Target creature you control gains protection from the color of your choice until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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|Commander / EDH||Legal|
Latest Decks as Commander
Emerge Unscathed Discussion
1 month ago
Hey, well done on a $50 budget. You have good card sense if you're new on such a low budget.
I will try to match my suggestions with cards to consider cutting that are close to or equal in price. Some changes to consider:
- Sol Ring --> Swords to Plowshares
- Arcane Signet --> Syphon Mind
- Arguel's Blood Fast Flip --> Succumb to Temptation
- Sephara, Sky's Blade --> Seraph of the Scales
- Righteous Valkyrie --> Deathpact Angel
- Angelic Accord --> Promise of Bunrei
- Firja, Judge of Valor --> Luminous Angel
- