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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 |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Dovescape
Enchantment
( can be paid with either or )
Whenever a player casts a noncreature spell, counter that spell. That player creates X 1/1 white and blue Bird creature tokens with flying, where X is the spell's converted mana cost/mana value.
DreadKhan on What makes a card or …
1 month ago
I like to build some fairly toxic Commander decks, though I try to warn people if a deck dips too deeply into any of the elements I've noticed that cause toxicity. In Commander most people consider decks that take away player agency to be toxic, so that includes; -excessive permanent removal (clearing each opponent's board repeatedly, or Obliterate/Jokulhaups) -things that limit what you can do (like Rule of Law or Collector Ouphe) -excessively pushed Commanders in Casual (stuff where they throw Ward on for no reason, most of these are also the payoff and enabler in one card) -Chaos effects that turn the game on it's head (Thieves' Auction and Grip of Chaos for example) -stuff that prevents untapping (Static Orb and Winter Orb) -stealing everything strategies (flickering Agent of Treachery infinitely, Insurrection late game) -excessive discard (multiple Necrogen Mists and Bottomless Pit effects) -'win on the spot' effects that don't have an upkeep trigger (there is a few of these on the banlist, like Biorhythm and Coalition Victory) -counter everything strategies (Dovescape) -overly efficient tutoring (Zur the Enchanter *f-etch* fetching out Necropotence, and people are weirdly salty about Vampiric Tutor) -faster elimination strategies that encourage you to target a specific opponent (think anything Infect, and lower to the ground Voltron decks) -I think the last one I can think of is optional tax effects that encourage people to screw their pod and play into the Rhystic Study, if the tax is just a tax, like Thalia, Guardian of Thraben people tend not to mind as much, it's the ability to king make if you're dumb.
In 1v1 I don't think it really matters, unless you only have 1 deck to play kitchen table with just changing decks should generate enough novelty to avoid the build up of bad feelings, and if you're playing competitively it's your call if you want to play nightmarish stuff like Nadu, or something traditionally 'fun' like Aggro... only if everyone plays decks that aren't fun, more people will quit, so it's a 'tragedy of the commons' scenario too if you have a fairly small meta each player needs 'fun to play against' decks, even for 1v1.
zachz on Enchanted Encounter
2 months ago
Hello! You mentioned enchantment control, and while it might go against your current deck focus, I would be remiss to not mention Dovescape. It's a very game-altering enchantment that controls the rest of the field, but isn't for the faint-hearted. If nothing else, it's a fun addition.
Taida on Revamping Enduring Ideal
4 months ago
Love the concept of the deck. You could maybe add some other ways to search Enduring Ideal, I personally like Solve the Equation.
Regarding the enchantments, I quite like the interaction with Phyrexian Unlife or Nine Lives with Solemnity, as if the opponent does not have interaction for it, you essentially block them from winning. It might not be as good as Dovescape in stopping your opponent, but it has the advantage of being cheap enough mana-wise to be cast in case it got stuck in your hand.
capwner on Oath of the Birdwatch
11 months ago
Gaea's Cradle / Growing Rites of Itlimoc Flip?
Also I want more birds. Keeper of the Nine Gales, Augury Owl, Commander Eesha, Thieving Magpie, Ledger Shredder, Emeria Angel, Wingmate Roc, Suntail Hawk, Thrummingbird, Soulcatchers' Aerie, Airborne Aid just some ideas
Enduring Ideal with Dovescape is a classic
Spitting Image is a cool card I forgot about that one.
Overall cool list, lots of interesting cards. Like I said I'd like to see more bird stuff since the deck seems to be more about flavor than being super competitive, plus low cost flyers synergize well with Derevi!
EchoSpice on Oloro fuckery
11 months ago
Cool deck! One of my favorites in my Oloro deck is Dovescape. Slows everything down, gives everyone a ton of chump blockers to slow down combat, and is pretty hard to remove.
seshiro_of_the_orochi on Card creation challenge
2 years ago
Stampeding Boars
Creature - Boar
Trample
Other boar creatures you control have trample.
Whenever a player casts a non-creature spell, counter that spell. If a spell is countered this way, its controller creates an X/X green boar creature token, where X is equal to that spells mana cost.
