Benevolent Blessing

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Benevolent Blessing

Enchantment — Aura

Flash (You may cast this at any time you could cast an instant.)

Enchant creature

As Benevolent Blessing enters the battlefield, choose a colour.

Enchant creature has protection from the chosen colour. This effect doesn't remove Auras and Equipment you control that are already attached to it. ((Remember the acronym debt.) This creature can't be damaged, enchanted, equipped, blocked or targeted by anything of the chosen colour.)

plakjekaas on New Swords

7 months ago

Niko9 If you use Giver of Runes to give an equipped creature Protection from Colorless, all colorless auras and equipment would fall off. Protection prohibits being Damaged, Equipped/Enchanted, Blocked and Targeted by what you are protected from.

So if equipped creature had protection from artifacts, and it's equipped with an artifact, then the artifact would fall off. That's why legendofa mentioned auras like Benevolent Blessing that have a clause to protect the protection from itself.

I suppose "Protection from other Artifacts" could work.

Neotrup on Spectra Ward

8 months ago

Spectra Ward specifies "this effect does not remove" it says nothing about allowing new objects to become attached. Rule 702.16n clearly states what that text means, and only states that it applies to the state based action. There is no reason to assume it would secretly mean that the creature can receive further enchantments.

Benevolent Blessing was printed 6 years later and required a new rule to be written, so it's not surprising they would add superfluous text to make the card clearer, even if the rules didn't need that text. You'll notice that 702.16n only applies to not removing auras, and must either apply to just the source of the protection or all auras. 702.16p applies to equipment as well as auras, and applies only to ones you control. Those differences were enough to require a new rule, so it makes sense they included the clarifying text when writing the rule. You're suggesting we read intent as if the rules were written one after another by the same author when in fact they were written decades apart by completely different people. We must read the rules as written, and as written they do not allow for new enchantments, regardless of that clause.

Gidgetimer on Spectra Ward

8 months ago

Now that I'm not on lunch and have time to do a deep dive into the rules in order to better illustrate my point, the case you are describing is found on a card and it is worded differently than Spectra Ward is. Benevolent Blessing states "this effect doesn’t remove Auras and Equipment you control that are already attached to it" and we can deduce that this is the wording used if the exception to 702.16c (and in this case 702.16d) only applies to a certain subset of auras/equipment. There is even a rule applying to this one card (702.16p) and it, unlike 702.16n, specifies "Other permanents with the stated quality can’t become attached to the creature".

702.16p One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn’t remove certain permanents that are “already attached to” that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners’ graveyards as a state-based action. Other permanents with the stated quality can’t become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal.

Crow_Umbra on Can't Thwart the Wild Court [Primer]

1 year ago

Solid deck and fun primer! I've been on the fence to build either Ellivere or Gylwain, Casting Director. G/W Auras was one of my first favorite decks when I first started playing 10 years ago, and Aura Voltron was subsequently the first commander deck I put together via Tuvasa the Sunlit.

I'm a little surprised Spirit Mantle is in your Maybe-Board, but I can see how Benevolent Blessing has a functional similarity, and has benefit of having Flash. If anything, I think Spirit Mantle could replace Unquestioned Authority, esp since you tend to draw from Ellivere quite a bit.

Similarly, I think Sigarda's Aid could be helpful in moving it over from your Maybe-Board. In one of my last Aura decks, it let me turn some of those Aggro Auras into combat tricks, or the removal stuff like Kenrith's Transformation into instant speed shenanigans.

My last rec is that you do have a potential combo option with Siona, Captain of the Pyleas and Shielded by Faith. Only hang up is that you need either a haste enabler like Concordant Crossroads or Crashing Drawbridge to give the tokens haste, or Altar of the Brood to negate the need for haste. It's a combo option, but your deck might not need it if the Aggro is already working well for you.

Either way, nice build and keep up the primer writing!

eliakimras on Menacing Aura

1 year ago

Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

Part 1: Ramp

In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

Part 2: Card draw

Just as important as ramp is card draw: Galea won't always be available to you.

In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

Part 3: Removal

Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

Out: Reclamation Sage, Swords to Plowshares.

Part 4: Boardwipes

In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

Out: Time Wipe (not one-sided), Plains.

Part 5: Protection and Evasion

In Voltron, tempo is crucial.

Now to the Auras:

Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

Part 6: Tutors

Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

Part 7: Win Conditions

In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

Part 8: Lands

In:

Out:

  • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
  • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
  • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
  • Azorius Chancery, because you don't run the other two bouncelands.
  • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
  • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
  • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

victor00vm on It's Almost Harvesting Season! — Budget Sythis

1 year ago

Playtested your deck and loved it. It is a card draw/ramp machine, might even build one for myself. I will research some cards, but for now, I can remember some cool things to ad.

Druid Class for extra land drops (it cost 5 mana to do so, it is a maybe board).

Stasis Snare and Banishment. Removal enchantment with flash is aways good.

Benevolent Blessing maybe better then Karametra's Blessing?

Darksteel Mutation If budget enough.

legendofa on Hexproof in Mono White?

1 year ago

It's not quite hexproof, but do you have the protection Auras? Benevolent Blessing, Flickering Ward, Guildscorn Ward, and Spectra Ward all offer a way to avoid de-Aura-ing your creature. Protection from (other than white), like Mask of Law and Grace, will also work.

Load more