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Archon of Coronation
Creature — Archon
Flying
When this enters the battlefield, you become the monarch.
As long as you're the monarch, damage doesn't cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)
Piyh on Great Heads Think Alike
1 month ago
Painter's Studio / Defaced Gallery
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TheBestMagicCard on Hokori, Dust Drinker - Prison/Stax/Value Creatures
10 months ago
I realized that the most powerful thing Hokori can do is totally lock opponents out of playing anything, as long as there a couple support cards, mostly Mishra's Helix, God-Pharaoh's Statue, and maybe Kismet and Loxodon Gatekeeper.
This is more powerful then hate bears, and like "you can't do something" cards, as well as other cost-increasing cards. If I can just prevent opponents from casting anything by leaving them no untapped lands ever, it doesn't matter if the have a board wipe, or an enter-the-battlefield effect, or graveyard recursion, because they just can't cast anything...
Even if I could keep people from casting things for a few turns, if they gradually build their mana back up and could cast a threat that one of my dinky-conditional-hatebears didn't affect, then that sucked for me... Way better to just try and lock them down outright and not ever give them the chance...
I've decided to take out some more conditional/reactive cards for some better threats, so that I can have some recourse if opponents manage to cast a threat, and to try to close the game out a little faster. The deck also needs card draw to help stay ahead of opponents, and not stall out. I'm also realizing that removal is very powerful in this deck. Usually a one-to-one trade off for targeted removal can be questionable, but in this deck it's a little different. If I Swords to Plowshares a creature that cost 5 mana to cast, my opponent might have been saving mana up for a few turns to cast that card, now I just spent 1 mana to nerf it, and ideally Hokori is in play so now they will have to wait several more turns to cast something else, so spot removal turns into huge tempo advantage also. Even better than one-for-one spot removal is board wipe, and repeatable removal.
I've switched in new cards that present threats, draw cards, and remove opponent's cards, they include: Battle Angels of Tyr, Aerial Extortionist, Mass Calcify, Unexplained Absence, Magus of the Tabernacle, Champions of Minas Tirith, and Archon of Coronation.
Trouble in Pairs seems like it could be powerful, but it is also reactionary and conditional upon opponent's doing something advantageous.
TheOfficialCreator on Heliods army
2 years ago
Alright!
Aegis Angel is a good card, don't get me wrong, but currently given the low number of Angels in the deck as a whole and with no Angel tribal, it might be worth looking into Avacyn, Angel of Hope or, some more budget options, Indestructibility, Gift of Immortality, Kindred Boon, Shielded by Faith, Spirit Bonds, or Timely Ward. All of these grant a single creature indestructible for a lower cost, albeit they are not attached to a big flier.
Nothing for Ajani's Pridemate. It's just a good card. If you're interested in other similar cards, Light of Promise, Archangel of Thune, Gideon's Company, Cleric Class, Heliod, Sun-Crowned, Cradle of Vitality, Celestial Unicorn, and Nykthos Paragon are some good ones.
Archetype of Courage seems a bit weak to me personally. Enchantment creature cards with the same mana value that are white and better for your deck (at least from my POV) include Eidolon of Countless Battles and Heliod, Sun-Crowned.
Banisher Priest is good.
Blinding Souleater could easily be replaced by Law-Rune Enforcer, or, if you'd prefer an artifact creature, Burnished Hart is just better in general.
Captain of the Watch and Cataclysmic Gearhulk are both good cards, though the latter doesn't seem to work too awfully well with your deck. I would consider putting in another destroy boardwipe such as Wrath of God or Fumigate.
Chardalyn Dragon is pretty bad, even for an artifact flier. Other fliers with the same mana value include Adarkar Valkyrie, Admonition Angel, Ancestor Dragon, Angelic Skirmisher, Archon of Coronation, Aven Brigadier, Empyrial Storm, et cetera... white is ton of amazing fliers! Put 'em to good use! XD If you specifically want an artifact creature to replace it, Wurmcoil Engine is a good one.
Consul's Shieldguard... see the Aegis Angel comments.
Court Street Denizen... see the Blinding Souleater comments, though this one is better so it's definitely worth keeping around if you want.
Drillworks Mole is a cool card. Basri Ket, Felidar Retreat, and Cathars' Crusade are good too.
Eldrazi Devastator is actually a card I used to run in my decks as a finisher. I would recommend something like Finale of Glory as an alternative that you can really sink your mana into.
Felidar Cub is nice, but War Priest of Thune is strictly better.
