graveyard hate is to give yourself hexproof, a la Orbs of Warding / Aegis of the Gods / Leyline of Sanctity. Things of that nature.
multimedia on I want this deck to …
7 months ago
Hey, this is by far your best deck of the decks you've asked for help on. There's good deck building with a purpose.
The area that needs improvement is the manabase. 16x basic Plains is not going to cut it compared to many less Forests and Islands. The color pie of your deck shows primary white, but it's deceiving since you want a more balanced amount of land sources for each color to consistently cast Arcades. I say consistently because you need to control Arcades or most of your defenders are really not worth it.
Because you're playing green defenders who ramp and green ramp spells then it's important to have green mana more than the other colors in the early game, this isn't shown by the color pie. White and green are the two most important colors then blue. The majority of blue sources should come from dual lands that way the land can make another color except just blue. 8 sources of blue is not enough sources, you want more sources of blue which at the same time will increase sources of each other color.
On a low budget to balance the manabase for equal color fixing play some more always ETB tapped lands. This can unfortunately slow the game down some which means you want to make up for it with card quality.
- Yavimaya Coast --> 1x Plains
- Adarkar Wastes --> 1x Plains
- Fortified Village --> 1x Plains
- Port Town --> 1x Plains
- Vineglimmer Snarl --> 1x Forest
- Bant Panorama --> 1x Plains
- Path of Ancestry --> 1x Plains
- Krosan Verge --> Myriad Landscape
- Tangled Islet --> 1x Forest
Why are you playing so many cards that give you hexproof? Leyline of Sanctity and Shalai, Voice of Plenty are second and third most expensive price cards, but they don't help the strategy or have really any interaction with Arcades. If playing Leyline and Shalai then Ivory Mask and Aegis of the Gods aren't needed. Teyo, the Shieldmage is fine since it at least does something else, creating up to two defenders for draw with Arcades. Honestly, keep Shalai for this effect plus other effects and cut the others?
legendofa on Defending budget commander deck
7 months ago
With only 14 total instants and sorceries, I'm not sure Mnemonic Wall is pulling its weight here, especially as a five-mana 0/4. It can probably go.
This is more of a meta call, but Aegis of the Gods is more vulnerable than Teyo, the Shieldmage, Leyline of Sanctity, or Ivory Mask. Unless you expect to see a lot of targeted effects, Aegis would be my next cut.
Hover Barrier doesn't really do anything that other cards can't do better. There's a third cut.
After this, play through a few hands and see which cards sit in your hand for a long time being used, what might be under-producing, and what just might not be working.
AstroAA on Punching in Pillow Fights
11 months ago
I appreciate the compliment, thanks!
I use On Thin Ice with only 7 basics in my deck and it works fine, albeit I run fetches like Prismatic Vista, Windswept Heath, Wooded Foothills, etc so I can easily filter for basics if/when I need them.
As for enchantments that do 'control'ing things; I'd urge you to look at my deck. It's designed to control they game and grind it to a halt. However, I'm afraid that's a completely different deck than what you've got going on here. With your deck, you're trying to use auras in order to make one to two creatures as scary as possible to beat your opponents into submission - not lock them out of the game and preventing them from being able to play Magic. If you diversify your strategy too much, your deck would just become a mess - I'd recommend picking one approach and sticking with it.
On that note, you're quite vulnerable as well if someone deals with your aura-fied creature. Consider running things like the following to help protect your creatures:
- Veil of Summer
- Autumn's Veil
- Heroic Intervention
- Lightning Greaves
- Alseid of Life's Bounty
- Flickering Ward
- Greater Auramancy
Also, if you aren't wanting to add any more creatures due to wanting more enchantments, consider adding enchantment creatures. They also draw you cards whenever you play them since they're still enchantments. A good basic list of stuff you should consider is:
- Aegis of the Gods
- Alseid of Life's Bounty
- Destiny Spinner
- Jukai Naturalist - I would definitely consider this guy for you since your CMC is rather high and you're running things like Eldrazi Conscription and Overwhelming Splendor.
- Spirited Companion
Apollo_Paladin on Intense Aura Beatdown (with Infinite Defense!)
1 year ago
Yeah Heliod's Pilgrim has been on my Maybeboard for quite some time now (several months at least). The thing is, in practical applications (having played literally hundreds of games with this deck now), I've found very little use for Tutoring of any kind given all of the Card Draw this deck generates.
Being able to flip Flickering Ward on and off Kor Spiritdancer just chews through the library already (even more so with more than 1 Spiritdancer in play).
I had toyed even with something like Enlightened Tutor or Idyllic Tutor, but even those I found very little actual need for as I can (pretty much) count on getting at least 1 key combo off per game most of the time. My gripe then with the the Pilgrim becomes, apart from his tutoring (which I could just duplicate with one of the white Enchantment Tutor spells) he's just a plain creature. I much prefer having targets like Aegis of the Gods or Umbra Mystic or Kor Spiritdancer for my enchantments where the creature itself offers some additional form of power and/or protection for myself, so adding in Pilgrims kind of felt like just reducing the chance of drawing one of the actual enchantments I'm after instead while feeding the Spiritdancers. Like adding an extra step to combo'ing.
Not that the Pilgrim is bad, indeed in many aura builds I can see him playing a key role, just that in a construction like I've done up here where I'm just spamming Card Draw most games, I think he's just unnecessary and too underpowered to be a valuable target himself for building up with Auras.
Either way, good luck to ya!
|Have (2)||metalmagic , Surferdunks|
|Want (2)||Cool_Cat , fclyra|