Eerie Interlude

Instant

Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

3 days ago
I got in a couple of games last night, the first being 1v1 and the second a four player game. I won't go into tedious detail about all of them, but neither were wins, though in both the deck performed well, and I would have one the second if I hadn't made a mistake. Always, always kill the combo player first! I should know that better than anyone with all of the nasty combo decks I've built. I have some relevant observations on cards and mechanics that should help players of the deck.

The first is to not underrate vigilance, which a turn three Thraben Watcher gave to me for the whole of the second game. Some players have rated it as a junk ability, but it's strong when you give it to everyone, and we have several cards that do that. Even before Angelic Skirmisher got me to over 100 life in the second game I was pretty unattackable throughout because of my angelic attacker/defenders.

I also got to play Eye of Vecna for the first time and thought it was great. It immediately replaces itself, and you always have the option to pay the to draw the card since it comes right after untap. It sort of becomes like a Phyrexian Arena that we pay for with mana instead of life loss, which we'll take because we are in white. In the first game I had the mother of all draw cards in Well of Lost Dreams in my hand, but I could never find the free mana to cast it because I was under a clock to put my opponent away. I still think Well is incredibly good, but it makes me nervous about Vanquisher's Banner and reminds me of the importance of low cmc draw pieces.

I also did not like Secret Rendezvous, and will probably replace it with Rogue's Gloves before I play this again. This isn't because I am a detractor from Rendezvous generally, it a less aggressive deck it would be a good political card and welcome white draw piece. It is pretty hard to give cards to anyone in this deck where you will definitely be viewed as a threat. I'm surprised I haven't played Rogue's Gloves earlier. Once equipped it just gets us a free card every turn, and that's what we need. As good equipment becomes more and more relevant here, it makes me wonder if it might not be worth adding Steelshaper's Gift to the deck. At some point I am going to do a tutoring pass on the deck, and that card will be high on the list.

I've also pretty much planned for awhile to replace Eerie Interlude with Guardian of Faith. Interlude doesn't bring your counters back when you use it to save yourself from a boardwipe, whereas Guadian does, making it a superior card in that instance. Nonetheless, in this game I used Interlude to save my Angelic Skirmisher from targeted removal, which felt really good. As I continue to ponder this change it is helpful to remember that while interlude is worse in terms of board wipe protection it is better in terms of having utility to re-order counters if Giada is out, replay ETB creatures, or just protect from targeted removal.

In both games the engine set up well, I was a constant threat, and in the first game he only barely overcame me in the end with some lucky draws and really strong play sequencing. I was excited to play the deck against that friend, who is definitely the strongest player in my play group. As I plan further refining and revisions, I will definitely be prioritizing lowering the cmc of support pieces to two or three cmc as much as possible as I think that is key to success.

Guerric on Rhythm of War

1 week ago

Hi Doc_Hoss! It makes me so happy to see this! Trynn and Silvar are some of my favorite commanders, and are deeply underrated. I haven't had a chance to write a full primer for that deck yet (though I do have a detailed description), but the list is here-


Time for a Scooby Snack!

Commander / EDH Guerric

SCORE: 3 | 161 VIEWS | IN 1 FOLDER


My engine in the deck works incredibly well (I play it a lot, and have made lots of refinements) and consistently puts up threat and draws cards, sometimes without even casting the commander. The key to understanding them is that they lead an aggro deck and a humans tribal deck. While there is an aristocrats subtheme they aren't a total aristocrats strategy, and while they generate tokens they aren't a token deck. Ideally in this deck tokens are mostly fuel for drawing cards and making Silvar indestructible, and the aristocratic elements are a good deterrent to board wipes. I also find that they work well with an indestructible subtheme. Eldrazi Monument, for instance , is an all-star card here. We can always make tokens to fuel it with Trynn if no one else, and it protects our pieces while getting them all through for damage. It's also key here to protect our board state with cards like Eerie Interlude, which can even save us from Cyclonic Rift style board wipes or other pieces that recover our board like Gerrard, Weatherlight Hero and Haunting Voyage, or other indestructible effects. I'll give your list a more detailed look later when I have some more time, but those are some general guidelines!

