All That Glitters

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

All That Glitters

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.

Necramus on Enchantress Lockdown

7 hours ago

Mirri's Guile - great card selection at the cheap rate we want to keep churning through the deck with the engine in the CZ.

Swift Reconfiguration - instant speed enchantment removal that also removes from combat.

All That Glitters - wins games.

Blind Obedience - plays to the game plan and offers an alternate win condition.

Kenrith's Transformation - Similar to making it a bug, we can turn our friends' commanders into something useless, and it gets us an extra draw.

Hallowed Haunting - a better win condition than Approach of the Second Sun for an enchantress deck, imo.

Privileged Position - pair with Greater Auramancy for some fun.

Sigil of the Empty Throne - also a better win con than Approach, imo.

Sythis was the very first deck I ever built in Selesnya and I absolutely love her! She's one of my favorite decks. Feel free to check mine out, if you'd like- Hand of Sythis

DreadKhan on lonely goth girl

1 month ago

Axis is your own effect, so it isn't affected by your own Hexproof (this is different than Shroud, see Lightning Greaves), unless you mean you run into that card a lot? If so then Axis won't be as consistent, but you could also consider running Soltari Visionary to blow up Enchantments.

One nice thing about Skullclamp is that you can always put it on your creature that is most likely to be killed, this at least nets you 2 cards if it happens (it also stacks with actual sacrifice effects since it doesn't kill the creature unless it has 1 toughness).

I can see you being iffy about Angel's Trumpet, but my theory was that with your Commander people are almost certainly going to try to swing at one another, because if they don't all their creatures are going to die and give you the only board. Meanwhile, those 1/1s have evasion, so even if most opponents will benefit from vigilance, your creatures might not care because they can still get in (and are then available to block). It might depend on how people in your area play, so no offense taken.

A few you might consider trimming are: Blight Herder, this is a lot of mana for very little value if you can't make the 1/1s. Ironclad Slayer seems like a poor fit to me, when I run stuff like this it's always in my opener! Do you have many cards that care about Ugin, the Ineffable's effect? 6 mana is an awful lot for this effect when Vindicate exists, and the tokens are pretty minor in Commander, I think you need to care about each of the abilities for Ugin to make sense. Is Relic Seeker in here just to find Dowsing Dagger? It seems like it'd be a challenge to actually achieve Renown with Seeker. All That Glitters is often a very strong card, but I'm not entirely convinced you have enough synergy to make it work, is Voltron really a good plan in this deck? Angelic Purge and Bone Shards are pretty 'meh' removal spells for an Orzhov deck, White has the best versatile removal effects by itself, to say nothing of Anguished Unmaking and Utter End, both of those are instants, and neither costs you a body (and both are more versatile). There is also Generous Gift in White, which lacks exile but hits anything. I don't love Celestial Judgement, aren't you likely to have a lot of 1/1s? It's great if you've got Cathar's Crusade out, but it can be pretty bad without it. Piercing Rays seems pretty unimpactful, it has too many limitations for a Sorcery speed effect that costs more than Path to Exile or Swords to Plowshares. I don't like Acolyte's Reward, if you've got lots of White devotion surely you could just block?

Hope some of this helps!

DreadKhan on Tuvasa CEDH stax

1 month ago

What do you think of Estrid's Invocation in this list? Each upkeep it becomes whatever Enchantment is situationally best, that seems worth a look? It's really good if you've already got Sterling Grove or Greater Auramancy out, then your Enchantments are shrouded. Have you thought about something more spicy than Wrath of God in here? I was wondering about something like Single Combat, Promise of Loyalty, or even Winds of Abandon? There is always Cyclonic Rift, with Rule of Law out Rift is a truly backbreaking play in my limited experience. In my Stax deck I found Brave the Sands very useful, it can make it easy for my single large creature to attack with impunity, as well as block up to two creatures per combat (which is usually enough if you've got something like Stasis or Static Orb out).

I can't seem to figure it out on my own, but I'm guessing you have a good reason not to use All That Glitters in here? Not enough synergy perhaps/Tuvasa is usually big enough on her own?

Anyways cool list, cEDH Stax is tons of fun!

