Asceticism

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Asceticism

Enchantment

Creatures you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)

: Regenerate target creature.

Belfore on Hydras and +1/+1 Counters - Needs Help

4 months ago

Curious about your choice of commander but to each their own, I just feel there are much better Hydra commanders. As for suggestions. I would drop the transguild promenade, temple of the false god, and rupture spire because the are not nearly as good as they seem Vineglimmer Snarl, Breeding Poolfoil, Rejuvenating Springs, Dreamroot Cascade are just a couple of ideas that would be much better in slot for the deck. Have you looked at Vorel of the Hull Clade not quite as strong as your commander in his effect but in the 99 lets you either double the double or double a 3rd creature. Gyre Sage, Forgotten Ancient Are very strong creatures for any hydra deck. As for artifacts I would say The Ozolith is a must for any +1/+1 deck. You might also consider Doubling Cube, Horizon Stone, Fractal Harness. As for enchantments Unbound Flourishing, Asceticism. That is all I got for now. Let me know if you want some more input.

TheMadRocketeer on Who's Counting?

7 months ago

capwner, Those are all good suggestions.

Archetype of Endurancefoil is in my Maybe list and probably ought to be in the deck. I wish I had Heroic Intervention and Asceticism; I may need to go look for some. I've got a Wrap in Vigor somewhere in one of my decks; I may need to dig it out and borrow it for this one.

capwner on Who's Counting?

7 months ago

Mono-green isn't known for protection spells but it does have Heroic Intervention which is solid, and, if you're really creature-reliant, perhaps Wrap in Vigor, Asceticism, Archetype of Endurancefoil, and Yavimaya Hollow. You do have access to a lot of anti-counterspell cards with Allosaurus Shepherd, Veil of Summer, Dosan the Falling Leaf, as well as land tutors to find Cavern of Souls and Boseiju, Who Shelters All, though obviously these cards are better in decks that build around a single creature type or have powerful instants/sorceries.

Nunu312 on Bealoth elfball

8 months ago

This deck is pretty cool, I love me some goad. It does run pretty good as well.

But I do feel it's also quite fragile, lacks card draw and has a bunch of deckbuilding traps in it. The only real way to protect your commander is Swiftfoot Boots, Tyvar's Stand Wrap in Vigor and two of those are instants that mean you need untapped mana. Given you are going to be getting him out on turn 4-5 and then pumping him up turn 5-6, he will be quite vulnerable to any form of damage or control. And given his ability, he is going to be a target for the whole table.

There are quite a few more instants that are good for protection, the standout being Heroic Intervention that will protect your whole board state. For ongoing protection Asceticism is a little expensive but it comes online at about the right time and is quite strong. I don't think you need much more but that goes hand in hand with the next thing.

Actually getting to these is going to be pretty unreliable though as you have 3ish sources of card draw. Given an average game might go 15 turns (lot of variance I know), that's 23 cards. You will be seeing about 1 source of card draw every 3 games. The deck thinning from dropping extra land helps, but I would recommend about 10 cards that have some form of drawing, meaning you should bump into one by at least turn 3 every game. These might just be things like Commander's Sphere, War Roomfoil or Collector's Vault, but red has some good ones like Cathartic Reunion. There are a lot of options here and it's just good to get up to a certain critical mass.

You might also be able to make yourself a little more resistant to control with some recursion (people are going to be killing Raised by Giants), Eternal Witness being the green standard but I'm sure you can find an elf like version.

As for the traps I mentioned... Those are things like:

Guild Artisan, Which requires you to attack with your commander, and gives you two mana. Your commander might attack 2-4 times after turn 8? It's not hard to replace, but its surprising how slow some cards that seem good can be.

Farhaven Elf is similarly pretty good, but your deck doesn't benefit from having it over Llanowar Elves, which only costs 1. The only difference is that land doesn't die easy... but unless someone is trying wipe the board or you really need a blocker, neither do the 1/1 elves.

Same for Kodama's Reach and co compared to the 2 cost versions like Three Visits. The extra land in hand is nice, but the one land in play a turn earlier is often nicer. These could speed the whole deck up by at least a turn.

Hope this helps

Belfore on Miirym Clone Dragons

1 year ago

Why not Temur Ascendancy over Fervor. plus no Asceticism , Astral Dragon , or Deadeye Navigator?

VestigeOfHope on Marwyn Elfs

1 year ago

With Marwyn as your commander, you'll want to be careful with shroud (looking at Eladamri, Lord of Leaves). Shroud affects both you and your opponents. Therefore, Marwyn can't become the target of "Untap target creature" when Eladamri is out on the field. Personally, I like Asceticism for protection.

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