Duelist's Heritage

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Duelist's Heritage

Enchantment

Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.

Coward_Token on Duskmourn

8 months ago

Alright, now that some positivity has been baited out, it's back to me whining!

Wall of Impotent Annoyance That Nobody Will Read Show

DreadKhan on The Masochism Tango

9 months ago

Just some 'bad' ideas to consider (I have some irregular views on ramp, to be polite), Subterranean Hangar is ramp that uses a land drop, very handy with a 7 mana Commander, either to get them out or recast them, Fountain of Cho is the White option. I threw cards like this in a deck on a lark, I was pretty impressed how they can play out in a deck that uses fairly splashy effects... this brings me to Grave Betrayal, this card is politely described as 'good with your Commander'. Another option to consider is bigger ramp, maybe Thran Dynamo, which takes you from 4 mana to enough to cast your Commander next turn, seems decent? Maybe Gilded Lotus, which takes you from 5 to 8, but also gives you coloured mana? Worn Powerstone is also interesting, it's not a great card but it's also not unplayable, wildly worse Sol Ring is also a good enough card, it just looks bad because Sol Ring exists. Another choice worth looking at that is relevant because of it's ceiling is Skyclave Relic, the kicker is a bunch, but that much mana next turn is advantageous. I get that your deck is trying to be fairly nimble, with lots of lower to the ground ramp, but I feel like with a 7 mana Commander that does this much you really want her out as quickly and consistently as possible.

If you like Indestructible sources, I think Gift of Doom is the best ever printed, Morph is incredibly hard to interact with once it's in play, and I'd like to think you'll have some sac fodder. It's also a combat trick fwiw, you've got Vigilance, and if they've got a big attacker this can deal with them and prevent certain types of removal, and it can blank stuff at the fastest speed possible.

Since your Commander has Protection from Creatures, I'd love to see if Inquisitor's Flail would work in here? By itself it turns your Commander into a 3 turn clock vs any opponent, and she blocks better since she'll deal double damage. It's less resources than Fireshrieker, but it completely stacks with it fwiw, if you get two doubles you're a 2 turn clock. Come to think of it I think I'd run Duelist's Heritage over Fireshrieker if you have access to White. Another 'out there' idea, but Grafted Exoskeleton plays well with your Commander, it turns her into a 2 turn clock by itself, and your Commander becomes a pretty nasty blocker too, and it obviously would play well with doublers. If you've got Protection from Creatures, you could try Pariah on your Commander to drag out games. It's worse if people play Red Burn effects in your area, but at least life loss effects don't interact with it, just damage. If you have Indestructible on something then Pariah looks even better.

I hope some of these ideas are useful, Big Teysa is a nifty Commander to see in action!

Niko9 on Skrelv's Toxic Masculinity

11 months ago

Deck looks really fun, and as somebody who runs a mono white deck a lot, this list looks awesome : )

I have a few suggestions, just because you were asking about making this as competitive as possible.

You could probably get away with running more utility lands, stuff like War Room or Roadside Reliquary are nice when you just need to draw something, and I like Blast Zone a ton because it's always something you can sink some mana into and when it goes off it's amazing. Treasure Vault can be kinda similar where you can sac a little efficiency and get an amazing turn.

Dowsing Dagger  Flip is a great equip and you have lots of attacking and evasive creatures, so might be awesome.

Concerted Effort could be an absolute bomb, giving all your guys double strike, flying, or protection. Effort and Mother of Runes are so great together.

For max cometitiveness, I think about a Phyrexian Dreadnought and Tocatli Honor Guard or Hushwing Gryff package, just because dreadnaught is such a crazy toxic target, and honor guard can even be tutored off Pyre of Heroes and Mother of Runes or Alaborn Zealot. Zealot also works well with protection because you can pro her from her own destruction, and really, worst case she is just a 1mana protection from attacks. It's a convoluted combo for sure, and I'd only do it because I have a few dreadnaught copies from back in the day, he is way too expensive now : ) Also, things like Hushbringer can just be great stax pieces on their own.

Duelist's Heritage might work well with toxic

And I really like Crashing Drawbridge in any attack focused deck, just for the haste, but sometimes to have a big butt blocker too.

DatShepTho on Weapon X V.2

1 year ago

I see you're running Blood Mist. Can I offer two cards that are better that are each one mana less?

Duelist's Heritage can also give your opponents double strike, which you give to creatures attacking your opponents. Flaming Fist will give it to both your commanders when they attack.

Basshunter on Yeah, I Mite be toxic.

1 year ago

Hi, what u think about Duelist's Heritage ?

Lordeh on Dinosaurs go Rawr!

1 year ago

@ Koneman Yeah I reckon every combat deck benefits from a True Conviction or Duelist's Heritage type effect to really swing hard and finish people off. It just draws up so much hate from the board if you can't play both on the same turn and hope your opponents have nothing? Would I like to add one? Yes Would it make the deck arch enemy when it resolves? Yes

If I was playing a more interactive deck with more protection a better curve I would add it in a heartbeat!

SaberTech on Zurtron

1 year ago

If you are going for a Voltron style of Zur there are a few auras that are often seen in those sorts of lists:

Darksteel Mutation and Oubliette complement Imprisoned in the Moon as ways that neutralize commanders. They make it difficult for your opponents to immediately get their commanders back to recast if they don't have enchantment removal. Darksteel Mutation is much better than Kasmina's Transmutation because the indestructible that the Mutation gives means that the enchanted commander will live through a board wipe and not go back to its owner's command zone. Oubliette could replace Pendrell Flux.

There's a bit of a call to make between Flaming Fist and Battle Mastery. Flaming Fist won't trigger the turn Zur puts it into play because Zur will have already been declared as attacking at that point. However, Flaming Fist does stick around if Zur happens to die since it's not an aura. Battle Mastery will let Zur hit with double strike the turn it enters but dies with Zur. It's a call to make depending on how aggressive you want to be. Duelist's Heritage is also generally better than Flaming Fist but not if Zur has shroud from a card like Diplomatic Immunity, so that depends on what auras you choose to run in the end.

If you aren't running Stony Silence as a silver bullet to shut down opponents' artifacts then it could be worth considering Nettlecyst as another creature/pump effect in the deck, even if Zur can't tutor it up. It could potentially replace Gray Merchant of Asphodel since the current list doesn't look that geared to reliably get a big hit off the Merchant's ability.

One of Zur's biggest strengths though is that he can tutor up Necropotence, so that's a card you should aim to add as soon as you can get your hands on one.

Rest in Peace is a strong card for messing with decks that utilize the graveyard.

Back to Basics can punish decks with greedy mana bases.

Stroke of Midnight is better than Expose to Daylight.

Seal of Cleansing or Aura of Silence are targets for Zur to tutor up to get rid of enchantments and artifacts.

Sevinne's Reclamation and/or Sun Titan could be worth considering for getting key permanent cards back from your graveyard.

HappyGil on Arms Race (Boros Aikido)

1 year ago

Maybe Duelist's Heritage? Reward your opponents for swinging at other players by giving their creatures doublestrike?

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