Choose one —
- Prevent all combat damage that would be dealt this turn.
- Regenerate target creature.
- Counter target spell that targets you.
Printings View all
|Ultimate Masters (UMA)||Uncommon|
|Planar Chaos (PLC)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Dawn Charm Discussion
1 month ago
3 months ago
Davinoth thanks so much for taking the time to suggest and upvote!
I did definitely look at both Psychic Corrosion and Sphinx's Tutelage, but decided to focus on mainly impacting my own library and graveyard instead of milling others. There's not enough going on in my deck to make that impactful, I'm afraid. Similarly, while excellent, Psychosis Crawler doesn't really find a home here either since the life loss is better suited for wheel decks or decks that aim to draw a LOT of cards, and my goal is to load up my graveyard, and not my hand. For that reason, cards like Brainstorm and Ponder which avoid my graveyard all together by topdecking cards instead of looting, weren't included. Dawn Charm is nice and I do like options but I don't think it's enough to warrant kicking another card out of the list.
3 months ago
Cool build, +1!
I feel like this deck could get a lot of value out of cards like Psychic Corrosion & Sphinx's Tutelage, maybe Psychosis Crawler as well. Also a few things I'm sure you're already thinking about would be Brainstorm & Ponder, but I'd recommend Dawn Charm as well, super useful spell for Combat Spellslingers! =)
5 months ago
since many of your combos rely around a few auras, i suggest adding Totem-Guide Hartebeest as a tutor.
Ward of Lights and Cho-Manno's Blessing serves double duty. You can use it to protect your main pieces, or 'blank' the target of the ghostly flicker, by granting your opponent's creature protection from blue. Tutorable from your Heliod's Pilgrim, and recurrable since its not instant/sorcery.
5 months ago
6 months ago
I have a few you cards you might consider.
Dawn Charm gives so much versatility depending on the situation. If someone destroys a creature, you can just regenerate it and you get the card back. They have a lethal swing? Just prevent it and make a retaliation attack. Get hit with a Traumatize, counter that bad boy. It's just a nice utility card.
Mirrorwing Dragon is nice because it radiates all your instant and sorceries to your creatures, but it's also a great defensive card if some casts Path to Exile. That way it also board wipes their entire board as well.
Akroan Conscriptor can steal your opponents creatures at instant speed. It's especially nice if you have Cloudshift so you can steal them forever. And you can can do this on every turn so long as you have enough mana which is nice.
Chandra's Ignition can be a nice board wipe while also taking the opponents life at the same time. And you can do this on multiple occasions. It is sorcery spee, but it can be speed the game up a little bit.
And lastly, this one isn't really necessary, but it's pretty funny. I know you took out cards that give indestructibility, but if you have a card that gives your creature indestructible like Sheltering Light, then cast Arcbond and Martyrdom, you can just insta-kill everyone if your creature ever takes damage. So it can come out of nowhere and that's pretty hilarious to me.
I've never been great when trying to take cards out to add new ones, but these are just a few cards that I thought would be cool. I have them in my Feather deck and they work out pretty well. Feather's definitely one of my favorite decks I have and it's a lot of fun. +1
7 months ago
https://tappedout.net/mtg-decks/ravostymna-commander/?cb=1581301250 I dont really know what to do. Im thinking of adding: Kunoros, Hound of Athreos Kambal, Consul of Allocation To Arms! Syr Konrad, the Grim Megrim Overwhelming Forces Devour in Shadow Beckon Apparition Collar the Culprit Dawn Charm
7 months ago
On the opposite side of the coin Ive been doing a lot of Aurelia deck reviews lately, so based on my past experience heres what changes I would make. The first issue that jumped out at me is the number of 3 drops. This always becomes a problem when you run a lot of the swords, however when deck building I will often shift the swords to the 5 CMC slot visually just because that is much more inline with how they perform. Anyway with this being the case I always want to make sure my 3 CMC cards are essentially over performing because its so crowded, and the other thing is that you do want to have some number of bigger plays as the game goes later or if someone ramps hard. I recently destroyed all the tokens of Avenger of Zendikar with an Elesh Norn which was 7 drop vs 7 drop...you won't get that by running entirely 3 drops. When the game gets big, you want some ability to go big as well.