Yesterday on Giada, Font of Hope + …

2 weeks ago

No worries, and you basically already have this so you can ignore this if you want but I'll put it down for posterity.

Cosmic Intervention causes a replacement effect for each permanent you control that would be sent from the battlefield to the graveyard. Then it sets up a delayed triggered ability ("At the beginning of the next end step") for each. They're separate triggers because the way its worded applies to each permanent individually ("If a permanent ... return it to the battlefield"). Because they're separate triggers and you control them all (assuming you didn't control any creatures you didn't own), you get to order them all on the stack as you like.

Eerie Interlude is similar to this except it exiles them all at once, and has only one trigger that returns all the exiled creatures to the battlefield at the same time. Semester's End is the same except it also applies to planeswalkers and has a replacement effect for how they all enter the battlefield (entering with an additional counter).

You're right too that creatures entering the battlefield simultaneously absolutely do see each other entering the battlefield. So for something like Soul of the Harvest entering the battlefield at the same time 5 other nontoken creatures, you'd get to draw 5 times. However the replacement effect of Giada, Font of Hope (which to be clear is the "enters with" part, like with Semester's End or Ugin's Conjurant) seems to be dependant on creatures already being on the battlefield that the creatures entering the battlefield need to see. And creatures entering the battlefield simultaneously don't get to see each other already on the battlefield for replacement effects that depend on those creatures being on the battlefield – as the replacement effects basically happen while the creatures are entering the battlefield, though the effects aren't usually applicable until the permanent finishing entering.

Sorry I'm getting kinda sleepy, hope that all made sense.

Guerric on Giada, Font of Hope + …

2 weeks ago

Yesterday

Having followed rules and discussion around Cosmic Intervention and Giada specifically the general consensus was that with Intervention the ETBs happen as separate events, allowing you to re-order, whereas with Eerie Interlude they all happen at once. This could be of course, because Intervention creates separate events initially and that affects the resolution, but that was my reference point, and may not apply to Semester's End, which is more similar to this card.

Now I will say that creatures ETB'ing simultaneously definitely do see each other. I've played enough ETB decks and read enough rules forums to know that! Giada's ability stipulates already as a replacement effect, as you say, so if she isn't on the battlefield before they ETB then nothing happens, hence why after Eerie Interlude creatures may be spared but lose all their counters, whereas Intervention allows her to enter first and repopulate them as one chooses. I honestly haven't researched Semester's End with Giada too much, I mostly play it in my planeswalker deck to save them from attackers, so I could definitely be wrong in that card! In that case I'll take your word for it that the angels enter separately despite the each trigger in which case, yes, they would only get the +1/+1. Thanks for the clarification!

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

3 weeks ago
I got in two more games today as part of a club I lead. 1v1 unfortunately, but it was up against a fairly controlling Ranar the Ever-Watchful deck with flyers and was a good matchup, and I still feel like I learned a bit about how the deck works and what some key cards are.

I must not have re-optimized mana well after the previous session because I only drew three lands over the course of the entire first game. That being said, I still won! Even with only three mana and Giada the curve allowed me to do most of what I wanted to do and put most of my angels out, so the curve and the deck's ability to put up a board state quickly even with limited resources is great. The all-star of the first game was Crashing Drawbridge, which, as I suspected, is great in this deck. I finished by playing out Serra Avenger and Angelic Curator (with plenty of counters) and then swinging with them and all of my other angels for lethal because of drawbridge. It helped me close out the game before my opponent could stabilize and hit me with a wipe, which would have set me way back due to my lack of lands. Another great combo was Righteous Valkyrie which is every bit the powerhouse you'd think it would be in this deck and Resplendent Angel, which ensured that tokens were bolstering my army and that my life total was more than padded.

