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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 |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Cosmic Intervention
Instant
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell (During your turn, you may pay and exile this card form your hand face down. Cast it on a later turn for its foretell cost.)






SufferFromEDHD on
Salt Devastation
4 months ago
Cut all of the sorcery speed Stone Rain effects. Numot does twice the work for the same cost.
Lavinia, Azorius Renegade really good alongside land destruction.
Impending Disaster the cheapest Armageddon in the game.
The deck needs more mana rocks to nullify the land destruction. Gilded Lotus is great for one tap Numot activation.
Cosmic Intervention rebuild
Nunu312 on
Blink Commander
7 months ago
Well, in that case there are some card suggestions!
Firstly, there is an esoteric combo involving Oblivion Ring effects that can happen. - Oblivion ring enters and it's effect goes on the stack - You bounce or temporarily exile oblivion ring - Oblivion rings leave the battlefield effect goes on the stack - The leave effect now resolves first, permanently exiling the original target when that resolves. As part of a combo you can use this exile all non-land cards of your opponents, though it will require a trigger doubler. Or you can just use it with any other instant blink for extra control.
Delney, Streetwise Lookout is another trigger doubler, though it has a limited pool of things it can target, though this may not be a problem for a lot of effects.
A lot of your combo's give you tremendous power in life and card draw, but don't lead to you immediately winning the game. Altar of the Brood can function as an alternate win condition for your combos.
Cosmic Intervention can not only set up your combo, but can also help you dodge board wipes.
Angel of Serenity is expensive, but can be devastating to your opponents boards as well as get creatures back from your graveyard.
Also, are you sure 23 Land is enough? People normally run 30-40 as it means over the first 3 turns they will on average get 3-4 land. If you feel that leaves you drawing too much land in the late game, that's what fetch land are for, as every time you use one you are removing an extra land from your deck. Also they work quite nicely with Sun Titan as he can return them and give you an extra land each turn.
Worrad75 on
Pia-tiful Impulse Control
1 year ago
Keeping a record of the changes I make here.
took out Surge of Salvation for Island Sanctuary
This deck can take some time to assemble a lethal board, and we need a way to dissuade attackers. Surge is a fantastic 'gotcha' combat trick, but it doesn't do much for us if we exile it at sorcery speed. Island sanctuary allows us to trade our card for turn for security; it blocks ground creatures, we print fliers like crazy so flying attackers dont typically scare us, and islandwalk will never matter for us. The card disadvantage isn't nothing, but this deck has plenty of ways to generate advantage from exile.
took out Faithless Looting for Dragon's Rage Channeler
This is simply too much value to ignore. We have 50(!!) noncreature spells in our deck. FL is in there to help generate velocity when we get stuck with our hand, but DRC simply blows it out of the water in terms of card selection. Filling our graveyard is also semi-relevant, as we run Reconstruct History, and having an extra 3/3 flier certainly contributes to our gameplan of smacking our opponents repeatedly.
took out Cursed Mirror for Loran of the Third Path
This swap is somewhat based on goldfishing impressions, which means there's a chance it gets reverted with more reps in a real pod. Cursed Mirror gives us velocity as a ramp piece (albiet at 3 mana), while offering incredible upside to copy something like a Professional Face-Breaker, not to mention your opponents creatures. The issue lies in the makeup of our deck; as currently constructed, we have only 18 creatures, and 10 of them are legendary. This makes the Mirror's upside more of a "hope your opponents have something cool to copy" rather than it's more powerful use of "get one of your effects doubled temporarily" due to the lack of available targets on our own board. While Loran doesn't ramp us, she gives us both interaction and non-exile card draw, both areas that this deck is a bit light on.
took out Cosmic Intervention for Boros Charm
Cosmic intervention was initially included due to Pia's natural synergy with fortell cards. However, the closer you look at situations in which you are likely to need Intervention, you start to realize how next-to-useless that extra Thopter is. Additionally, one of the massive upsides to Intervention is re-enabling ETB effects, which we currently only have 2 of in the deck. Boros Charm on the other hand actually manages to save our board from damage/destroy effects, while also giving us more flexibility. We have a handful of large creatures/effects that benefit from double strike (14 points of lifegain off Sephara, Sky's Blade, anyone?), and if all else fails the 4 life can be meaningful, as this deck tends to deal death by 1000 cuts. Exiling CI off the top at sorcery speed feels like a whiff; exiling BC feels the world is your oyster.