Glint-Sleeve Artisan is interesting, and I see how it plays into a bit of your artifact synergies, but if you want that, just use an artifact creature like Adaptive Automaton, Cloudsteel Kirin, or Etched Champion.
Heliod's Pilgrim has a good effect and it's flavorful, just keep in mind you only have two Auras in the deck.
Inspiring Overseer and Knight of the White Orchid are good.
Kozilek's Channeler is a decent card, but given you like small creatures I'm not sure that paying extra for a big body is a great benefit. Worn Powerstone, Thran Dynamo, Arcane Signet, and if you want to splurge Pearl Medallion are all good ramp in white.
Lagonna-Band Elder can be replaced by one of the cards I told you about in my previous comment.
From there, all your cards are great until Soulmender, which again can be replaced by one of the cards in my previous comment, or even Fountain of Renewal. Same with Stone Haven Medic and Sungrace Pegasus.
Toolcraft Exemplar is a really cool card that I have NEVER seen before. If it's working well for you, you should try out Serra Ascendant as well. It runs in a similar vein.
Welcoming Vampire is good too.
Celestial Flare could be replaced by Silence.
Dauntless Onslaught could be replaced by Charge, Bastion Protector, Benalish Marshal, Ethereal Guidance, Glorious Anthem, Guardians' Pledge, or Path of Bravery.
Divine Verdict could just be replaced by plain removal, like Swords to Plowshares, Path to Exile, Journey to Nowhere, Cast Out, Conclave Tribunal, or Oblivion Ring.
Feat of Resistance is nice.
Gideon's Reproach - see Divine Verdict's feedback.
Gods Willing is good.
Kill Shot - see Divine Verdict's feedback. Actually, for the rest of these cards see that and Dauntless Onslaught's feedback.
Aligned Hedron Network is good.
Cloak of the Bat and Hero's Blade - see Dauntless Onslaught's feedback, but also Commander's Plate.
Spidersilk Net doesn't make a whole lot of sense. If you want another 0-mana artifact, look no further than Mishra's Bauble.
Font of Vigor - see previous comment
Siegecraft - Eldrazi Conscription is one of the best auras in the game, but Battle Mastery is nice too
Not Forgotten - Rest in Peace, Ashnod's Altar
Sunlance - any other removal that I've mentioned
Also consider Sphere of Safety.
I hope all this helps! ^^" it took a bit to write up but I think it'll help introduce you to some staples and ways about thinking about deckbuilding and power level. I sent you a friend request so that we can keep in touch and so that I can see and help you with your future decks!
Abaques on Could someone kindly explain to …
2 years ago
My Queen Marchesa deck is mix of akkido effects like Deflecting Palm, monarch tribal which gives you card advantage and a bunch of other effects and then cards like Dread to make people not want to attack me. I also have cards like Breena, the Demagogue that mess with combat choices.
The last time I played the Queen I kept the Monarch for like 6 turn cycles because of No Mercy. I ended up winning by casting a Thrilling Encore after the last other player standing (playing a Xenagos, God of Revels deck) had killed my Archon of Coronation and Protector of the Crown before going in for an alpha strike (I got a couple of his things he'd sacrificed to do that too). I survived and he lost on the crack-back. It was a great game.
Kwhill on Derevi, Empyrial Tactician
3 years ago
I'd recommend cutting the following cards right away:
Tidal Force
(Doesn't do much. Very expensive.)
Siege Behemoth
(Good effect, but very expensive.)
Emmara Tandris
(It doesn't look like you really have that many tokens. Not sure why this is here.)
Deepfathom Skulker
(Good trigger, but expensive, and you can't activate its second ability easily.)
Archon of Coronation
(Really easy to lose the monarch and it doesn't do much besides give you the monarch.)
Amareth, the Lustrous
(Not really that good. Very rarely will draw you anything in general and the body is very meh.)
Inniaz, the Gale Force
(I don't like this kind of effect. You are forced to give up something.)
God-Eternal Oketra
(The tokens are okay, but it really doesn't do enough IMO)
Archon of Redemption
(3/4 flyer for 5 with a situational life gain effect is pretty bad...)
Angel of Destiny
(If it ever gets removed, all you did by attacking, possibly losing creatures in the process, possibly taking hits because your defense are down, was gain life. It just seems like the card really does nothing.)
Trostani, Selesnya's Voice
(Not enough token synergy to matter. Life gain is not very good.)
Thassa, Deep-Dwelling
(This doesn't do much in your deck. IMO)
Basri's Lieutenant
(With almost no +1/+1 counter synergy in the deck, this really doesn't do anything for you.)
