|Commander / EDH||Legal|
Printings View all
|War of the Spark (WAR)||Uncommon|
Combos Browse all
Dovin, Hand of Control
Legendary Planeswalker — Dovin
Artifact, instant, and sorcery spells your opponents cast cost more to cast.
-1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.
Dovin, Hand of Control Discussion
1 month ago
I run Aminatou as my main commander, and i like the idea.
If youre going to run cards like Aura of Silence you might wanna run the rest of the stuff like that, too. Kasmina, Enigmatic Mentor , Dovin, Hand of Control , God-Pharaoh's Statue . The planeswalkers can be flickered for extra value as well.
And i feel Reality Acid is required removal for Aminatou. 3cmc, and ruling says you still control it even when their things are enchanted. So go ahead and flicker the crap out of it and destroy everything they know and love.
Theres a ton of different ways to go infinite with various combinations of Felidar Guardian , Panharmonicon , Oath of Teferi , Spark Double ... Shameless plug, you can check out my deck for a listing of alot of them.
I love her as a commander so much and i love seeing other peoples takes and ideas.
1 month ago
Very nice deck you got there. Please, allow me to give some input as a fellow cEDH player. First off, I see all stax cards in your deck there is but very few removals. Hence, I kindly would like to share some input on balancing the decks versatility.
Copperhorn Scout doesn't fly, is likely to die and doesn't add much to the deck since you already get to untap with your commander. I would rather suggest to instead add some removal in the form of Ulvenwald Tracker , which adds tremendous values combined with all the untaps
Ethersworn Canonist chances are that your opponents won't play a lot of spells due to Winter Orb ect... and you already got the best one of all ( Eidolon of Rhetoric ), therefore I would rather swap it for some better hate in cEDH which would be Spirit of the Labyrinth
Vryn Wingmare same goes here. I wouldn't play any stax pieces with CMC 3 or higher (too slow and you get better effects for same CMC). For 3 CMC can get Recruiter of the Guard , Eternal Witness , Knight of the Reliquary , Knight of Autumn , Banisher Priest / Fiend Hunter . Note: In your case I would go for removal effects, since you have only Gilded Drake . A Yisan deck would crush yours since it is not affected by stax (since it's a stax deck as well) and would tutor Ulvenwald Tracker and kill all your flyers and dorks.
Archon of Valor's Reach I think this is a classic win-more card which you don't really need to win the game. An alternative would be Gaddock Teeg . However, if you insist on having a high CMC mana drop that completely destroys the game board in your favor, I would like to introduce Willbreaker
Utopia Sprawl / Wild Growth : Since you are a creature deck I would much rather play the remaining mana dorks in order to have more hitters for untap triggers but more importantly, to not be affected by your own stax. Remaining dorks are: Boreal Druid , Priest of Titania ,
Nature's Claim since you are a creature deck and you will be slowing down the game tremendously, I strongly believe that Aura Shards is a better option to go with. It is recurrent and you are very light on removal. What can you do against a Cursed Totem or Humility ?
Tangle Wire I believe you don't really need this stax piece. It's one of the weakest and only holds up a very short time. Instead try for example Nature's Will - this has proven to be quite devastating. Or Living Plane if you seek to lock out all lands of your opponents together with Linvala, Keeper of Silence
Cyclonic Rift seems fine but could also be a win-more card. I presume you would cast this very late in the game and only as an emergency for 2 CMC. Hence, you can ask yourself if this card is really needed to win or if you perhaps would rather have another card that helps to set you up in the early game. I.e. Sylvan Tutor / Fauna Shaman ect...
I hope this was insightful to you. And no, I am not playing Derevi myself ;) But I do actually play a lot against it.
4 months ago
When you want to mix control and an aggro strategy your best bet is what we call a Tempo deck. You want to slow down your opponent a littlen while speeding yourself up. Otherwise you find yourself slowing yourself down, to also slow them down Law-Rune Enforcer is a good example of you slowing yourself down as much as it slows the opponent, whereas Dovin, Hand of Control supports your tempo advantage.
It wants Scale Up (note: the creature keeps infect, just gets better stats), it wants Glistener Elf , it wants to protect it's threats with Blossoming Defense . It wants Green. It wants Might of Old Krosa , it wants Mutagenic Growth (even if you do not add green.
