Split second (As long as this spell is on the stack, players can't cast spells or activated abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
|Have (3)||CompleteWaste , , TrystonSpencer|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Angel's Grace Discussion
4 days ago
Thank you again! I actually don't want to do much sacrificing in this deck, and while it has some tokens, I still want it to mostly focus on bats. Tempted to make a second Lich deck though (probably not soon, but eventually!), it's one of my favourite cards and there are so many ways to play around it.
Angel's Grace would definitely a great add to this deck though! Btw I did listen to your first suggestion and included Darien, King of Kjeldor with an order earlier so thank you once more for that. :) He's definitely way too good to not have with Lich.
4 days ago
You're welcome. I have some more ideas for you:
Krav, the Unredeemed and Regna, the Redeemer might sctually be a great commander pair for the list. They do a lot you want to do: Draw cards, gain life, sacrifice creatures, create tokens. Also, Beacon of Immortality would be great with mastery. Finally: Angel's Grace can really safe you day.
2 weeks ago
Martyr of Sands , Ranger-Captain of Eos , Judge's Familiar , Blossoming Calm , Isochron Scepter . If you go with Isochron Scepter you might also want Angel's Grace . You might want to upgrade your mana base. Gideon of the Trials is good. The deck looks great though.
4 weeks ago
Artifact Spells cost X less to cast.
Your maximum hand size is reduced by twice X.
4 weeks ago
Online class is in session, which just means I've got an excuse to post my suggestions now. My suggestions for lands are a doctrine I'm going to press on you; the following suggestions are just ideas that you can decline based on your taste. Overall, your list epitomizes the Commander format to me.
- LANDS MAN LANDS! You could have the best cards in every format and never play them when you need them because you're topdecking the wrong basics at the wrong time. There's budget options, not every mana base needs to be fetches and shocks. Prioritize your lands over cards that are powerful but not essential to your strategy. There are some specific lands that would be interesting in here too. I recommend prioritizing buying one or all of these cycles before buying stuff like Urborg, Tomb of Yawgmoth if you don't already have one. The basic land ratio can then be more specific once your lands are fixed, but that can be the last step of your construction.
Your Mardu and Commander staples: Command Tower , Savai Triome , Nomad Outpost , Exotic Orchard , Terramorphic Expanse , Evolving Wilds . I have a Forbidden Orchard that would be cool in this deck but would need to be part of a good deal (I'm strict about lands).
Your bicolored lands:
a. Pain lands: Caves of Koilos and Battlefield Forge are cheap as hell. Sulfurous Springs is the most expensive of these three but if you can get your cycle of lands for less than $15, it's still really good.
b. Filter lands: Graven Cairns , Rugged Prairie , Fetid Heath . You can get all three of these for $16 so it doesn't pass our test... but I have a Cairns for trade, bringing you to $12.50. These are good because you have some cards essential to your strategy that have double-colored-mana costs and others with multicolored costs. These are a great budget cycle, especially for your colors.
Less good bicolored lands that are require deckbuilding technique:
c. Check lands: these are fantastic if you have a good basic land ratio (why it would be important not to run both the thriving lands and the pathways at the same time as these)- Dragonskull Summit , Clifftop Retreat , Isolated Chapel
d. Pathway lands: Needleverge Pathway Flip, Brightclimb Pathway Flip, Blightstep Pathway Flip. You saw the foil full art Blightstep Pathway that was in my knight deck, you asked about the price when you said it was cool. I wouldn't necessarily go out of your way to buy these, but definitely seek them out in binders. If you're not running cards like Cultivate where you want to have some ratio of basic lands, these are strictly better than basic lands and could replace your Thriving Lands (which are a decent start; I have the nonred ones available).