4/4
A Gruul Dovescape? Yes, indeed, and I want this to be an actual card sooo badly. As boars are such a cool creature type, create another boar tribal card.
DreadKhan on Zur The Enchanter - casual stax
2 years ago
I don't think you can use Vanishing to be unblockable, but I think you could wait until someone decides to block him, and if Zur would die, you can Phase him out and he's removed from combat, you'll still have gotten his attack trigger though.
You've got quite a few solid stax creatures (people often call them Hatebears) in here already, but I run Opposition Agent, Dauthi Voidwalker, Drannith Magistrate, Malevolent Hermit Flip, and Archon of Emeria, as well as Wandering Archaic Flip, which is very effective piece if people run lots of non-creature counters, such as more competitive playgroups.
Well, there are various ways you can win via Zur's ability, in my Zur deck my plan is to lock up the board and then win from a fairly safe position. To go with Spirit of the Labyrinth you could run Teferi's Puzzle Box and Necropotence to lock people out of having cards except you, who can draw via Necropotence. I also use Walking Ballista and Heliod, Sun-Crowned as a half-fetched combo. Because it only needed 1 card, I use Second Chance + Hall of Heliod's Generosity + Necropotence to get infinite extra turns, but you might need a way to get rid of Necropotence to let you draw cards normally, a thing Zur can also help with. Another option that people use (but is pricey) is Rest in Peace (or Voidwalker) and Helm of Obedience, which can help remove players by milling them out, if this seems bad keep in mind that with Mirrormade you can duplicate the Helm on the 2nd turn and eliminate up to 2 players that turn, which should close out a game. While it won't quite win you the game on the spot, there is (back of Hermit) Benevolent Geist and Dovescape so that only you can cast non-creatures. If you're worried about birds you can just use Detention Sphere to clear them out each turn via Estrid's Invocation, but if you've got the most birds, you can keep them around. I like my Zur decks to have a janky feel, so I also don't run Thassa's Oracle.
One of my favourite ways to win is All That Glitters with stuff like Copy Enchantment, Estrid's Invocation and Mirrormade to generate a Voltron win off of Zur's ability. For protection I just run Greater Auramancy, which helps both my Voltron and my general supply of enchantments I don't want targeted. The already mentioned Luminarch Ascension can be a solid win con once it's set up, 1W for a 4/4 flyer is really, really good value, even in cEDH people play the card in control decks.
DreadKhan on
2 years ago
I play Zur in cEDH, I used to use Web of Inertia with Rest in Peace to make me immune to attacks, handy vs stuff like Eldrazi (or Najeela) where even a single swing can be a disaster, even if I don't take damage. There is also Energy Field that works with Rest in Peace fwiw. At the moment I use Solitary Confinement to be immune to a lot of stuff, and I give it Shroud via Greater Auramancy. Confinement is a bit more onerous than Island Sanctuary, but it's also a much bigger effect.
I also like using Dovescape and Malevolent Hermit Flip (well, Benevolent Geist) to turn off a lot of my opponent's spells while not affecting my own (other than giving me birds now), all of your 'tax on attack' effects make those birds feel very bad. Hermit by itself is a pretty handy card to have down, U to counter anything big, and it's an ability so it's hard to interact with. Dovescape is a really big deal if you can resolve it, even if you don't have Geist down. If you're worried about Zur getting blocked, there are some Unblockable auras you can run, or even Thassa, God of the Sea if you want to run something really weird.
I find the card War Tax is a surprisingly relevant effect to have around when a game is going badly for me, I can sink spare mana into it to make sure a player cannot swing, technically at anyone. You can use the card as a politics piece, taxing anyone who won't agree to attack who you choose, which is a very annoying ability to have. Duelist's Heritage and Michiko's Reign of Truth Flip are nice ways to help close a game out with Zur.
Grasp of Fate is a really funny card Zur has access to, it feels like one of the 'they made this card for Zur players, didn't they' cards. The Restoration of Eiganjo Flip is probably worth a look, at it's worst it's an enchantment that finds you a land drop, it's ability to recur anything small can be useful (and can be land ramp in white) as well, and the body it becomes is just big enough to matter.
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