Akroma's Will

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Akroma's Will

Instant

Choose one. If you control a commander as you cast this spell, you may choose both modes.

  • Creatures you control gain flying, vigilance and double strike until end of turn.
  • Creatures you control gain lifelink, indestructible and protection from all colours until end of turn. ((Remember the acronym debt.) This creature can't be damaged, enchanted, equipped, blocked or targeted by anything with a colour. Anything with a colour attached to this creature immediately falls off.)

muzack on Anim's Automotives

2 weeks ago

Played this tonight in a 3-person game and had a great time! They were also both playing red, so they both had dangerous blockers by the time I played Anim out - but I got really lucky and drew both Ojers + Impact Tremors, forcing them to do some costly removal. Squeaked out a narrow win with Akroma's Will.

I'm no deckbuilding expert - but it felt like having a little creature with evasion and/or a source of evasion might be a nice addition! Just so I'm not risking swinging a freshly re-cast Anim after a board wipe. But some really great choices here, it's a lot of fun to pilot.

Icbrgr on Fun Deck/Builds to try

2 months ago

I have had an absolute blast with Ghired, Conclave Exile.

I kinda just have a soft spot for in general but the mechanic of the commander is very fun to build around and is also very fun to play. I honestly don't win a lot of games but 7/10 at some point in the game I feel like i am the threat or have a big splashy play to create some fun board presence/combat shenanigans.

I have a pretty detailed deck description if you are interested (its listed in my profile page) but the super quick description is capitalizing on making lots of tokens/ETB value and takeing extra combat phases to crash in with big stompy creatures.

ramps very well and searches lands good so even when playing high Mana value spells it feels quick and feels feels great for Akroma's Will and removal and ties it together with haste and Breath of Fury effects.

Last_Laugh on Boros don't have artifact recursion?

3 months ago

As far as instant finishers you can look up with Sunforger, Akroma's Will comes to mind first but it is dependent on having a good boardstate.

lhetrick13 on Give your opinion on my dinosaur deck!

4 months ago

Lopende_Band - Like many of the people commenting, I also run a dinosaur deck but Gishath, Sun's Avatar is my commander so the deck (Gishath Spared No Expense!!!)runs slightly different but many of my experiences are likely still relevant.

  1. Do I run a good amount of lands (or is it too much) I personally feel like you need around 36-37 lands for dinosaurs. Your average CMC is 4.0 so that means you likely need more lands in the deck that normal plus heavy ramp. Between your lands and ramp/acceleration of the deck, I would make sure you have at least 50-55. That will make it so your deck is very consistent and you can cast those big dinos earlier than like turn 6-7. Urza's Incubator for Knight of the Stampede would be an expensive swap but very worth the investment. Some of your human mana dorks, you may consider swapping out for just mana rocks. Mana rocks are much harder to remove although I would highly recommend Selvala, Heart of the Wilds if you are going to stick with just straight mana dorks and not run a dork with some utility. If you start with her in your opening hand, your deck will be amazing! Forerunner of the Empire also is an amazing card that is a dino tutor and Enrage triggerer. Please consider him in your deck.

  2. Should I run more basic lands in favour of lands that come tapped? If possible, run as few tap lands as possible...it will speed up your deck. There is a reason why shock lands like Sacred Foundry, Temple Garden, and Stomping Grounds are expensive and it is because you can chose if they come in tapped or not AND they are fetchable. As you do have a good amount of ramping sorceries and dinosaurs that fetch basic lands, you need at least 8-10 to make sure those cards do not become worthless but tap lands are not good.

  3. Do I run too many creatures? (39 seems like a lot) Like I said, you could likely drop some creatures in exchange for more consistent game play. Unlike Gishath, Sun's Avatar where you specifically need to hit dinos to cast them for free, your commander's ability triggers only once per turn and can cast any card. So can drop the creature count for more support.

  4. Should I add any more of card draw / targeted removal / board wipe and cut a piece of ramp? You do have very few interaction cards in the deck for removal. I would recommend adding things like Trapjaw Tyrant and Silverclad Ferocidons. Both cards do work. I find that there are very few times I need to wipe the board playing dinos but I actually need to prepare for board wipes. SO I run alot of protection spells to protect my big dino boardstate rather than mess with my opponents.