Adrix and Nev, Twincasters
(Not enough token synergy.)
Niambi, Esteemed Speaker
(Can save a creature, but other than that, the card pretty much does nothing.)
Ornithopter of Paradise
(Can't trigger Derevi because it has 0 power. Pretty bad as a ramp card too.)
Rhys the Redeemed
(Not being elf tribal or big on tokens means that he won't do much.)
Parhelion II
(Way too expensive and really doesn't do that much for its cost.)
Righteous Authority
(Very expensive and no way to abuse it in the deck currently.)
Cosmos Elixir
(You have a ton of draw in the form of "when a creature deals combat damage, draw 1" type cards. You don't need this IMO.)
Sword of Vengeance
,
Sword of Body and Mind
(Not really sure what they're supposed to do for you. Tiny pumps and trample aren't going to help you much IMO.)
Combine Chrysalis
(Not enough tokens.)
Sol Talisman
(Why is this not Sol Ring?)
Cloudshift
,
Ephemerate
(Almost no abusable ETBs)
Griffin Aerie
(Not enough life gain to make this work and not even a great effect.)
Garruk's Uprising
(I feel like you should probably be focusing on smaller bodies, not bigger ones.)
Growing Ranks
(Not enough tokens.)
Elspeth Conquers Death
(Doesn't really do anything you're looking for IMO.)
That's just the ones I would cut right away for not being good in general or not fitting with your strategy.
The token subtheme is kind of unfitting IMO. There's only a few tokens here and there, and a lot of them are "big" tokens, not little ones that can trigger Derevi a lot, but then you also have lots of things to take advantage of tokens even though you don't have that many things that produce tokens (and a lot of times, they're too expensive). If you want to focus a deck on tokens, I think you should choose a different commander.
In general, I think you should probably focus more on having a bunch of smaller creatures so you can get lots of Derevi triggers rather than bigger creatures. This could be a way to work in tokens if you want to push it, because you could focus on smaller tokens that you can push out very cheap and early in the game.
In addition to this, you may also want to consider putting in more cards that you can abuse with Derevi. I love the inspire guy you have in there, Arbiter of the Ideal (don't know if you know, but you can stack tap/untap/tap/untap triggers on him and trigger inspire a bunch of times in one combat!). I think you should focus on this kind of effect more.
I think you should also try to put a little more ramp in there. Sol Ring, Simic Signet, Arcane Signet, and maybe a couple other mana rocks are noticeably missing.
That's pretty much all I have to say about it right now. Let me know what you think!
king-saproling on Honestly, What Am I Thinking with This?
3 years ago
This looks really fun! You might like these: Personal Incarnation , Vassal's Duty , Sivvi's Valor , Blood of the Martyr , Palace Jailer , Lightmine Field , Bullwhip , Arcum's Whistle , Inventors' Fair , Arch of Orazca , Bonders' Enclave , Throne of the High City , Archon of Coronation , Court of Grace , Palace Sentinels , Coveted Jewel
shifthappen1 on Marchesa, Political Queen of Pillows
3 years ago
Any news from playtesting the court cards?
Also, did you ever test Archon of Coronation ? It seem like it helps protect the monarch a bit since it negates their whole attack in a way. They get the monarch, but no damage got done. This means that if they attack with too few, they'll just lose their cards to the deathtouch, and with too many, we just let them all go through for no damage and kill those that gives the most trouble with the deathtouch as needed.
I might be overevaluating it somewhat, since an opponent might as well just remove the archon at instant speed to make us lose that life instead, but it did look pretty strong in general.
PalaCannito on White Prison
3 years ago
Land hate is great when going true prison, but it's actually working against me and my general playstyle. Next planned changes:
- Remove all fetchland and replace with Snow-Covered Plains (five out, five in)
- Remove Strip Mine and Wasteland for an Ancient Den and a Snow-Covered Plains
- Remove Armageddon and replace with Akroma's Will
- Remove Crucible of Worlds and replace with a Snow-Covered Plains
- Remove Archon of Coronation (fun, but too expensive) and replace with a Snow-Covered Plains
- Remove Ancient Tomb and replace with Darksteel Citadel
All totaled - netting two lands positive, removing land destruction spells, lowering the curve, and reducing the self-inflicted life loss. Replacing fetches and the removal lands also helps with Land Tax-type effects. Adding the Ancient Den and Darksteel Citadel to keep and bolster the Inventors' Fair without changing much else.
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