I would probably cut captain lannery storm as a result. I would add signet or talisman in its place. Combat celebrant has generally also underperformed for me so In place of that, the card you need more than anything else in this deck is Elesh Norn, Grand Cenobite its removal, and its team pump for a deck full of small creatures. In short its a game winner.
Depending on how winds of abandon is performing, that would most likely be the slot for generous gift/chaos warp. By running both of those I notice that glacial chasm and spore frog aren't nearly the problems they used to be for me. In general I don't love that wind's of abandon gives something back to opponents, it can be a problem sometimes, so I might go for Volcanic Offering instead since blowing up key lands or just slowing your opponents while also taking out the 2 best creatures in play of your opponents.
Next Outpost Siege has never been my favorite, Light Up the Stage is a bit more immediate, but lately Ive been really hot on Commune with Lava especially when you've got feast and famine in play since you can float mana. Commune has the ability to grab 2 early if you just need a land or you can scale X to go bigger in the late game. You'll need to play it a few times it does require a small amount of skill to get it just right, but Id go that route over outpost. Tome of Legends is a card that i am currently trying to get tested, but i never seem to draw it, however it looks very promising in Aurelia. Beyond that, I've also used Prophetic Flamespeaker in the past. It wears equipments well and will get you to look at some extra cards, and it works best in a low curve deck like this because of the nature of impulse draw.
Here are things that I very much want to add but don't have room for but you might want to consider. Blackblade Reforged it deletes players from the game, especially if you have double strike. Umezawa's Jitte its easily the most complicated equipment since its range of performance goes from does nothing up to wins the game. Neheb, the Eternal It just makes so much mana and its good on attacking and blocking also. Archangel of Thune predominantly to make your hate bears bigger and close the game quicker.
Here are some very interesting cards to think about that Ive used or have been trying to test more. Backdraft Hellkite slow but flashback on your spells. Helm of Possession Turn your 2 drops into someones consecrated sphinx or commander. Its somewhat skill intensive, but stealing other peoples stuff is absurdly powerful. You currently don't have a fog effect other than teferi's in the deck which makes me nervous, maybe its a meta call but I really like a fog that can be brought back with mist veil plains so Comeuppance or Dawn Charm depending if you value the lower CMC vs more power. Also as a nice, this deck does look a bit soft to other aggro or big stompy decks.
Next, lets talk about stax. You've got some light stax to medium stax happening in this deck. If you want to bring it to the next level here are some super nasty options. God-Pharaoh's Statue this thing makes it super hard for your opponents to cast anything and just grinds them to hault.. they won't be comboing off through this. Next, my personal favorite its very good as you get toward the Cedh side of things, is Winter Orb once again it crushes combo decks, crushes tatyova and golos style decks and other big ramp decks, and really any deck that doesn't have just tons of big creatures in play. Its very skill intensive, but the key to break parity is Feast and famine and Neheb. Next Blind Obedience its nasty, and if you draw enough cards its a win condition, plus life gain which is also relevant. If you find that other aggro or stompy decks are problem, take a look at Angelic Arbiter you basically don't lose to creature decks. Aura of Silence is also very real, sometimes a little slow but can come back with sun titan...happens occasionally.
I personally wouldn't mind seeing another protection spell in the deck. Many choices available here Eerie Interlude, Legion's Initiative Brought Back and even just Cloudshift Ephemerate bring some amount of protection but can also be used for the 3rd combat trick amongst other things.
Alright those are my thoughts for now. I am sure thats plenty to think about. Let me know if you have any questions :) -PJ, Commander Replay