- Curses, Vows, Impetuses: these could be cool, especially with the Sigarda's Aid you already own. Having these in your hand (and even better, a sigarda's aid in play) means when you say "if you attack this person instead of me, I'll reward you with ____" and bluff, or if someone attacks you you could flash in a Vow of Duty . I have most of these in the cube (as well as marchesa and the jankier cards in your deck), so you can try these out and see if you like them.
a. The other vows are Vow of Lightning , Vow of Torment , and Vow of Malice (quick trivia- there's two black vows because R&D has tried to ween off of intimidate and other mechanics like protection from [color] and likely didn't want to include it in Commander Legends).
b. More aggressive and prone to cause kamikaze-style attacks, the Impetuses are similar to the vows but definitely play very differently. Martial Impetus , Shiny Impetus , and Parasitic Impetus could even be considered removal for multiple creatures in combat if you flash them out with Sigarda's Aid.
c. Curses: Marchesa was the most popular commander for curses until Ghen, Arcanum Weaver was released. Curse of Chaos encourages the player with a shitty hand to swing in a bit. Curse of Bloodletting punishes the opponent who is too far ahead. Curse of Shallow Graves is cool at a table with Gedan's Varina, Lich Queen deck. The curses from Commander 2017- Curse of Opulence and Curse of Disturbance are the best in your deck as they also give you something when your opponent attacks them too. These are really the only curses that fit the theme and psychology of your deck by not making you a target IMO, but .
Removal: You have some "soft" enchantment synergy going on, so you might as well make it more broad. You're in the late game, you've got all your powerhouse enchantments in order and extra mana... why not cast Idyllic Tutor for whatever removal would smooth out your schemes? Darksteel Mutation shuts down commanders. Seal of Cleansing can be recurred with Hall of Heliod's Generosity . Dark Banishing is honestly a better run for your cash over Bedevil ... you're supposed to be able to convince those opponents to remove the black creature ;)
Individual cards: Gedan has a Rite of the Raging Storm you could get. Wishclaw Talisman is more on theme than Diabolic Tutor or cheaper than Infernal Tutor . This is the only deck I wanna see those and Grim Tutor in since I know what you tutor for will actually be interesting and not a combo piece. Sphere of Safety would be impenetrable and bait removal if you have the mana for it. I have a foil Keeper of the Accord somewhere but I don't know where it is. Commander's Sphere as a budget option for Chromatic Lantern , and if you build a solid budget land base the draw effect would be better (adding but lantern but not replacing would be good eventually)
Some cards I'd remove or wanted to comment on, but understand maybe stylistic or preferred: Sunforger can be a cool aikido spell tutor at instant speed. However, looking at your white instants, you have to spend 3 and then RW to save yourself with Angel's Grace . That could be a cool maneuver. I was also going to suggest dropping Akroma's Will until I saw Sunforger... that's fucking cool too, especially game changing after blockers are declared. Otherwise you're Mortify ing a creature, having your opponent talk to the Deflecting Palm , or Tear ing an enchantment in half. Batwing Brume wouldn't do anything with Sunforger. Therefore Sunforger basically has two game-changing effects and three utility effects, but I'd suggest keeping an eye on Sunforger to see how often the 3RW cost is available and worth it. The fewer cards you're dependent on, the more decentralized your strategy is, making it way harder to compete against (I'm saying this both critically and in favor of Sunforger- just keep it in mind). Torment of Hailfire wins you the game, but isn't gonna be less than $15 in the next couple years. You might not need it. Revival / Revenge can make you one of six creatures or one of three opponents an enemy- it seems like there are better cards you could play. Revel in Riches makes you a threat that your opponents need to race against, and I (genuinely) don't know if that's a position you want or if you want to maintain your monarch status. Try to think of when you want to win with this deck- by beating down your opponents individually, by beating them all at once, by spontaneously winning, or by drawing the game out for as long as possible and having the best resources throughout the game.
I haven't been able to analyze most of my own decks this intensively in a while, your design is competitive while still unique and interesting. Knowing your play style and how well it fits to this too also helps me suggest cards- it's the difference between auto-generating a deck from EDHRec and building a deck. I haven't been super inspired in the decks I've been building for myself, but this one of yours has me just as interested in the game as you now.
