Alpha Authority

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Legality

Format Legality
1v1 Commander Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Alpha Authority

Enchantment — Aura

Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.

trippy_mcfly on Cumly Cube

1 month ago

Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:

REMOVED:

  • Abomination: too weak in power level
  • Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Birthing Pod: synergizes poorly with the rest of the card pool
  • Black Dragon: too weak in power level
  • Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Bloodcurdling Scream: too weak in power level
  • Cavalier of Night: too on-theme for a black card
  • Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Dack Fayden: too powerful
  • District Guide: synergizes poorly with the rest of the card pool
  • Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
  • Dread Reaper: too weak in power level
  • Edric, Spymaster of Trest: too powerful
  • Eviscerator: too weak in power level
  • Grim Strider: too weak in power level
  • Hypnox: too weak in power level
  • Jungle Creeper: too weak in power level
  • Mind Bomb: too weak in power level
  • Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Nicol Bolas, the Deceiver: too weak in power level
  • Nix: too weak in power level
  • Obelisk of Alara: too weak in power level
  • Patagia Golem: too weak in power level
  • Phantasmagorian: too weak in power level
  • Prismite: too weak in power level
  • Rootcoil Creeper: synergizes poorly with the rest of the card pool
  • Shattering Blow: too strong of an answer to the artifact archetype
  • Shatterskull Smashing  Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
  • Smelt: too strong of an answer to the artifact archetype
  • Smog Elemental: too weak in power level
  • Spirit of the Night: too weak in power level
  • Storm Spirit: too weak in power level
  • Tibalt's Trickery: introduces too much variance for an enjoyable experience
  • Unholy Strength: too weak in power level
  • Vampiric Link: too on-theme for a black card
  • Wooded Bastion: this was included on error instead of its Golgari counterpart

ADDED:

carpecanum on Golgari Lathril Upgraded

4 months ago

Rogue's Passage, Elvish Promenade, Might of the Masses, Alpha Authority

If you end up with a ton of elves but still need a boardwipe, The Great Aurora favors the player with the most permanents on the board

AscendedLandfalls on Lathril Mass-Acres

4 months ago

A few cards I would suggest: Heroic Intervention, Alpha Authority, Circle of Dreams Druid, Assassin's Trophy, Beast Within, Marwyn, the Nurturer, Baleful Mastery, Beast Whisperer

I have other suggestions but not sure about your budget.

AscendedLandfalls on PH's First Deck1

4 months ago

Considered adding Alpha Authority and Alpha Status. Neither cards are too expensive and are really good in the deck.

Mana dorks to add could be: Arbor Elf, Elves of Deep Shadow, Llanowar Elves, Fyndhorn Elves

A little pricier could be: Circle of Dreams Druid, Priest of Titania

KBK7101 on Halana & Alena - Stomping Ground (v0.7)

9 months ago

Alpha Authority and Canopy Cover are exactly what I'm looking for. Thanks!

Samothrace on Halana & Alena - Stomping Ground (v0.7)

9 months ago

I have a mono-green deck that cares a lot about commander protection. Here are some of the cards in Green that I've left in, though certainly not all of them are worth a slot here. Anyways, hope this helps:  Alpha Authority  Ranger's Guile  Sheltering Word  Stonewood Invocation  Vines of Vastwood  Alpha Authority Canopy Cover  Molting Skin  Snake Umbra  Archetype of Endurance

LynxGoddess on Mighty Morphin' Aura Rangers Battlecruiser

10 months ago

Cool concept! It's clear you're telling a story with your deck and I think you've done really well in representing it through your card choices. I'm not to familiar with the Power Rangers myself, so I'll give some advice but I'll also expect you to only listen to what makes sense to you! ;)

Your plan seems to be to get Siona on the table and start playing big auras to suit up several creatures and make them scary threats - fitting the theme you're going for. That's gonna be pretty hard and costly in many games since you will need to spend a lot of mana to play these auras and won't have much resources (mana, cards, protective spells) to keep your rangers alive, while those rangers dying to a kill spell will cost you several cards if you've played the auras on them. I'd look on a few options to give your rangers more chances to shine.

  1. Cheaper auras that you can play earlier. They will not have as much of an impact, but they will give you everything you need most of the time and will do so many turns earlier. (Angelic Gift, Alpha Authority, Daybreak Coronet, Gryff's Boon, Bonds of Faith etc.)
  2. Auras that don't lose you resources. By drawing a card on entering the battlefield, letting your creature draw cards or returning from the graveyard you can keep your momentum goingeven if a ranger bites it (this also makes it less attractive to kill them in the first place). (Rune of Might, Rancor, Conviction, Keen Sense etc.)
  3. Introducing more interaction, mainly in the form of protection. (Veil of Summer, Heroic Intervention, Rootborn Defenses etc.)

Perhaps losing the bigger spells would feel like the deck loses its identity - and then they should stay in. But if it feels like they arrive too late or get stuck in your hand, then maybe the card in your hand should be some other card that does more for you when you need it? Try things out and see what sticks, perhaps something I said has caught your eye! :D

KBK7101 on

10 months ago

I feel like Kyler is going to be a removal magnet. I'd definitely recommend stuff like Mother of Runes, Giver of Runes and other effects like Lightning Greaves and Alpha Authority or something. Since he has access to green, recasting him probably won't be too hard but I think some protection would help a lot.

I'd also recommend Rally the Ranks, Shared Triumph and Obelisk of Urd, but since Kyler has a built in anthem, these seem kinda redundant...

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