Calix, Destiny's Hand

Calix, Destiny's Hand

Legendary Planeswalker — Calix

+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.

-3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.

-7: Return all enchantment cards from your graveyard to the battlefield.

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Set Rarity
Theros Beyond Death (THB) Mythic Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Calix, Destiny's Hand Discussion

athurdent on Shrines

1 week ago

thanks, ShiltonCDXX. As you can see I have decided to build shrines in legacy, I will probably change to modern, as I doubt this can survive there (just wanted an excuse to use Jokulhaups!), and for modern Calix, Destiny's Hand, Dance of the Manse and Idyllic Tutor will replace Vampiric Tutor, Replenish and Enlightened Tutor respectively. those were excellent choices!

As this deck is currently heavy on white mana, Jokulhaups will be replaced with Wrath of God or maybe Merciless Eviction in modern

ShiltonCDXX on Shrines

1 week ago

Hey man nice looking deck, I'm loving shrines myself.

I might suggest Calix, Destiny's Hand and Dance of the Manse

Idyllic Tutor is another good enchantment tutor that puts it right in hand

ShiltonCDXX on Shrine to core

1 week ago

What is the plan for this deck? Are the shrines there as a just in case thing? It doesnt seem you have a consistent way of getting them out, especially since you are only running one Sanctum of All.

I would suggest cutting some creatures in favour of some scary and/or card draw effects as filtering your topdecks can really help shrines.

I would also cut Life Goes On, life gain is not great and there are better cards you fill those slots with to help with whatever gameplan you go with. Shatter the Sky, Time Wipe or Ruinous Ultimatum are all great picks to just reset the board and buy more time to get your shrines online.

If you have Teferi, Time Raveler he fits really well in shrines since he can allow you to cast your boardwipes at instant speed and slow down your opponents ability to interact with your board.

Narset, Parter of Veils and Calix, Destiny's Hand are two other walkers that slot nicely into shrines.

Cultivate would really help fix your mana if you are not running shocks, temples or triomes.

Sorry if my suggestions are way off of where you wanted to go with the deck, just my thoughts.

I am finding shrines a lot of fun to play though, definitely worth building. I am quite curious to see how many working variations people can come up with too. I hadn't thought about a creature based shrine deck but if you can make it work, more power to you.

Good luck and have fun with it.

stellarnear on

2 weeks ago

Carte à rentrer :
All That Glitters uber buff pour deux
Ancestral Mask uber fort
Archon of Sun's Grace juste fort
Calix, Destiny's Hand swag + straight synergie
Celestial Ancient zone boost (ptet un peu faible)
Destiny Spinner bonnes state et bonne protec
Ethereal Armor fort
Gift of Paradise mana versatile
Heliod, God of the Sun reasons
Mesa Enchantress moteur de pioche fort
Mirrormade combo
New Horizons mana ramp
Oath of Teferi combo commander
Open the Vaults revive hard
Satyr Enchanter moteur de pioche fort
Season of Growth gros moteur de pioche
Setessan Champion moteur de pioche fort
Siona, Captain of the Pyleas wonderwoman in da place
Starfield Mystic combo direct
Starfield of Nyx peu partir en couille vite
Verduran Enchantress pioche (ptet un peu faible)
Eutropia the Twice-Favored bonne distrib de puissance je pense

Cartes sorties :
Boon Satyr trop basique
Cold-Eyed Selkie aucun interet
Daxos of Meletis je le vois pas marcher vraiment
Dictate of Kruphix bof
Dismantling Blow meh removal
Eel Umbra trop basic
Elderwood Scion interessant ptet en side
Empyrial Storm trop cher pour son effet
Epic Proportions un peu cher pour l'effet surprise prefere mettre du solide
Genesis Storm trop cher pour son effet
Ground Seal mouais
Loyal Drake mieux à mettre peu de synergie
Loyal Guardian combo pas
Loyal Unicorn interessant mais peu synergique
Myth Unbound interessant mais y a mieux à rentrer
Ravenous Slime interessant mais peu synergique
Reclamation Sage un peu faible pour un removal
Soul Snare y a mieux en removal
Spawning Grounds meh - overcost
Vow of Flight j'aime pas l'idée de le mettre en face (ptet en multi side)
Vow of Wildness j'aime pas l'idée de le mettre en face (ptet en multi side)

BRG24 on Selesnya Pioneer Enchants

3 weeks ago

Personally, I feel that The First Iroan Games is quite weak and slow. You’re mainly playing it for the second and third abilities, both of which can be easily messed with since the opponent can see them coming and may end up coming too late. That’s what I would cut for Season of Growth.

I’m also not a huge fan of Calix, Destiny's Hand. For the top card in your curve, he doesn’t seem to do an awful lot that you aren’t already doing better. Season of Growth and Setessan Champion are better for card advantage, and I feel the removal isn’t that great either. Instead, I’d replace him with a card that will help get your creatures across the line to finish a game. The best two in my mind are Cartouche of Strength and Unflinching Courage. Both give trample, which is the big thing here, and the Cartouche can also act as removal for problematic creatures, something that the deck may be lacking.

While I’m here, I have a few more possible recommendations. I recently built my own G/W auras deck (Pioneer Auras, if you want to check it out) and these are cards that are either in the deck or were seriously considered.

  • Sram, Senior Edificer is yet another replacement for Champion and Season for card draw.

  • Gladecover Scout and Witchstalker are both nice creatures for you to put all the auras on due to the protection their hexproof gives them. Witchstalker in particular can be a nice card against control, since most of their spells will only make it grow.

  • Cartouche of Solidarity and Sentinel's Eyes are some nice cheap auras that have some nice effects. The extra blocker that the Cartouche brings can be useful against aggro, and the vigilance of the Eyes lets you attack more freely. Eyes is also nice since it can recur itself.

Hopefully this is helpful to you, I know it’s a bit long. Good luck with the deck.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

MRDOOM3 on Uril, The Miststalker

2 months ago

Given that this is a very enchantment-heavy deck, maybe you can consider Calix, Destiny's Hand and/or Nomad Mythmaker?

Daybreak Coronet, Indrik Umbra, and Madcap Skills are some more nice, budget Aura cards you can run.

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