Dropping a Mountain for Land Tax
This is a bit of an experimental swap, as it's possible we actually want to leave more lands in the deck so they can be exiled off the top. This will mean in games where we have LT in our openning hand (the ideal start), we will exile fewer lands and more nonland cards. We'll be playing the lands every turn to be able to play the extra spells, but we'll also miss out on the value of playing lands from exile. That being said, there is undeniable value to be had by being a bit greedy here.
jarncards on
WALL STALL
1 year ago
If you're dead set on Celestial Convergence, Axis of Mortality, Mirror Universe, or the much worse Soul Conduit are probably entirely essential to your gameplan. They are also searchable with your signature spell
Moat, Magus of the Moat, and Blazing Archon, Mystic Barrier and Ensnaring Bridge are also good ideas for your pillow fort. Ghostly Prison is nice, but these effects are always better when multiplied. Windborn Muse and Norn's Annex are also good ones.
Cosmic Intervention and similar spells are probably good ideas too.
Relic Barrier and Icy Manipulator are best friends with Winter Orb and Static Orb
Solemnity instakills
Nyx-Fleece Ram is better than some of your walls, Daxos, Blessed by the Sun probably is too.
Dusk / Dawn is your best board wipe in my opinion. Also reanimates almost every card in your deck.
Renounce and Zuran Orb are good ideas to dodge mass removal or suddenly gain the life you need to win.
Add Reprieve. it is temporary, but it will allow you to dodge a counter, or you could use it to bounce your own about-to-be-countered spell back to your hand before the counter resolves.
Elixir of Immortality? might help against mill. not great though.
The One Ring costs life if you need it to draw, but pro everything is probably more than worth it, and the extra cards are likely to be as well.
jarncards on
Soldiers
1 year ago
Adeline, Resplendent Cathar might be a reasonable addition. she isn't a soldier but gives you extra fodder for you to buff and will hit like a truck. Also Mirror Entity and she will be good friends with the tokens she poops out.
Errand-Rider of Gondor, Resistance Squad, Spirited Companion, Loyal Warhound, Solemn Simulacrum, and Knight of the White Orchid are always reasonable additions. you need cards and mana to play them. they also love to be blinked and revived, which is what white does best.
Cosmic Intervention and Teferi's Protection are the s+ white cards. they go in every deck with white
You should run Skullclamp and Heirloom Blade. and Recruiter of the Guard. It is too good not to.
You have plenty of blink synergy already. Eerie Interlude, Ghostway, Semester's End are things you should strongly consider, the delayed return allows you to dodge wipes, although youll lose your tokens. Teleportation Circle might be reasonable to add. Planar Guide can also be used offensively too. And The Eternal Wanderer is outrageously strong. It does everything.
Cut Arm the Cathars its awful at 3 sorcery speed. Things like Akroma's Will exist and are 100x better. I'd honestly have you revise most of your instants and sorceries. You dont have enough draw to use spot removal like this without putting yourself at a disadvantage.
If you run baird, you should also consider Norn's Annex, Ghostly Prison, and Windborn Muse. as those effects stack, they get much much stronger.
Darien, King of Kjeldor is pretty silly, although he's expensive. with the soul sisters you run, you become very very hard to kill. Conclave Phalanx isn't great in my opinion without some blinking, but if you use something like Nykthos Paragon, its very silly Knight-Captain of Eos also can do a lot to make you invincible.
Flowering of the White Tree is an amazing anthem. probably the best in the game. Spear of Heliod is probably second if you keep mana up, just because it will likely turn offense to other players because of its awful ability.
Moonshaker Cavalry is probably an instant win if you play it
LANDS: This deck might actually be able to run Scorched Ruins.
You might as well add Daru Encampment, Forbidding Watchtower, and Memorial to Glory. Kjeldoran Outpost has synergy but has a major drawback.
