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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Defense of the Heart
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart. If you do, search your library for up to two creature cards and put those cards onto the battlefield, then shuffle your library.
2 months ago
Minthara, Merciless Soul also fits the colors, and is the only other experience counter creature that does. Totally should be included. Also, this is one design I'd spend money to get Defense of the Heart.
4 months ago
Always love good Muldrotha builds. Check out Defense of the Heart. Cheers!
4 months ago
I wouldn't call them draw. They fall under the card advantage umbrella with draw, but I would consider Defense of the Heart a tutor and the other two as general card advantage.
4 months ago
I think that value is a very vague thing, but these would definitely qualify. Have heard something like sacing creatures into Pitiless Plunderer as value, and I think that anything that is a direct benefit to you the player rather than a play against your opponents, is value. So draw, impulse, gaining treasures, or even something like untapping lands with Seedborn Muse is value because it is gaining you resources. At least that's how I see it : )
Also, and I don't mean this as a slight to any creators, but I really don't like the idea of templates for commander decks. Saying you want X of anything is such a double edged sword. Your example of Defense of the Heart is a great one. It's not really draw, but in a lot of green decks it's a straight up wincon. If I'm playing elfball Defense of the Heart will be better than even Ancestral Recall because most of the time you will have 4 mana turn 2 and it's a win if you draw it.
And even on a basic level, the amount of anything and everything you want in a deck is so highly variable. A five color deck will always want more card draw to nail land colors, but a mono color deck doesn't have that and will often have more space for spot removal and things like that. Experimentation is key : ) You won't know the best version of your deck until you try it.
Deck templates are a good place to start I guess, but so often you will find that your deck takes a mind of it's own as you test it anyways, so I don't know. I like when command zone or something does tips and tricks, but I find their structural deck design tutorials, honestly, one of the least useful things.
4 months ago
most deckbuilding templates suggest you use 8-10 pieces of card draw, whether it's the Command Zone's template, the 8x8 method, or otherwise. If you're building a deck with cards like Defense of the Heart, Genesis Storm, or Sunbird's Invocation, do you consider these pieces to be "card draw", or do you have a category dedicated to "free value" cards?
5 months ago
Holding mana in response to a board wipe either as a threat of blowing lands or doing it in response, is a fantastic feeling. What I truly like about him though is both of his abilities are instant speed, so it really has to make your opponents think how they handle their turn, because with kamahl on the field, you're always a threat. It also helps with things like Defense of the Heart, because you can make an opponent has 3 creatures no Matter what. With my playgroup, everyone has stated how they have to play differently when they play against kamahl, because at any turn, you can just pop off out of nowhere. It's a fun feeling. I hope that helps answer what you were looking for.
5 months ago
Profet93 I made a few more tweaks as I am trying to power down a number of my decks while increasing their speed and efficiency. As such I removed Defense of the Heart, Bard Class, and Mana Reflection and replaced them with Ruby Medallion, Emerald Medallion, and Carpet of Flowers.
Defense of the Heart was both too powerful and drew too much hate before I was ready. I want this deck to explode outwards and delaying that hate and attention even 1 turn helps.
Bard Class is still a great card and i'm leaving it on my maybeboard in case I want to add it back, but I prefer the speed that Ruby Medallion and Emerald Medallion bring as they only require a 2 mana investment as opposed to the 4 mana required to turn on Bard Class.
Mana Reflection is along the same lines. If I can spend 2 mana for Ruby Medallion or Emerald Medallion to cut my costs by 1 as opposed to waiting until turn 6-8 to play Mana Reflection and double my mana, i'm several turns ahead of where I would be, not to mention that Mana Reflection is more likely to be destroyed as opposed to a small medallion that only reduces costs by 1 rather than doubling all my mana.
Not to mention that around 80%-90% of 4-player commander games feature someone with blue mana, which will allow me to generate a ton of mana with Carpet of Flowers. That, along with 2 medallions, should really help this deck take off.
That's where i'm at right now, and I feel like this should work really nicely. I'd love to hear your and anyone else's thoughts, but i'm really happy with how this deck has turned out.