  5. Do I have enough wincons in this deck? (e.g. akroma's will) Overwhelming Stampede and Akroma's Will are nice finishers for stompy decks. You might consider Aggravated Assault to get some extra combats so your big creatures can swing multiple time per turn rather than just one big push.

Last_Laugh on Faerie Bomberman (suggestions pls)

5 months ago

I'd personally add more ways to beef up your go-wide army. Flowering of the White Tree, Favorable Winds, Akroma's Will, Bloodletter of Aclazotz, Tegwyll, Duke of Splendor, Anduril, Narsil Reforged, Felidar Retreat, Cathars' Crusade, Skyhunter Strike Force, and Moonshaker Cavalry all come to mind.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Alela's Aerodynamics: A Crash Course

jarncards on Soldiers

5 months ago

Adeline, Resplendent Cathar might be a reasonable addition. she isn't a soldier but gives you extra fodder for you to buff and will hit like a truck. Also Mirror Entity and she will be good friends with the tokens she poops out.

Errand-Rider of Gondor, Resistance Squad, Spirited Companion, Loyal Warhound, Solemn Simulacrum, and Knight of the White Orchid are always reasonable additions. you need cards and mana to play them. they also love to be blinked and revived, which is what white does best.

Cosmic Intervention and Teferi's Protection are the s+ white cards. they go in every deck with white

You should run Skullclamp and Heirloom Blade. and Recruiter of the Guard. It is too good not to.

You have plenty of blink synergy already. Eerie Interlude, Ghostway, Semester's End are things you should strongly consider, the delayed return allows you to dodge wipes, although youll lose your tokens. Teleportation Circle might be reasonable to add. Planar Guide can also be used offensively too. And The Eternal Wanderer is outrageously strong. It does everything.

Cut Arm the Cathars its awful at 3 sorcery speed. Things like Akroma's Will exist and are 100x better. I'd honestly have you revise most of your instants and sorceries. You dont have enough draw to use spot removal like this without putting yourself at a disadvantage.

If you run baird, you should also consider Norn's Annex, Ghostly Prison, and Windborn Muse. as those effects stack, they get much much stronger.

Darien, King of Kjeldor is pretty silly, although he's expensive. with the soul sisters you run, you become very very hard to kill. Conclave Phalanx isn't great in my opinion without some blinking, but if you use something like Nykthos Paragon, its very silly Knight-Captain of Eos also can do a lot to make you invincible.

Flowering of the White Tree is an amazing anthem. probably the best in the game. Spear of Heliod is probably second if you keep mana up, just because it will likely turn offense to other players because of its awful ability.

Moonshaker Cavalry is probably an instant win if you play it

LANDS: This deck might actually be able to run Scorched Ruins.

You might as well add Daru Encampment, Forbidding Watchtower, and Memorial to Glory. Kjeldoran Outpost has synergy but has a major drawback.

I'll look at more low cost stuff later. most of my recommendations are like 5cmc+

Crow_Umbra on [EDH][Primer] Adeline Anthem Beatdown

9 months ago

Yeee no prob! Ward 1 is such a nice little blanket protection for your Legends, & helps redirect some removal away.

I liked Scapegoat as a panic button in my Isshin deck for a while until I eventually got my hands on Teferi's Protection and Clever Concealment. Since you have a minor go-wide theme, just as a given with Adeline in the command zone, have you considered Akroma's Will? It pulls some excellent double duty as a protection spell and Alpha strike finisher.

Crow_Umbra on isshin Double Attack Triggers

10 months ago

It looks like you're still short 3 cards. I'd recommend making those last 3 slots some lands. 31 seems a bit low

Since you're running Goldspan Dragon, I'd also recommend adding Professional Face-Breaker & Captain Lannery Storm. They're a great package for maintaining some mana acceleration, & impulse draw if needed. All 3 have been all-stars in my most recent games, as I've managed to get 2/3 working in conjunction.

Face-Breaker is a combat damage based trigger, but you're going to be swinging wide & aggro anyways. Gotta get the most of your combats!

A few non-budget recs:

Best of luck, I hope you have fun with the deck.

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