I'll look at more low cost stuff later. most of my recommendations are like 5cmc+
SufferFromEDHD on
Pia Goes Brrrrr
1 year ago
Ancient Den, Great Furnace and Goblin Welder non-combat damage triggers.
Eternal Scourge and Squee, the Immortal infinite castings from exile.
Loyal Apprentice and Retrofitter Foundry efficient thopter generators.
Conspiracy Theorist repeatable impulse draw.
Cosmic Intervention protection that triggers.
kirbysan on
[Primer] Helming the Host of Heaven *Update*
1 year ago
Ah, I guess spoilers don't work in comment boxes, that's annoying.
1. Guardian of Ghirapur IN Angelic Curator OUT
After nearly a year of playtesting, I'm not the biggest fan of the low CMC angels, especially Angelic Curator. While it's a 1/1 flying angel body for 2, the protection for artifacts is more of a hindrance than a help. It helped defend against a Blightsteel Colossus once but being unable to equip it hurts more. By turn 3 when we want to drop Angelic Curator we would rather want to drop a 3-4 CMC angel or an impactful Artifact, Equipment or Enchantment.
Guardian of Ghirapur is a far superior body to Angelic Curator at 3/3 for 3. Initially there weren't that many blink targets for this deck but I've tweaked it to have more relevant targets and provide some outs to accelerate our gameplan. Typical targets would be Stoneforge Mystic, Recruiter of the Guard, Inspiring Overseer, Karmic Guide, Sanctuary Warden, Bruna, the Fading Light Meld.
2. Karmic Guide IN Angelic Page OUT
Following the same logic as Angelic Curator, Angelic Page simply doesn't do enough when it hits the board. Karmic Guide was initially pulled due to lack of use as 5CMC is a lot for simple recursion and the deck was more focused on mana efficiency. However, with the re-introduction of tutors and blink mechanics it may have a place again.
3. Recruiter of the Guard IN Mangara, the Diplomat OUT
Mangara has proven its worth in a few games if opponents continue with their strategy and play through it. However, like Smuggler's Share, if opponents decide to play around it, it's kind of a dead card on board. The first ability generally doesn't do much since opponents aren't swinging into our board and depending on the deck they can cast one big spell on their turn and save their instants for opponents. Recruiter of the Guard was in my initial build but pulled in favor of more angels. Typical line would be Recruiter of the Guard into Stoneforge Mystic to grab either Lightning Greaves for protection or Sword of Hearth and Home for protection, ramp and blink shenanigans. While it seems like adding 1 card for a maybe synergy seems inefficient I was able to pull it off in 1/3 games so it's not as inconsistent as it seems.
4. Firemane Commando IN Angelic Sleuth OUT
While the clues generated with Sleuth have saved me before, I would much rather have more consistent draw to keep my hand topped off rather than wastinga turn after a wipe to refill my hand. Firemane serves double duty as not only being a solid 4/3 angel body but also provides "free" draw through attacking which we want to do. It also helps direct combat decks towards opponents if they want the draw.
5. Invasion of Dominaria Flip IN Thorough Investigation OUT
In the same theme as Sleuth, Thorough Investigation provides draw for later with the added benefit of going through the dungeon. I've completed dungeons twice before with this card but the benefits haven't been as strong as I hoped. Invasion of Dominaria Flip provides lifegain and draw immediately and as long as we have 2 angels (Giada and 1 other) then we can defeat this battle the turn we drop it providing a 6/6 Serra Angel. When you staple all 3 together then that's incredibly efficient. Late game when we're trying to close out the game we may choose to not swing at the battle but instead go for lethal but the option remains.
6. Invasion of Gobakhan Flip IN The Ozolith OUT
In the dozens of games I've played with Ozolith I've only had it successfully work once. Late game it may seem like a dead card as it sort of hinges on either an opponent playing a board wipe and us refilling the board to swing again or using Pyre of Heroes on a stacked angel to grab something relevant. I much prefer Gobakhan as it slows down an opponents gameplay, easy to flip and provides benefits right away by buffing our board the same turn it comes out and also has "free" protection for later.