Take out the stuff that does not actually help your control or your aggro and are just cute tricks: Grateful Apparition , Law-Rune Enforcer , Priests of Norn , Viral Drake and focus on making cheap threats, making them big fast, getting them through and protecting them.
4 months ago
I like replacing Dovin, Hand of Control with Davriel, Rogue Shadowmage . Davriel can always help us win the game, whereas Dovin can just be sitting on the board doing nothing sometimes. I also agree with adding Kaya's Wrath and taking out Deafening Clarion . My concern is Kaya's Wrath coming down a turn later. If that turn matters and the three damage would be a board wipe most of the time, I'll switch back to Deafening Clarion .
4 months ago
I really don’t feel that Dovin, Hand of Control is playable. I would prefer spot removal like Vraska's Contempt . He’s just so situational, and even when he’s doing what he’s supposed to be- he’s still not great. If you want a 3 drop walker in his place, I have found incredible success with Davriel, Rogue Shadowmage as he has single handedly won me the game against Control, slowed down Nexus enough for me to somehow beat their face in, and even strips aggro of a card or two before being taken down.
4 months ago
I think some guidelines need to be defined on what makes certain PWs stronger than others in terms of tiers. I'd personally consider the tier list in the same way as the EDH one, assuming the 'Walkers in question are tuned to their utmost and pit against one another at their best. I'll throw in my 2 cents.
Mana Cost Even in heavy ramp decks, anything 6 or above I'd feel has next to no chance of being S tier. The format when taken to its extreme is too fast for these decks, especially with so much fast mana banned. Although Ugin, the Ineffable and Tezzeret, Master of the Bridge are certainly strong enough with their ramp to hit A tier, they're just a bit too slow to win at the same speed other decks have displayed. With a punishing enough stax plan, maybe this can change.
Passive Synergy Pretty much relegated to WAR 'Walkers, having a passive makes a big difference in your power level. Dovin, Hand of Control , Nissa, Who Shakes the World and Saheeli, Sublime Artificer all have passive abilities that can push their game plan to further extremes as they are not restricted to one loyalty activation a turn. Although not everything in A tier and above needs a passive, and despite not all passives being strong, this is still a massive boost in power for those decks abusing them. Its all about how well they can accelerate their game plan.
Utility, or the Swiss Army Knife approach Cards like Dack Fayden or Xenagos, the Reveler provide extra utility outside of being used to win the game. Card draw in Dack's case, mana acceleration for Xenagos. Both of these 'Walkers provide the ability to win the game in the right build, but they still accelerate your game plan without a win all the same. This would be near enough essential for S tier and certainly desired for A tier.
How Consistent/Strong they Combo Narset, Parter of Veils , Jace, Wielder of Mysteries and Ral, Storm Conduit have cheap 1 card combos that either win the game or lock opponents out of the game. Arguments about seeing these combos from the command zone and therefore focusing that player should NOT be considered a factor on the raw power level said combo achieves. S tier 'Walkers should have these, but not all who have a combo will be S tier.
Colour Identity Although Sarkhan Unbroken is often used as Dragon tribal, the colours he gives your decks access to provide plenty of combos, ramp and answers to make a strong and consistent deck. Aminatou, the Fateshifter is another example that would fit here, with both of these 'Walkers also providing great utility abilities to support their game plans too. I'll also use this point to state how mono Green really struggles in this format. There are strong strategies such as Nissa, Who Shakes the World combined with Genesis Wave , but even with the various combos to generate big mana and large threats, it struggles to connect a fast win on the turn it is executed. Lacking cheap and instant speed answers to faster decks apart from Beast Within is also a downside for the colour. For that reason, I think it would be a struggle for any mono Green deck to hit S tier.
I hope this helps. Been loving this format and playing it solid for the past 2 months online or with a playgroup at my LGS to try and test what feels like the more consistent strategies, which as it turns out, feel almost like the opposite of EDH. White is a stronger colour than Green, aggro and mill are considerably more viable, decks that ramp to play big spells struggle to win often. Its a refreshing change of pace for multiplayer games.
4 months ago
I like the idea and the Merfolk work well together. To take this deck to the next level, I would look to bring in Evolution Sage that just keeps adding +1/+1 counters to your Merfolk. Jadelight Ranger is normally standard in a deck like this.
4 months ago
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