Blessed Alliance

Blessed Alliance

Instant

Escalate 2 (Pay this cost for each mode chosen beyond the first.)

Choose one or more -

  • Target player gains 4 life.

  • Untap up to two target creatures.

  • target opponent sacrifices an attacking creature.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Eldritch Moon (EMN) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Blessed Alliance occurrence in decks from the last year

Modern:

All decks: 0.04%

Blessed Alliance Discussion

9-lives on Pioneer Cats

1 week ago


Anointed Procession Cats

Pioneer 9-lives

SCORE: 8 | 21 COMMENTS | 831 VIEWS | IN 2 FOLDERS


Check this out. Some instants and getting rid of the Declaration in Stone might help you. Blessed Alliance is good for getting small cats on the field with exerting Pride Sovereign and then untapping him, which gives him +2/+2, and if you so choose, it can give you 4 health which would give you one counter of +1/+1 if you had Ajani's Pridemate. With tons of life-linking cats, you could make a huge cat out of Ajani's Pridemate, as each lifelink damage by each individual cat counts as one lifegain moment, which multiplies with however many cats you have attacking! I also recommend Metallic Mimic as this is what your 1/1 cat lifelink tokens depend upon! Just check out my deck and see what you like

CrimsonWings3689 on Touching Me, Touching You

1 month ago

Defile - You're running a 3 color deck, where the majority of your lands are likely to be non-basics. This won't do anything reliably.

Divine Verdict - Very expensive for the effect, could just be an outright kill spell. There are cards that force your opponent to sacrifice attacking creatures that would get around indestructible and hexproof/shroud if you wanted that sort of effect. Ex. Blessed Alliance

Ray of Revelation - Flashback for this is Green homie, counts as both white and green so you can't run it in a Mardu deck.

Shatter - Just make this something like Shattering Spree and give yourself the chance to hit more than one thing. Or something like Crush Contraband to get more than one target exiled instead of destroyed.

Vendetta - Why not have this just be something like Doom Blade? 1 cmc more and you're not going to get punished for using it on a large creature.

Victim of Night - already going to be difficult at times to use due to the 2 hard black in the cost. Why not have it be something like Hero's Downfall and get unrestricted creature removal and planeswalker removal as a bonus? Murderous Rider serves a similar function and doubles as a creature. Vampires and Zombies are popular, so there will be times where it won't work for you.

Arcum's Whistle - It's a rather expensive effect to force a creature to attack, but it is repeatable. You don't get a choice for where the creature goes, so I'm not sure if that was your intent.

Scarab of the Unseen - Are you going to be running a lot of enchantment auras to put on your creatures? If not it seems like this is only there to draw a card. You should be running something like Sign in Blood or Night's Whisper for more value at the same cost.

Enters the Battlefield Tapped Lands - The nature of these lands is for a budget deck. If you have access to lands like the ones I threw in the maybeboard, you're increasing your chance of playing things on curve as well as reducing the likelihood of having to wait to play the threats/answers in your hand. Even if the condition for them to enter untapped is conditional like with something like Dragonskull Summit, shocklands and basics will make it possible to have access to more colors sooner, which can make a world of difference in the early game. The temples at least offer a benefit with the scry, so that's going to help you draw into what you want/need (ex. bottoming a land you don't need or a spell you don't want/can't cast).

Funkydiscogod on Tap my own Stuff: Pioneer

1 month ago

My first thought was Masako the Humorless, but that card isn't in pioneer. Then, I thought about all kinds of fun modern cards that would be fun, but aren't in pioneer.

I would probably cut Oak Street Innkeeper, since their ability doesn't stack, and only protects from targeted sorcery-speed removal, which I think is generally uncommon.

Something like Rallying Roar would let you use all your abilities twice in a turn, so I think you need more untap effects. Maybe instead of Sky Skiff, use Mobile Garrison?

If you could make some room for Blessed Alliance or Collective Effort, you could get some much-needed interaction with the opponent.