7. Conjurer's Mantle IN Mask of Memory OUT
Mask has been pretty great overall but sometimes slows down the game too much by making us filter. While there's a recursion package, it's not always guaranteed, so pitching relevant angel bodies early can be detrimental for late game, especially against graveyard exiles like Bojuka Bog. Yet, we'll still want to draw our cards so the discarding is necessary. Mantle is great not only because it costs the same, has a buff and vigilance and grabs relevant bodies off the top 6 without having to discard.
8. Clever Concealment IN Cosmic Intervention OUT
Cosmic seems good on paper but exile effects like Farewell or Merciless Eviction can make it useless. It also doesn't protect the angel tokens which can sometimes be the main body of threat. Concealment allows us to not just protect the tokens but lets the vigilant angels tap for a surprise protection. Oftentimes opponents will check untapped mana before blowing everything on a boardwipe so the convoke mechanic is super relevant for a well timed protection spell. Depending on the success of this swap I may consider Wand of the Worldsoul as well for some sneaky convoke shenanigans.
9. Chivalric Alliance IN Tome of Legends OUT
In the same line of thinking as Firemane Commando, "free" draw is better than costed draw. They both cost the same but having to pay for Tome of Legends can slow us down as well as if Giada is removed too much in the beginning. At most we'll ever get 1 draw per turn anyway so this swap was pretty simple.
10. Land Tax IN Smothering Tithe OUT
I've loved Tithe for awhile thinking it's a great ramp card. While it is good, it hinges on the decks it's played against. I've been most successful against my friends Jhoira's deck which colored my view when bringing it into pub matches. After reflecting on it for a year, it simply isn't worth it in mid to high powered casual decks that don't use draw as part of their strategy. In 90% of games I'll get 3-6 treasures before it gets removed or the game ends. Figuratively, you would drop it on turn 4 and if no one pays the tax then by turn 6 you'll have at most 6 treasures which is only net +2 mana. If the game lasts till turn 7 then you could have +5 mana but at that point opponents would either have game ending spells or plenty of open mana to pay the tax. Land Tax on the other hand can come down T1 before Giada even hits the field, thins out the deck while filling the hand with relevant plays and synergizes well with Emeria Shepherd or Emeria, The Sky Ruin. It was in the initial build of this deck before but was taken out along with the other artifact ramp to add more angels in.
11. Plains IN Bonders' Enclave OUT
As one of the few available card draws in mono-white, Enclave was a land for hail-mary draws. I've only ever used these abilities in 1 game when I was desperate for any card draw and it felt terrible. Paying 4 to draw a single card is terrible use of mana. Also, there were too many colorless sources from lands so I was struggling early game to play 2 relevant white cards in one turn.
12. Mistveil Plains IN War Room OUT
Same line of thinking as Enclave. Mistveil's ability is more of an experiment as tap lands are generally too slow. Typically recursion would just put the creatures back on the battlefield but Mistveil can possibly help with the Blink/Tutor package we've introduced.
Considering Wand of the Worldsoul and Excise the Imperfect
Opponents: Sigarda, Host of Herons & Lathiel, the Bounteous Dawn
Starting hand: Windswept Heath, Fabled Passage, Path of Ancestry, Bruna, the Fading Light Meld, Folk Hero, Righteous Valkyrie, Invasion of Dominaria Flip
Game lasted only 20 minutes as this hand curved out nearly perfectly.
T1 - Path of Ancestry tapped, drew Lightning Greaves
T2 - Plains (drew) into Lightning Greaves
T3 - Myriad Landscape tapped into Giada, Font of Hope, equipped Lightning Greaves swung with Giada
T4 - Windswept Heath into Plains into Folk Hero, swung with Giada, cast Righteous Valkyrie, drew a card
T5 - Mutavault (drew) into Invasion of Dominaria Flip and swung both Giada and Valkyrie into the battle flipping it to Serra Faithkeeper Flip to gain 8 life this turn and triggering Valkyrie's +2/+2 anthem
T6 - Cast Herald of War and equipped it with Lightning Greaves.
T7 - Cast Lyra Dawnbringer and Invasion of Gobakhan Flip. Equipped Lyra with Lightning Greaves. Swung in for lethal ending the game.