Gidgetimer on Spectra Ward

5 months ago

I am going to add a scenario 6 and 7 and then answer all of them. I am also going to use an explanation for 3 and 4 that is different from 5-7 despite both reasons being valid explanations just in case there is still contention.

6 Light-Paws, Emperor's Voice on battlefield. Cast Spectra Ward targeting Lightpaws. Fetch Holy Strength and attach it to Lightpaws. What happens?

7 Light-Paws, Emperor's Voice enchanted with Spectra Ward and All That Glitters on battlefield. Cast Spirit Mantle targeting Eager Cadet. Fetch Holy Strength and attach it to Lightpaws. What happens?

  1. Can not cast spell because protection prevents Holy Strength from targeting.

  2. Can not cast spell because protection prevents Aura Finesse from targeting.

  3. Auras are attached at same time, so Spectra Ward's protection doesn't matter. And both auras stay attached.

  4. Auras are attached at same time, so Spectra Ward's protection doesn't matter. And both auras stay attached.

  5. Because the protection from Spectra Ward doesn't remove auras and you are not targeting, you are able to move both auras in that order and both stay attached.

  6. Because the protection from Spectra Ward doesn't remove auras and you are not targeting, you are able to attach Holy Strength and it stay attached.

  7. Because the protection from Spectra Ward doesn't remove auras and you are not targeting, you are able to attach Holy Strength and it stay attached.

kamarupa on

5 months ago

Like wallisface said, this looks very susceptible to removal spells. 3x Loran's Escape is probably not sufficient. Invisible Stalker is a great creature for a deck such as this. If you can find creatures that have built in durability/protection, those tend to be favored in aura decks like this. To that end, if not creatures, there are def auras that can help give your creatures more staying power - Hyena Umbra being high on that list.

I don't think All That Glitters is worth it. It's half an Ethereal Armor at double the MV.

1xHall of Heliod's Generosity seems pretty valuable here. I also think 4 more dual lands would help, especially given how many spells you have that require either or WW or BB to cast. (something many people try to avoid in non-monocolored decks) And personally, when I play with black, I usually include 1xBojuka Bog and often 1xCastle Locthwain.

I also suggest limiting instants like Fracture to the sideboard as much as possible. You want/need as many enchantments down as possible. Use spells like On Thin Ice as much as you can. Classics like Journey to Nowhere and Oblivion Ring aren't the lowest MV or as fast as instants, but the bump to the enchantments that care is worth it.

The thing I really like about Kor Spiritdancer is the draw card. Almost every deck needs a way to draw extra cards, and repeatable effects are among the most powerful. That also makes your 'dancer even more of a target. It may well be easier to use different creatures and add a draw card spell than it is to protect and draw cards from your 'dancer. It's a tantalizing, but difficult creature to successfully build around.

When it comes to the sideboard, it doesn't make a lot of sense to me to include spells duplicate mainboard spells. IE, Fatal Push isn't doing anything Path to Exile doesn't already do well. Kaya's Guile, on the other hand, using the sacrifice mechanic, does do something Path doesn't - it get's around hexproof AND indestructible. You might find Extirpate useful. Fracture should be in the sideboard. That eliminates the need for Mortify.

K4nkato on Worship at Krark's Altar

9 months ago

To elaborate, Ancient Stirrings + Candy Trail + Rowan’s Grim Search brings this deck up another tier. However, All That Glitters Affinity is now a real bad matchup :(

eliakimras on Wyleth, Boros Voltron

10 months ago

Hello fellow Wyleth, Soul of Card Draw player!

I'm glad you got both Wyleth's and Aesi's precons for a good price. They are reeeeally explosive in gameplay with a few upgrades.

I play a lot of this bad boy, and I want to suggest some swaps below 3 USD for you to take it to a higher ground:

First of all, the ramp. I found out that 2 CMC, untapped ramp is the best for Wyleth. Since he draws so many cards, he can chain rocks and voltron pieces in the same turn, so his next turn is even more explosive than the last one. I almost always have more mana than the Green decks in my pod.

You should run boardwipes that hits your stuff the least:

Also, you can streamline your removal package. All of those are fetchable by Sunforger:

More/better auras and equipment

Cheating equip costs

If you really need to protect yourself against attacks, Ghostly Prison is a way better Palace Guard.

More utility lands

Load more