The second game was much more evenly matched and could have gone either way, but I pulled that one out in the end as well. This would not have happened if Eerie Interlude hadn't saved my cast angels from Curse of the Swine, attesting again to the importance of board state protection in this deck. Quite critically, interlude was the only thing in my deck currently that would have saved me from that (other than Lapse of Certainty, so I was glad to have it! The absolute all-star in this game was Thorough Investigation. Wow! What a card! I thought it might be good, but the whole enter-the-dungeon mechanic seemed a bit cute to me and I was ensure if I would want to pay to sac clue tokens. The answer is yes! I amassed so many tokens from Investigation (as well as a couple from Angelic Sleuth when I blinked it with Interlude) that I knew I could refill my hand at any point, which I did! I'm going to put this card in all of my aggro decks- its a hidden treasure! Angelic Skirmisher is also a must-run in the deck. Everyone plays Lyra Dawnbringer but some don't play this card, which I feel like is better. While the life-link aura is the thing in this deck and two copies of it was great, I definitely experienced the utility of the first strike aura when I wanted to swing with Valkyrie Harbinger but was afraid to lose it to a large flying blocker. First strike made it so that he didn't want to block! Vigilance is also great, and Thraben Watcher was already making sure I wasn't in danger on the crack back in this matchup, but Skirmisher could situationally help with that as well. I finished it out by clearing away all of his blockers (including some absurdly large creatures) with Winds of Abandon. He put 13 lands onto the battlefield, but died to my Angelic Armada.

In both of these games, as with in the previous ones I've reported on, the life gain was real and powerful! I finished the second game with 98 life and the first one with life somewhere in the 70s, so this deck works amazingly well that way. I also played a turn one Soul Warden the first game and was quite thankful for it. I wasn't totally sure about the soul sisters in this deck, but I think I am glad for them. Another huge success in several games so far are the Angelic Accord effects. Having four of them makes it a consistent subtheme, and even a couple of free giant angel tokens goes a long way to killing opponents. I think my issues with card draw aren't that I don't have draw or that it doesn't work, just that this deck is hungry for more of it, which I will address in the first revision coming soon. I've already ordered some more cards based in part on suggestions I've received here from some of you, so thanks for those! I will post the revisions once they are made and my reasoning for them. I'll also update the primer and the acknowledgements to offer credit where credit is due!

Guerric on Dealing with politics as an …

3 weeks ago

Hi Dazard! What a great question! I avoided aggro strategies for awhile for this reason, but as my sneaky combo strategies are hard for some groups I play with to decode, I decided to make some good old honest aggro decks, and I think I've figured out a good balance.

To begin with, don't play like in a 60 card, 1v1 format. In those games you have little incentive not to go for broke all the time, and to commit all of your resources right away. In EDH there are several key principles of good aggro play.

One of them is controlled growth. Even if you can commit all of your resources to powerful plays early you shouldn't do so. You need to make sure that you set up card draw engines and other things to keep your tank full in the long run. You should be attacking, but keep in mind you don't need to attack with everything. Chip away at peoples' life totals rather than hitting one person hard. Once you slam one person you will be the archenemy of all, so don't do that till you are a turn or two from winning or they will destroy you. Knocking out an opponent early doesn't necessarily help as that person is a target for someone else and can help keep someone else under control.

A second principle is try to win all at once via pump effects. Its almost better to keep your tokens as 1/1s as long as possible and then suddenly in a single turn make them gamewinning with Coat of Arms, Shared Animosity, Jazal Goldmane, or Mirror Entity. Don't play these cards early either! Your opponents will just kill them, so play them the turn that you can win. Surprise is one of the most powerful things in EDH. If they know you can kill them you are a threat, if they don't see it coming you will win.

Thirdly is politics via threat assessment, not deals. Sometimes people just think of politics as bribery, but its better to simply point out what other opponents are doing. "Hmm..he just played Ashnod's Altar. That's a combo piece. What's he up to?" is far more powerful than promising not to attack someone. This is self-interested, but it is also helping your opponents play better by noticing more than obvious threats. When I play against aggro I might have a board wipe, and yet hold off if I'm not afraid of imminently dying to let the aggro player do some of my dirty work for me and keep attention away from the combo I am putting together. My one friend who has been quite good at aggro has become adept at pointing out what I am doing and keeping things honest. It's also a good idea with early attacks to take turns attacking different opponents for only a small amount of damage, or even rolling the dice to see who you'll attack first. If your opponents wonder why you're holding back you can just say somewhat honestly that you're trying to spread the love around and keep blockers and critical pieces in play.