Since you have 12 Springleaf Drum-like effects on your creatures and lands, you could run offcolor cards like Jace, Colossal Mind-Mage. I'm not sure that Jace would be the best offcolor card to run, but it's worth realizing that you can. At worst, you can throw it away with your Reckless Racer.

I don't know, I'm just brainstorming.

Silverdrake on Esper Control 2.0

1 month ago

Looks fun! If you're looking for suggestions I think there's definitely some things you can change to make the deck stronger.

If you're looking to be able to activate & attack with tarpit or play a planeswalker AND hold up countermagic /removal, you're going to need to run more than 21 lands. For example - if you want to be able to slam an Elspeth and hold up Logic Knot for your opponent's turn, you'll need 8 mana - so you want to hit your land drops all the way up to turn 8 at minimum, which is going to be exceedingly hard to do with only 21 lands. I'd recommend 23 at MINIMUM, but you'd probably be better off with 24 or 25.
Enter the God-Eternals is a fun card for standard or even pioneer, but in modern it's probably going to disappoint. I'd recommend cutting them for some more hard removal- consider the 4th path, some copies of Fatal Push, or a Detention Sphere or two. Maybe even a Blessed Alliance if you're feeling spicy (personal bias, I love that card)
If it's in your budget, Wrath of God is a straight upgrade over Day of Judgement.
Render Silent is a fun card to cast, but modern gives you plenty of better options for counterspells. Mana Leak is a catch-all that counters pretty much everything until turn 4+, at which point it can still be used to disrupt your opponent's plans. Dovin's Veto or Countersquall help you in the combo or control matchup. Disallow can snipe things you couldn't otherwise deal with, like eldrazi cast triggers, planeswalker ability activations, and land destruction like Field of Ruin and Ghost Quarter. Spell Snare and Remand are also powerful options you could try, but they tend to be better in faster, tempo-y decks rather than the hard control you're running. Archmage's Charm is also a possibility, but since you're running 3 colors it's going to be immensely difficult to cast.
Since you're running black in a control shell, you should almost certainly be running 4-7 copies of hand disruption spells. The go-to options are Thoughtseize and Inquisition of Kozilek, but Collective Brutality is another good option.

And finally your lands - I assume you're on a budget here and that's why your mana is the way it is, but just in case you aren't on a budget I'll make some suggestions. Fetchlands like Polluted Delta, Flooded Strand and Marsh Flats help you fix your colors when you need to, and can trigger Revolt if you decide to run Fatal Push. They can grab non-basic lands too, so they pair extremely well with Shocklands like Watery Grave, Hallowed Fountain, and Godless Shrine. In a three color deck, any fetchland can fetch for any color you need by grabbing the appropriate shockland. With so many cards that cost double (or triple) blue or white, you might even consider a single Mystic Gate. Filtering white mana into blue or vice versa will make it infinitely easier to cast cards like Supreme Verdict and Cryptic Command.

Those are just some surface level suggestions - feel free to heed them or disregard them as you want. It's your deck after all! Whatever you decide to do, good luck and have fun!

Tzefick on Two Life-Draining Spells

2 months ago

WizardOfTheNorthernCoast But Warleader's Helix is generally considered overcosted - although that's maybe not entirely a fair appraisal.

Lightning Helix is the combination of Healing Salve and Lightning Bolt. We all know the value of Lightning Bolt, but much less so that of Healing Salve. These days, Lightning Bolt is too strong for Standard and we refer to Lightning Strike for a more appropriately costed card for that damage range. If we look at specifically instants or sorceries that deal 4 damage, we come into the midrange territory and the costs are similarly higher or with extra conditions or restrictions. Char, Collective Defiance, Electrify, Flame Lash, Exquisite Firecraft, Lightning Blast, Slaying Fire, Stoke the Flames. On the cheaper side we have Cut, Flame Slash, Heartfire, Galvanic Blast, Lava Coil, Reckless Abandon.

