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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.
zachz on Enchanted Encounter
2 weeks 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
2 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
9 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
9 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.
Mannlicher on Psycho Bunny Wonderland
2 years ago
Preface:
This deck was an idea to use some of my old cards, and also see just how nuts I could go with Kwain, Itinerant Meddler. This deck is a spider-web of synergy and combos, multiple infinite combos, and complete bonkers level shenanigans lurking behind a friendly-looking magic rabbit. This is not a budget deck, but in a gracious nod to Lewis Carroll, it is incredibly fun to go "down the rabbit-hole".
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At it's core, the deck is group hug with card-draw, card based mana-ramp, and multiple options for life-gain. I use a few card-draw creatures as well, such as Shabraz, the Skyshark for their synergy with Kwain. Alternate win conditions include Approach of the Second Sun, Jace's Archivist, Windfall, Jace, Wielder of Mysteries, Triskaidekaphile, and Test of Endurance; but the deck is also perfectly capable of beating someone to death with a giant fish - or a giant anything thanks to numerous life-gain options paired with an Archangel of Thune.
The deck has several prison elements with Moat, Silent Arbiter, and Archon of Emeria, as well as Propaganda, Ghostly Prison, and Sphere of Safety. Silent Arbiter and Crawlspace help directly reduce the deck's exposure to attack, along with Gwafa Hazid, Profiteer for any specific threats or "when attacks" triggers. Finally, since this deck does not rely on creatures or doing damage to win, and generates lots of cards in hand, Meishin, the Mind Cage is an easy way to reduce all opponents' creatures to 0 power. For direct damage and targeted attacks outside of combat, the deck includes The Wanderer and Greater Auramancy.
Card draw, treasure tokens, and unlimited hand-size combine with four different Tutors, an Urza's Saga, and a Teferi's Puzzle Box help you keep multiple options in hand, and hopefully keep Kwain hopping one or two steps ahead of your opponents (Remember to use the tutors before your Teferi's Puzzle Box hits the board). Tidal Barracuda, and Vedalken Orrery let you cast anything on anyone's turn. Walking Atlas helps get rid of lands anytime it's not tapped (another combo with Mind Over Matter), and Drumbellower and Teferi, Who Slows the Sunset make sure you're able to untap on every turn, so you can play cards anytime - including win-cons like Laboratory Maniac or Jace's Archivist on an opponent's end-step, then draw for the win.
Circling back to Sphere of Safety - the deck runs 18 enchantments natively, but also features Enchanted Evening to turn everyone's permanents into enchantments. (The deck also conveniently includes Cleansing Nova to destroy all enchantments, which is an absolutely devastating total board wipe when paired with Enchanted Evening, especially if you have Avacyn, Angel of Hope in play on your side). With Enchanted Evening on the board and Sphere of Safety, every permanent you control also counts toward your opponents' cost to attack you for each creature they target you with. Comboing Enchanted Evening, Avacyn, Angel of Hope, and Greater Auramancy means every permanent has both indestructible and shroud, and prevents your planeswalkers from being targeted (or targeted for attacks) directly.
I am only running two counterspells, Mana Drain and Force of Negation, so the deck uses Dovescape to lock down any stray non-creature spells, as well as Tidal Barracuda and ultimately Forced Fruition to further reduce any errant spellcasting. And in this deck, Dovescape not only helps creates magnitudes of tokens, but each of those tokens is potentially an enchantment when it hits the board. With Enchanted Evening in play, those tokens, or ... literally ... any ... other card you play, combos off Archon of Sun's Grace to instantly create infinite (enchantment) pegasus tokens, and become effectively a 1 card infinite combo of 2/2 flying (avoiding Moat) lifelink pegasus. Every. Single. Time. any permanent hits the board under your control after you have both in play.
The Deck includes a The Tabernacle at Pendrell Vale to help keep down on the riff-raff, (plus kill off a few billion pegasus every turn), and helps tie up opponent's mana; meshing with the prison cards we already use. For its own mana, there are some basic mana-rocks and a Smothering Tithe to help offset some of the higher casting cost spells if Braids, Conjurer Adept is not on the board.
The Smothering Tithe pairs well with sheer card-draw provided through Forced Fruition, Temple Bell, Kami of the Crescent Moon, and Kwain, Itinerant Meddler to almost guarantee several dozen treasure tokens each turn and help the deck rapidly ramp to maintain both card and board advantage towards casting an Omniscience.
More combo madness, Teferi's Puzzle Box helps spin through the deck looking for lands and combo solutions. Teferi's Puzzle Box also combos really well with Shabraz, the Skyshark and Alhammarret's Archive, effectively doubling the card-draw effect of Teferi's Puzzle Box each draw phase - and Sphinx of the Second Sun provides double the draw-phases per turn, so you're geometrically quadrupling your cards in hand each turn (and possibly playing them for free). And, for every card you draw, the shark is growing, your life is growing, and if you have the Archangel of Thune, everything else is growing too.
If you want to discard cards from your hand, to hit Triskaidekaphile for instance, or just go infinite with your commander, you can use Mind Over Matter, Omniscience, or Peace of Mind to manipulate your hand-size and either play or discard. The deck includes an Ulamog, the Infinite Gyre, Timetwister and Elixir of Immortality to shuffle your graveyard back into your hand, as well as Displacer Kitten and Angel of Finality to exile your opponents' graveyards with a quick bounce.
=======================
Summary Combos:
Forced Fruition + Smothering Tithe == Treasure Tokens
Teferi's Puzzle Box + Shabraz, the Skyshark == Giant Shark and TONS of life-gain every turn
Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive == Sheer madness
Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive + Archangel of Thune == Same as above, but now ALL of your creatures grow exponentially, every turn
Kwain, Itinerant Meddler + (any of the above) == even more nuts
Kwain, Itinerant Meddler + Mind Over Matter == Infinite combo, draw your deck
Kwain, Itinerant Meddler + Mind Over Matter + (any "if you cannot draw you win") = instant win
Enchanted Evening + Sphere of Safety == every card you have counts towards attack cost
Enchanted Evening + Cleansing Nova == total board wipe (lands, creatures, artifacts, all permanents)
Enchanted Evening + Aura Fracture + (any land) == targeted removal of any permanent
Enchanted Evening + Archon of Sun's Grace == infinite flying pegasus whenever ANY card hits the board under your control, even treasure tokens from Forced Fruition.
Enchanted Evening + Greater Auramancy == every card you play has shroud when it comes into play, but will interfere with Mind Over Matter combo with Kwain.
Sheer Card Draw and hand-size + Mind Over Matter == you can tap or untap whatever you want, whenever you want, and you can reshuffle your graveyard with Elixir of Immortality or Timetwister.
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There's more I could write about with additional combos and card interactions, but those are the highlights. The deck is just all-out madness to play and can quietly build and recycle cards until it comes out of nowhere with an 600/600 flying shark. I enjoy it. I hope you will as well.
Thank you.
Have (4) | JuneBlue58 , metalmagic , MrCrazzyc , JordanSanFran |
Want (1) | ZBrannigan |