|Commander / EDH||Legal|
Printings View all
|Commander 2014 (C14)||Uncommon|
|Magic 2014 (M14)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Brave the Elements
Choose a color. White creatures you control gain protection from the chosen color until end of turn.
Brave the Elements Discussion
1 week ago
If you try W/B, Geralf's Messenger is a pretty solid sac outlet, though he doesn't work with Anafenza or the Vizier. There's also Viscera Seer and Carrion Feeder as sac engines, though neither are as efficient as the Altar you're already running.
2 weeks ago
These are the cards I dont know if follows the aggro strategy (or quick growth) on your deck: Veteran Swordsmith , Veteran Armorsmith , Topan Freeblade , Soldier of the Pantheon , Precinct Captain (sometimes you wont be able to attack for two turns. He is better when you "haste" him), Loyal Cathar Flip (his other form escapes "human tribal", so he doesnt triggers lot of abbilities on the deck), Elite Vanguard , Archetype of Courage (cost 3 is too much, it may leave you without mana for Brave the Elements ).
Some options of cost 1: Hunted Witness , Akrasan Squire , Thraben Inspector and Ardent Recruit which would call for more artifacts and equipments. I think of him because I would use Ratchet Bomb . It is good against midrange enchantments, tokens, cretures and artifacts. And there are God-Pharaoh's Faithful and Novice Knight , they are perfect to be powered with aura and all sort of things (against red decks).
And there are plenty of lands that can help you draw, gives extra mana, enhance your creatures and are way under 3$. I hate to depend on luck, and I hate extra lands in hand, so I would use 20x lands, basic and non basic, plus 4x Secluded Steppe .
3 weeks ago
Declaration in Stone is pretty decent, but it is also a Sorcery. I think people have a misconception that Instants are better strictly because they allow for more immediate response. While speed is an undeniable advantage, in a deck without ramp, making use of mana on opponent's turns can also be more efficient. For example, with an Instant in hand, you can use untapped mana to remove a threat on an opponent's turn, then untap those lands on your turn, whereas a with a Sorcery, you have to wait until your turn and then choose between casting a removal spell or a creature spell. And then there's range - not all removal spells are equally useful, and in my humble opinion, Generous Gift is pretty solid - not only is it an Instant, but it works on everything. Of course, it also comes at the top of realistic CMC, vs stuff like Fatal Push and Path to Exile that are much narrower, but also allow versatility in casting more spells. I usually run 1-2x of a couple different removal spells that overlap, but also give me range. The added upside to singleton removals is that spells like Surgical Extraction etc that consider additional copies in hand/deck/graveyard, etc fizzle. The downside is against spells like Duress that reveal your hand, as singletons will make it easier for opponents to count your cards (as is true with land art). That's not something I usually care about, but I understand why other people do. I usually prefer white removal to black, so I might run something like 1x Blessed Alliance (versatile and works against hexproof/indestructivble), 1x Generous Gift (works against everything at Instant-speed), 1x Declaration in Stone (very strong against tokens and it exiles), 1x Cast Down (value of speed and application). I don't think this approach is favored in competitive play. Indeed, part of the reason for it is budget-related. If I could afford 16 copies of Path to Exile, it would be in a lot of my decks. And certainly, some of the same logic is generally reserved for Sideboards, which I also use to pad out my top removal spells along with other utilities like Pithing Needle , Ratchet Bomb , Nevermore , Celestial Purge , etc.
Yes, I think you should still try to lower the CMC. In a fast format like Modern, 5 mana on T5 isn't a lot! That's a total possible casting power of 15 over the course of your target game, and that's assuming you play a land each turn. (That also means you'll only be looking at a maximum pool of 12 cards, and 5 of those must be lands! So what 7 spells can you cast for 15 mana? That's only 2.14 mana on average!) If you consider the likely possibility that at least 2 of that 15 must be spent in preventing an opponent from winning, that leaves a maximum of 13 mana to cast other spells. If at least 1 of those other spells is going to be a wincon that costs 4 or more, that leaves 9. This is why spells like Sorin, Vengeful Bloodlord are so difficult to use. If you cast him, you're left with only 5 mana total over the course of 5 turns to cast other creatures and spells. That's only 2x 2CMC creatures. Having 20x 2cmc creatures guarantees you'll get a couple, but it doesn't offset the price of trying to play bigger spells. If Sorin gets removed, or hit via evasion, trample, etc, you can lose a lot of limited resources, and because of spells like Generous Gift and Beast Within , opponents can remove any big threat for less than you can cast them. This can easily slippery slope into getting a combo and protecting it at all costs, which I think, while sometimes fun, is also not as good as a deck without a central/obvious threat. I'm big on value and synergy. Like, I think 30x Champion of the Parish and 10x Brave the Elements would beat just about anything. This all applies to your report on trouble with heavy counterspell/removal. Without a lot of disruption, you've got to be able to play creatures for less than opponents spend to remove them. That usually means no more than 4 spells at 3CMC and only 1-2 at 4+CMC. It also usually means at least 6 1CMC spells. Of course, you're constrained by the theme of the deck, which is all about life-drain, and I think you're way out in front of foolhardy decks trying to play Exquisite Blood+Sanguine Bond among a smattering of other 3CMC+ spells. That said, you still want to make your deck as competitive as possible within your budget, so anywhere you can make the deck faster, more efficient, and more consistent, you want to trade power all the way down to the minimum. Most games, you only need to get opponents from 20 life to 0.
