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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | 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 |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Vanguard | Legal |
| Vintage | Legal |
All Will Be One
Enchantment
Whenever you put one or more counters on a permanent or player, this deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
CNG_Stream on
token enchantment
2 months ago
Like Balaam said the list is not "standard" legal, but is legal for the "Pioneer" format if you are trying to figure out what the closest format you are legal for.
Would cut the card A Tale for the Ages as it only affects cards that are "enchanted" meaning you need to run "aura" cards to enchant your creatures.
The card Optimistic Scavenger would be slightly better then running Generous Visitor for the pairing with Calix, Guided by Fate. You can run both, but the Scavenger is slightly better over Visitor as it triggers on enchantments entering and not a cast trigger meaning the tokens created by Calix would give you extra counters.
Some auras you may want to consider running to help synergize with Calix would be:
Sheltered by Ghosts: removal, lifelink, and psudeo protection for your creatures.
Feather of Flight: card draw and flying bonuses
Audacity: Trample and card draw if creature gets removed
These cards all work Great with Calix and get even stronger as you can create copies of them to not only enchant your other creatures to help with getting more damage through easier, but also your other creatures when they attack can now potentially trigger Calix if they can hit the opponent.
Cards I would suggest trimming would be:
Doubling Season: the card is slow and your decks creatures are designed in a way that I think it is counter productive.
Training Regimen: the card is slow and would be better off being one of the earlier mentioned auras more often.
All Will Be One: Not a full remove, but only 2 copies should be enough as it is slwo to get to board and you really need one of your other payoffs on board first.
Now if you wnat to change your self from the small early creatures you are running to something less aggessive and more controlling to help the Alien Invasion card shine more with the Doubling Season then you might want to just cut all the creatures and bring in control options like Day of Judgment, Get Lost, and/or Abrade. Shifting some of your threats to maybe include something likeUrabrask's Forge, Outlaws' Merriment, or any of the planeswalkers that generate tokens like the Elspeth, Storm Slayer. You can also add Ramp options to speed up your deck pacing and fix your mana by using auras like Shimmerwilds Growth or Sorcery cards like Shared Roots. And since you rely on token generation for your creatures with this build then you can get more stable card draw with Caretaker's Talent over the Artist's Talent.
Best of luck with however you decide to proceed with this deck. The card options I tried to provide were in consideration to the Pioneer format conisdering a fair portion of your deck is currently shifted that way.
DragonMaster420 on
All Will Be One
3 months ago
modern is too fast of a format to build a deck around a 5 cmc card that does nothing the turn it comes down. its a format where you either win on turn 4, or dedicate a significant portion of your deck to removal to ensure the opponent doesn't win turn 4. if you're going for a counter theme, its better to just use cheap cards to add +1 counters to creatures and then attack. All Will Be One is a commander card.
kamarupa on
All Will Be One
3 months ago
You're right. But... you've already got 6 slots currently devoted to spells that require creatures: Blade of the Bloodchief and Stocking the Pantry. To be honest, I was trying to avoid being too specific about what I think you should do and was just responding to your own idea about adding more removal, but now that I've taken a more serious look at your deck, I do have a lot of very specific advice, if you're interested in that, and Longstalk will definitely be a more effective choice if you do decide to follow my recommendations.
My specific advice is to cut Blade of the Bloodchief - you don't have enough creatures and you don't have any vampire and vampires probably aren't the best tribe for counters anyway. Cut Firebending Lesson - it's not that good and doesn't advance your wincon. Move Fire Magic to the side board. Cut Utopia Sprawl and Arbor Elf. If you're going to ramp, you might as well advance your wincon with it. Space in your deck is premium. No room for any card that doesn't do at least 2 things. Cut Basking Broodscale - we can find creatures that get more than one counter for less and do more. Move Runic Armasaur to the sideboard. That opens up 22 slots, if my quick math is correct.
Add 4xGyre Sage, 2xIncubation Druid, 2xRishkar, Peema Renegade, and 1xChanneler Initiate. That's a bit slower of a ramp package, but it's also more robust on theme, and creates at least one repeatable counter source. That takes up nine of the 22 slots, 13 remaining.
