Arcane Signet

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Arcane Signet

Artifact

: Add one mana of any colour in your commander's colour identity.

NV_1980 on Enchantment

6 days ago

Can you explain why you posted this? Are you looking for help? If so, perhaps start by looking up other commander decks posted on this site, that use Halvar as its commander. Other great resources are moxfield.com and edhrec.com. Just a few tips to get you started:

  • Check the deck's mana base. It only has 22 lands. Magic decks should almost always consist of 1/3 lands. While you're at it, you might want to add more cheap mana rocks (like Arcane Signet and Marble Diamond) or ramp enablers (like Weathered Wayfarer, to get more lands from your deck).
  • If your deck's commander is Halvar, you don't have to add him as a separate creature as well (actually, if you remove Halvar from your deck's creature list it will consist of precisely 100 cards, which is a requirement for a proper commander deck.
  • White features some cards that allow you to draw cards when enchantments are cast, like Mesa Enchantress. Adding more than the three cards you have now that allow you to draw more than your regular draw at the beginning of each turn is highly advised.

Anyways, hope this provides you with enough inspiration to make a solid start. Good luck!

pyyraus on Yurlok of Scorch Thrash Mana Burn

1 week ago

The mana base needs some improvement. Playing only 33 lands is not enough in a deck that cares about lands as much as this one does. All the land mana doublers are more and more powerful with every additional land- up to a point, but you're well away from that. I'd try to go to at least 37 and up to 39 with the current amount of lands-matter cards. Specifically adding some basic lands so you can get more out of cards like Lavaleaper which currently only works with three cards in your deck. This would also encourage adding more land ramp spells like Cultivate and Kodama's Reach. I would recommend switching to these spells independent of any other details of the deck because you can easily remove cards like Arcane Signet and Chromatic Lantern to make room for instants and sorceries; I personally almost never run Chromatic Lantern in green decks because of these spells. I also think you can drop Animist's Awakening for a more consistent spell like Three Visits, Skyshroud Claim, Migration Path, or even Hour of Promise. It's an okay mana sink but it's not great when in the early turns when you need to get lands but don't have mana to put in. And when you have a lot of mana, you don't necessarily more lands. I think the few mana dorks you have are good and you're not running the more redundant ones like Elvish Mystic, etc.

I think the deck's removal package is solid but could use a few more targeted non-creature removal spells to work with Assassin's Trophy- currently, the only card that can really hits those; maybe good ol' Beast Within? I do like Comet Storm as a mana sink & removal in one card but I don't think it fits the wrath slot as it's more of a multi-targeted removal spell. That doesn't necessarily drop it but I strongly recommend at least one more consistent wrath for a more passive deck like this; Blasphemous Act and Damnation off the top of my head are solid.

Apart from that, I feel like there is a good mix of mana sinks and sluggey effects at the core and the card draw and is good. However, I think it can be improved by dropping some miscellaneous cards to make room for improvements to the aforementioned categories.

  • Vexing Shusher/Destiny Spinner: this is a good ability but Hexing Squelcher is better and I don't think you need this much redundancy especially since these only protect from a single, impactful granted, type of threat

  • Heartstone: this doesn't reduce Yurlock's ability due to the wording- does it work with something else I'm missing?

  • Regrowth: Eternal Witness is honestly just better because it comes with a body

  • Leyline of Abundance: I don't think this is really worth it with only four creatures that add mana; I think 8 mana is a bit awkward for a mana sink and the counter aren't super great in a deck that doesn't like combat that much

  • Scytheclaw Raptor: I'm not definitively recommending you to drop this but it seems a bit weak on paper

  • Torment of Hailfire/Exsanguinate: at least one pls :(

NV_1980 on Lemme Show You My Enchantments

1 week ago

Hi,

Might I suggest some more early mana rocks to get Zur out quicker? I was thinking stuff like Arcane Signet, Azorius Signet, Dimir Signet and Orzhov Signet. The talismans (like Talisman of Dominance and its sibblings) are also great for some earlier mana. And as long as you're using many (expensive) enchantments, you could consider adding Land Tax as well.

With so much lifegain going on, you could also consider adding some cards that allow you to draw based/play cards that use life as their source of power. Necropotence could be awesome in here. Same could apply to Bolas's Citadel.

I should also point out that this deck is a bit light on removal; especially when it comes to opposing artifacts/enchantments. At the very least, I'd consider Heliod's Intervention (which also synergizes with the lifegain theme, if you want to use it in this fashion).

plakjekaas on What do you want more …

1 week ago

More options gives you more possible creativity, I can conceptually get behind that. But making beter options more available for more people will limit the choices you make. There's plenty people who joke that building a new commander deck starts with Sol Ringfoil, Arcane Signet and then the actual commander. There's only 97 choices left then, instead of 99. Less options for creativity now. The fact that you can put 7409 different cards in those slots instead of 7423 is not the limiting factor of, or making a difference in your creativity.

Homogenizing the aspects of what makes the format unique makes for less interesting decks and shorter games with less different cards being used. You can disagree all you like, but Standard decks were a lot more fun and creative 10 years ago, when you had to find the synergy among 1500 different legal cards and different archetypes could be successfully fleshed out. In the Pro Tour that happens this weekend, 45% of the field is built around Badgermole Cub. You argue that today's Standard decks must be more creative because they can choose from 7500 cards instead of 1500, but I played the decks and I strongly think otherwise. With more cards available there's also a bigger difference in power/quality, which will eliminate a bigger part of the cardpool faster for playability. You don't need to make creative choices, you let the internet do it for you because someone else already figured out what's "optimal", leaving you to consider just a fraction of all possible cards for your deck. Which limits your options for creativity.

I'm not afraid of losing to the cards, I'm afraid when this rule would take effect, Wizards will start printing hybrid cards that are the best choice for either monocolor they have, meaning at least two other cards will be less likely to ever see play again. Concentrating the viable options in a smaller volume of cards, limiting the amount of creative choices a deckbuilder can make.

theNeroTurtle on test

1 week ago

hello

theNeroTurtle on test

1 week ago

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