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
Planar Constructed 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.)

Horologium on Merica heck yeah

1 month ago

This deck has potential, I'm not sure if you're trying to go budget or not but I have a couple of suggestions:

I would get rid of Citadel Siege. And Virtue of Loyalty Your commander does this better than siege and while its not bad its slow for this deck which is the same issue with Virtue since you're already waiting for your 5-6 ish commander. In their stead I would put more advantage cards like Syr Ginger, the Meal Ender and/or Solemn Simulacrum or perhaps Thirst for Knowledge.

If you feel like your setup is fine then you could use some payoff/power cards. You might consider throwing in an Akroma's Will or Insurrection for example or if you get a creature really big you could swing with it then use stuff like Fling

mrweaselman on Stompy Boys (EDH)

2 months ago

Since you're in green, you have some pretty good options for ramp for two mana. Oketra's Monument, Rhonas's Monument, Invasion of Ixalan  Flip and Thought Vessel seem to be the weakest. Three Visits, Nature's Lore, and Skyshroud Claim are all very solid options that are much harder to remove. Selvala, Heart of the Wilds can also make a ton of mana and draw you cards.

Cards that seem weaker:
Wayward Swordtooth: You only run 33 lands, I am not sure how often this is going to trigger. With a lower land count you have a lesser chance of having multiple lands in hand.
Akroma's Will: This may be overkill. A better option may be Return of the Wildspeaker because it can also draw you a lot of cards.
Bite Down and Ram Through: Requires you to have a creature of the board. Something either cheaper or more flexible like Swords to Plowshares or Touch the Spirit Realm can be beneficial.
Boros Charm: Unless you play in a token heavy meta, there may better options like Flawless Maneuver or Tyvar's Stand. Both can protect your commander the turn you get it out for cheap.
Virtue of Strength: This card does say basic land and you do only run 18 in the whole deck. Take a look at Mirari's Wake, or you could run Bala Ged Sanctuary  Flip and another ramp spell for basically the same slots.
Kinjalli's Caller, Knight of the Stampede, Marauding Raptor, Otepec Huntmaster, and Atzocan Seer: These cards are definitely thematic, but I'm not sure if they're all better than Delighted Halfling, Birds of Paradise, Avacyn's Pilgrim, Bloom Tender, and Sylvan Caryatid. Especially if you're only casting one big dinosaur a turn. Same for Commune with Dinosaurs < Once Upon a Time

ThassaUpYo@ssa on Kros

4 months ago

Swagner240sx

For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.

Here are some suggestions by color that you might want to consider adding to your mainboard:

:

Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.

:

Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.

:

Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.

Permission Denied

I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).

For your land base, I'd work the following lands in to help with your color wheel:

Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath

Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion

Pathways Lands: Barkchannel Pathway  Flip, Branchloft Pathway  Flip, Hengegate Pathway  Flip

Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden

Tri-Cycle Land: Spara's Headquarters

True Duals: Savannah, Tropical Island, Tundra

For mana rocks, I prefer the talismans over the signets:

Talisman of Curiosity, Talisman of Progress, Talisman of Unity

I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.

muzack on Anim's Automotives

5 months 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

6 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?

8 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!

8 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)

9 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

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