A fourth principle is board state protection. Others mentioned Unbreakable Formation and Teferi's Protection as helpful cards. Don't forget also about Make a Stand, Flawless Maneuver, and Cosmic Intervention. The latter won't save your tokens, but it will save other pieces. The same is true with Eerie Interlude and Semester's End which can also dodge even a Cyclonic Rift. Lapse of Certainty can also delay a board wipe for a turn and waste your opponents' investment, and is good tech as well. Eldrazi Monument is also a good card, because you'll have endless tokens to fuel it, and all of your stuff will be flying and indestructible, keeping your opponents from easily stopping you. One final way in your deck is just by making board wipes painful, which you can do with aristocrats. Blood Artist and Syr Konrad, the Grim will make your opponent think twice about wiping the board. Again, don't commit too many resources at once, and hold up mana for protection. This helps with controlled growth and helps you rest easy during your opponents' turns.

A fifth principle that is great is to always have a backup plane for when things go wrong. One way to do this is to have a single infinite combo to win out of nowhere when things are down. When you're playing aggro opponents are always looking at your board state, but they can be taken by surprise when you combo the win. For Markov the best one is probably Exquisite Blood and Sanguine Bond. If your opponents can win with this stuff then its only fair that you can in a pinch too! This also fulfills the old idea talked about on MtgGoldfish that you should always have a way to win out of nowhere. The other and more honest way to do this is just to have a way to recover your board state. Patriarch's Bidding and Haunting Voyage can help you recover all of your creatures in a single turn. Having these backup plans will make life easier.

Don't get discouraged, aggro is better than ever in EDH today due to new board protection and recovery tech Wizards has printed and reprinted in the past couple of years. All you need to do is master the playstyle and you'll have a lot more fun and success!

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

3 weeks ago
I took the deck out for its first flight the other day and it performed well overall. I won the first game and was incredibly close in the second game, and may have won if not for a misplay (I should have held mana open for Eerie Interlude rather than drawing extra cards with Well of Lost Dreams). The deck was fast, I had plenty of lands and mana acceleration, and I was definitely a threat. On the what went well front the lifegain is real! I took tons of hits and easily healed them back, soaring up to 78 life at one point after having been down. In this regard I think the lifegain subtheme works. I didn't play the soul sisters at all, so it remains to be seen whether I like them here, but the lifelinking angels, Lyra Dawnbringer, and Angelic Skirmisher are all stars. What I was unhappy with was, surprise, surprise, the card draw. It wasn't that I didn't have it. I had draw pieces out in both games and in one of them had two draw pieces out. The issue is that the deck goldfishes so fast that drawing one or two extra cards per turn doesn't feel good enough. I'll have to ponder adding more draw pieces.

Guerric on Avacyn, Angel of Boardwipes

1 month ago

Just a recommendation, but I might recommend putting Avacyn, Angel of Hope in the 99 and making the newly spoiled Giada, Font of Hope the new commander. You can still play Avacyn most games, who you can tutor with Search for Glory and Thalia's Lancers, but your opponents won't know when she is coming, which will make her more powerful than if they know that she is your commander. Giada also will help ramp Avacyn and your other angels out, and make each of them far more powerful, and will come out on turn two every game. It might also allow you to play fewer board wipes and more angels, which could be a more fun playstyle for both you and your opponents.

Whether you do the above or not, Avacyn has a weakness when it comes to mass exile or bounce effects like Cyclonic Rift or Descend upon the Sinful, and anthem killers like Black Sun's Zenith. One way to avoid this is with mass blink cards like Cosmic Intervention, Eerie Interlude, and Semester's End, which can dodge any removal or board wipe while keeping your team available for blocking.

Since you have some life-gain matters cards, I'd lean more into it with spells that draw cards off of life-gain like Well of Lost Dreams, Dawn of Hope, and Cosmos Elixir. White needs all the draw it can get!

My deck isn't done yet (though the first version will be out in a few days when I get the cards). Nonetheless, here it is if you want ideas-Giada Angels Tribal I don't have Avacyn yet because I need a Christmas gift or store credit to swing it, but she will eventually go in!

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