I think at the least we can say that dealing 4 damage to any target unconditionally is more likely a CMC 4 spell that usually has some additional benefit stuck onto it or a 3 CMC with some requirements. So the raw unconditional 4 damage is somewhere around 3,X CMC.

Now healing 4 is way cheaper and can be done with Life Goes On for a single mana, at instant speed, with a condition to gain more life. The only other card to note is Sacred Nectar, which I believe we can quickly agree is overcosted and underperforming. All other cards that gain life around these ranges have something else going on for them, Feed the Clan, Blessed Alliance, Life Burst. As such, the raw 4 life is not even worth a mana.

So 4 damage is roughly worth 3,X CMC and 4 life is worth 0.Y CMC. Put those effects together on a multicolor card and Warleader's Helix seems like a fairly costed card at uncommon. Although fair does not equal good.

That was a rather long way to go just to say that Warleader's Helix is a fairly costed card... but not a very good one.

A condition may shave off a mana in the cost, but that leaves us at 3 CMC for a 4 damage, 4 life spell. The Vampiric Helix is definitely undercosted by 1 or needs a tougher condition, say control 2 or more vampires.

Now the biggest issue I take to this card is the ability to play it mono black. Mono black is not that efficient, seeing cards like Consume Spirit or Agonizing Syphon, Pharika's Cure. However neither red nor white has these effects by themselves. I think a good midway would be to have black as a required cost and then have the supplementary color be hybrid: would be fair in my eyes. Alternatively you could have white as the primary color and black/red as the supplementary, but that is not very flavorful as far as Vampire tribal goes. To compensate the increased cost, you could have the base version be 3 damage/3 life.

Silverdrake on White (w/ a hint of blue) Cat Deck

2 months ago

Looks fun! Brimaz, King of Oreskos and Leonin Vanguard are powerful cats you could consider. If you cut down on the non-cat creatures you could consider Metallic Mimic, Icon of Ancestry, and Obelisk of Urd. I'd consider running more removal than just Take Vengeance too - Declaration in Stone, Conclave Tribunal, and Cast Out are some of the best pioneer options in white. Blessed Alliance and maybe even Outflank are other potential options.
Also, 26 lands is on the higher end of what a control deck might run. An aggressive deck like this that focuses on 1-3 drops definitely doesn't want that many - I'd cut down to 22 or 23 lands.

Whatever you decide to do, good luck and have fun with it!

abbatromebone on WU Prison Control (NEED HELP FIXING!)

2 months ago
  • UW pillow Fort-50
  • I started with cards you already had on the list so that if you already bought them you wouldn't have to buy more cards. After that I had to make choices of how the deck should operate. I more than likely pushed the budget for the 2 spheres of safety, but that card is the best pillow fort card out there. It will help you stay alive. Most of your removal spells are enchantment based so it only buffs it more.
  • The thing i tried to spend the most on was for ways for you to stay alive. Creatures keep you alive, as well as your pillow fort tools. If you can i would get 4x ghostly prisms and spheres of safety. After that I tried to get you the best ways to keep the battle field under control. Counter magic is there to keep you alive and well. You probably wont have to care about what people are doing for the most part. Use it to make sure you cards stay on the battlefield.
  • I am very tempted to pull Lavinia, Azorius Renegade because of the budget youll face. I dont see a way for people to cheat stuff into play and i dont foresee affinity cards, Urza's Tower decks. I would replace that card with Blessed Alliance .
  • If you want to be a little greedy budget wise put a copy or 2 of Gideon in there. He really helps you out.
  • If you me to edit the deck more just let me know. If you want help with other decks just let me know.
  • Take care and enjoy.

Silverdrake on Fiery remedy

3 months ago

Nice list! I run Remedy in a black/white shell to make the manabase easier, but I was tempted to go the 4c route for the Fiery Justice & Grove packages. Alms Beast is a hilarious card in this shell, and you might want to look at Blessed Alliance as it's a removal spell that can also dome your opponent for 4 once you have a remedy out

Load more