Add 2xEvolution Sage - it's a great spell on theme, but you gotta have stuff with counters on it for it to make a difference.
Add 4xPredator Ooze and 2xPrimordial Hydra. Those can be wincon threats on their own and interact with All Will Be One repeatedly. That's another 6 slots used, 5 remaining.
Add 3xLongstalk Brawl. 2 slots remaining
Add 2xInspiring Call.
Cut 4xForest and 2xMountain. Add 1xYavimaya, Cradle of Growth, 1xKarn's Bastion, and 4xCragcrown Pathway
Add 2xScavenging Ooze to the sideboard.
Add 1xThe Ozolith to the sideboard.
Add 1xHeroic Intervention to the sideboard.
Add 2xBeast Within to the sideboard
Add 1xFog to the sideboard
Add Return to Nature to the sideboard.
Final thoughts: The above recommedations, I think, would put your deck into a slightly slower, but more robust configuration with some protections and some draw card built in. It would be missing a way to get things back from the graveyard, which can be very useful in some matchups and also lacks lifegain, which can also be helpful, especially with grindier midrangers such as this. Lifegain is pretty easy - something like Essence Warden or Weather the Storm maybe? Getting stuff out of the graveyard isn't quite as good with green, but still doable. Bala Ged Recovery, perhaps?
Other spells to consider if space can be made for them: Hardened Scales, Bow of Nylea, Song of Freyalise, Jiang Yanggu, Wildcrafter, Inscription of Abundance
DennydaGOON on
X Gon' Give It To Ya
5 months ago
Any particular reason you chose not to run the All Will Be One without the themed infinite with The Red Terror ?
legendofa on Thoughts about magic the gathering …
9 months ago
The way I would explain cards like Gerrard's Battle Cry or Atraxa's Fall or Heartwarming Redemption or whatever is that you're tapping into the same energy, style, and motivations of the original event. You're not literally calling Gerrard over to inspire your troops, you're capturing the energy and righteousness he must have felt in the moment. You don't literally summon Atraxa just to be shot shot down, you're mimicking the strategy and mechanical action to bring down a big scary flying creature.
There's a reason why history classes often have people learn famous speeches and details of major events. I don't plan to ever be on a magical skyship being chased by another magical skyship and getting ready to fight to the death, but I can learn what inspirational words people say in that situation and apply it when I need to get my team ready and moving on a big challenge.
And in some cases, it might be literal. Dosan's Oldest Chant or Firemind's Research or Doomskar can easily be exactly that.
I don't know if this explanation fits every card that has a story moment attached, All Will Be One is pretty specific, but it works well enough for me.
JoshRigone on
A Merry Fellow
1 year ago
- Sterling Grove
- Copy Enchantment
- Adagia, Windswept Bastion
- All Will Be One
- As Foretold
- Banish to Another Universe
- Commune with Spirits
- Commune with the Gods
- Calix, Destiny's Hand
- Brilliant Restoration
- Campus Renovation
- Cloud Key
- Dance of the Manse
- Destiny Spinner
- Eidolon of Blossoms
- Enchantress's Presence
- Estrid's Invocation
- Hall of Heliod's Generosity
- Idyllic Tutor
- Sphere of Safety
- Starfield of Nyx
AlwaysAblaze on
Ob Nixilis, Captive Kingpin
1 year ago
Ob Nixilis, Captive Kingpin + All Will Be One is niiice.
wallisface on
Kamarupa’s Challenge
1 year ago
Looking at the current list, it feels super underwhelming.
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It really needs Quicksilver Fountain in play to do anything useful.
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Most of the proliferate effects have little-else to influence other than flood counters, which you really don’t gain any benefit from stacking.
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All Will Be One is an extremely slow/inefficient way to kill the opponent, especially in this shell
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you’re hyper vulnerable to the opponent resolving a single creature and beating you to death with it.
Personally I think Quicksilver Fountains strongest home is in a prison-control deck, where you can lock the opponent out of being able to play anything due to the beforementioned Oboro. You want to still have solid prison elements even when Quicksilver Fountain isn’t in play (as you can’t rely on drawing it or having it stick).
I’ll piece together something and post it here just as some constructive food-for-thought
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