Lightning Greaves did work this game as it not only protected Giada from early single target removal but also accelerated combat damage each turn. While I did draw into both battles this game I didn't have a chance to test out Invasion of Gobakhan Flip except making a Krosan Grip more expensive which likely helped my Folk Hero or Lightning Greaves survive till the end.
Opponents: Sigarda, Host of Herons, Lathiel, the Bounteous Dawn & Wilhelt, the Rotcleaver
Starting hand: Cavern of Souls, Scavenger Grounds, Mutavault, Guardian of Ghirapur, Folk Hero, Winds of Abandon, Battle Angels of Tyr
Initially I believed this hand was amazing as I had draw, removal and aggro all in one but failed to realize I had 0 colored mana except for angels. It ended up working out as the 2 Selesnya players ramped hard in the beginning allowing Tyr to do some work.
T1 - Cavern of Souls
T2 - Mutavault into Giada, Font of Hope
T3 - Scavenger Grounds into Battle Angels of Tyr, Giada sworded by Lathiel
T4 - Ancient Tomb into recasting Giada, swung with Tyr drawing a card and generating a Treasure token
T5 - Plains into Folk Hero and Herald's Horn and swung again with Tyr and Giada drawing a card and generating a Treasure token. Using the 3 open mana I cast Recruiter of the Guard fetching Stoneforge Mystic.
T6+ Cast Stoneforge Mystic to fetch Lightning Greaves but Stoneforge was promptly exiled. I had originally planned to use Guardian of Ghirapur to chain blink Stoneforge into Sword of Hearth and Home but instead used her on Recruiter of the Guard to fetch Thraben Watcher. I finished the game by casting Avacyn, Angel of Hope and equipping it with Lightning Greaves to give my board protection and started swinging away with indestructible vigilance angels.
I was nearly knocked out by the Sigarda player in the second to last turn because she was equipped with Sword of Hearth and Home making her unblockable as well as a Kaldra Compleat and finally a flashed in Sigarda's Vanguard for double strike. Luckily I had left mana open for Oblation and targeted the Sword of Hearth and Home allowing me to block with Ghirapur and Giada preventing lethal damage.
Opponents: Prosper, Tome-Bound, Sliver Overlord & Muldrotha, the Gravetide
Starting hand was pretty slow with only 2 tapped lands but I figured Luminarch would win me the game provided I wasn't attacked early game.
Starting hand: Kabira Takedown Flip, Windbrisk Heights, Luminarch Ascension, Invasion of Gobakhan Flip, Herald's Horn, Bruna, the Fading Light Meld, Generous Gift
Prosper started off the game insanely fast with a T1 Dark Ritual into Bucknard's Everfull Purse where he rolled 4 to cast Prosper on T1. They proceeded to dominate the game with a Reckless Fireweaver and later a Storm-Kiln Artist draining us to the low 10s. They attempted to finish us off with a Delayed Blast Fireball to wipe our board and swing with lethal. However, Slivers flashed in a Spiteful Sliver and Sliver Overlord to deal 30 damage back to Prosper bringing them down to 3. I used Luminarch Ascension to drop 2 angels before Giada died and got a 7/7 & 8/8 body that survived the fireball. While Slivers could have knocked me out with the Spiteful Sliver they had no real way to deal with Prosper after the fireball so I was able to knock out both players on my turn. Muldrotha had no answers so was dead on my next turn.
kirbysan on
[Primer] Helming the Host of Heaven *Update*
1 year ago
All,
Grabbed all my 3+ pod gameplays and the recent MOM gameplay and swaps and posted it on my own decklist. I'll keep commenting on Guerric page as it gets more traffic. Let me know your thoughts and if my thinking is sound. Thanks!
Help Me Giada, You're My Only Hope
March of Machine Upgrades (x12) - Blink/Tutor Show
Game 1 (3-man Pod vs. Sigarda Voltron & Lathiel Lifegain) Show
Game 2 (4-man Pod vs. Sigarda Voltron, Lathiel Lifegain & Wilhelt Zombies) Show
Game 3 (4-man Pod vs. Prosper Exile, Sliver Tribal & Muldrotha Reanimation) Show
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