1 month ago
Guerric fair. It's how I play her, but it's tuned a bit more to be good in more tuned EDH or even cEDH(although I need to work on it a bit more before it's fully cEDH) and be a sort of farm control deck.
Also, I really like Righteous Authority . Like, it's actually stupidly good. See, cEDH and more tuned EDH have less of a focus on creatures so you can get the occasional win by slapping people with a big thing because interaction is more heavily focused on counterspells and such. In my list, my win con is slapping, which works hilariously well(at least, so far. I don't get to play much) and Authority is great because it easily gives Tuvasa +5/+5 or more -- often on top of the fact that Tuvasa is 5/5 or so anyways. Also, having lots of cards is good when you want to hold things like Spell Pierce or Angel's Grace up to prevent people from comboing off.
2 months ago
I think it would perform well. I've played it as is 1v1 many times (without changed ban list).
I don't utilize any of the lands that require multi-player. Dockside Extortionist may be much less useful. I would likely remove that one. I might add a bit more removal, mostly I rely on others for removal interaction, if it's just me, I'd likely add some more ( Path to Exile or Fire Covenant or Withering Boon perhaps).
Turbo Ad Nauseam is popular again, I haven't gone that way though, Children of Korlis + Ad Nauseam might be enough if you wanted to go that way, already have Angel's Grace mainboard. Might want another Worldgorger Dragon outlet as well, Cut / Ribbons perhaps?
2 months ago
Hey! So there are actually various ways that this deck can win, and a lot of them don't require a whole lot of setup, just good tutoring and keeping the right cards. All 4 of the combos (Angel's Draw, Bomberman, Dramatic Scepter, and Thassa's Consultation), are win conditions. With Angel's Draw, you cast Angel's Grace first and just draw whatever you want with Ad Nauseam . Bomberman is an infinite mana combo because Auriok Salvagers lets you return Lion's Eye Diamond . Dramatic Scepter is also infinite mana as long as you have 3 mana in the form of mana rocks and mana dorks, you simply exile Dramatic Reversal with Isochron Scepter . Thassa's Consultation is (arguably) the easiest way to win the game, cause it only costs 3 mana and it's pretty hard to stop unless they have counterspells. Simply play Demonic Consultation and name a card that isn't in your deck, you'll exile your entire deck, and then play Thassa's Oracle and you win the game. Of course usually with infinite mana you'll just be drawing your entire deck out with Thrasios, Triton Hero and you'll usually be putting that infinite mana towards Walking Ballista .
Usually if you're wanting to win you'll be looking for 1-2 tutors in your hand, and a piece of a combo, that way you know how you're gonna do it. Aetherflux Reservoir isn't so much a win condition as it is a great way to bypass decks that eat at your life total, because you also tend to hurt yourself a lot. It just gives you some insurance so when you do finally cast that something big, if it gets stopped you at least have a backup.
As for ways to get to the combos, you'll be looking at any tutor of course, and Birthing Pod is an excellent choice for getting out a creature that you really don't wanna be countered. Usually before you win the game you'll want some form of insurance out on the battlefield, so if you have a win con in hand, the pod, and a one drop mana dork, I recommend using pod to get Grand Abolisher out, cause then they can't stop you from winning the game.
Finally, if you're in a situation where ballista isn't gonna win you the game and next turn you'll lose, or if you simply don't have a way to get oracle out or win by damage, there are ways to simply take over the game with things like Memory's Journey , Noxious Revival , and Windfall , or Timetwister . This is simply a combo that if you have infinite mana and Thrasios out, you'll be able to have infinite of every card in the deck, cause you get to shuffle your graveyard over and over again, and don't forget that if they destroy your infinite mana source at some point you can use Hullbreacher to generate some treasure tokens with this. All you have to do is use either Windfall or Timetwister, shuffle everything basically, draw your cards, use Noxious Revival to put it back on top of your library, draw it, use it again, then Memory's Journey to put Noxious and your card of choice back into the deck.
If you have any other questions, just let me know!