To address Tron, I think it's worth going back to removal options briefly to point out that Generous Gift works on lands, which can be used to shut down Tron decks or at least slow them down. The great thing about GG is that it works on other stuff, too, making it considerably better than something like Rain of Tears , which is so specific and narrow, it's hard to justify even in a sideboard. Other stuff that's great against Tron: Ghost Quarter and less budget friendly, Field of Ruin . Damping Sphere is solid, too, and will favor your heavy-ish use of limited mana, as it's very possible you'll only have enough to cast 1 spell on many turns. To some degree, all this also depends a bit on what sort of threats the Tron decks you're facing are putting down, as it's a pretty broad archetype. Sometimes more removal or board wipes can be useful, but given the mana Tron produces, it's usually difficult to keep up with it once it's assembled. Oh. I got really carried away. Sorry about that. I hope some of this is useful.
3 weeks ago
To make the game last against aggro strategies you could use Ratchet Bomb as your holy hand grenade (it can get rid of tokens the same turn you cast it, or creatures with converted mana cost 1, 2, 3, relatively fast), or else, you can use Sunscour , although I would put it in the sidedeck because you may play against decks wihtout cratures -thats why i prefer Ratchet Bomb -.
You can also use Runed Halo on yourself. It can prevent black cards with "sacrifice" mechanics, or prevent the damage of a creature full of auras, and help with repetitive red cards focused on life damage.
I recommend Angel of the Dire Hour , and make sure you have 4x Resplendent Angel , after all, they can decide the game all alone. You can also have more Shalai, Voice of Plenty if you think it is necessary, although Voice of All with deathtouch ir more elegant.
Adding an extra color you could also think to exchange all your artifacts for board wipe strategies like Akroma's Vengeance , Merciless Eviction along with the Brave the Elements strategy (to save your creatures). And maybe Profane Procession Flip, Kaya's Guile and Vindicate .
You could also find better lands to match this deck. You are only using "plains". I know it demands some researching, but you gonna have to do it sooner or later.
After this you could focus on a sidedeck against discard, blue counter, or something else. Like Luminarch Ascension , which is already there, and more cards related with the graveyard.
3 weeks ago
kamarupa Thanks for the feedback.
I do agree about Brave the Elements being overall better since it will allow me for a pretty big swing, however i've chosen Emerge Unscathed exactly because of the rebound. That's important since most of my creatures are overwall weak, and being able to swing a ajani's pridemate or a westvale cult leader twice is usually stronger than swinging my whole board once. It would be pretty strong vs some boardwipe based on damage tho, so it's worth considering.
The basilica is there for the sole reason that generates two mana for one card. I mean, if i remove the basilica, i'll need to add 4 lands in the place of two, and then, remove 2 other cards from the deck to keep the 23 mana on the deck. Also, i'm using it because i don't have the money to buy more expensive lands. What would you suggest to use in it's place that is not expensive?
I did had Cast Down , I removed it from the deck solely because i needed slots for other cards and ended up considering those more important to the deck than the removal (i can still exile stuff with Ayli, Eternal Pilgrim ) What would you take of to put Cast Down ?
3 weeks ago
Since none of your creatures are mono-black, I think Brave the Elements is better than Emerge Unscathed , namely because it will allow for lethal swings, punishing blocks, and shuts down all creature targeting spells for the rest of the turn.
Rest for the Weary would help justify Orzhov Basilica, but really I'd suggest just not using bounce lands except in particular circumstances.
I suggest incorporating some more utility spells - some sort of removal - Cast Down seems popular at the moment, or even just a versatile classic like Oblivion Ring would do the trick. Some sort of draw card is typically very useful. There are lots of options with black, but I think Sign in Blood is among the best.
3 weeks ago
Mana is scarce in mono white. I suggest you drop some 3CMC spells in favor of 1-2CMC spells.
Brave the Elements is really good in mono-white.
I think a stronger theme would help. It would make it easier to choose a strategy to take advantage of. Like if all your creatures had first strike, or flying, or ETB triggers. It seems kind of all over the place.
Add "Budget" to the deck's hubs. (unless you're interested in dropping hundreds of dollars)
I think Always Watching seems like a decent fit here. Vigilance is nothing to scoff at.
I think you can find more useful spells than Mana Tithe and Unbreakable Formation. The former is too easy to dodge and the later is too high C There are a lot of white weenie flying creatures out there.
, for example, is pretty high value for 1CMC as it has two great abilities - evasion and lifegain. While lifegain in itself isn't a very winning ability, a little lifegain over time can be pretty useful.
There are a lot of white weenie flying creatures out there. Healer's Hawk , for example, is pretty high value for 1CMC as it has two great abilities - evasion and lifegain. While lifegain in itself isn't a very winning ability, a little lifegain over time can be pretty useful.
3 weeks ago
There's not really much in the way of mana ramp for white outside Tron lands or Mox stuff, so I do suggest running a full set of Ballyrush Banneret . Typically, as tempting as 4+ CMC mono-white spells are, they're pretty much unplayable in Modern. Try to get your AVG CMC to 2 or less and only include maybe 4 spells at 4-5CMC, and those should preferably be creatures so you can take advantage of Ballyrush.
Great all-around mono-white spells: Brave the Elements , Path to Exile , Return to the Ranks / Immortal Servitude , Oblivion Ring / Journey to Nowhere , Oppressive Rays , Honor of the Pure , Thraben Inspector , Knight of the White Orchid .
I'm not seeing any reason to run Snow-Covered Plains. On Thin Ice would take advantage of them.
Brave the Elements occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.01%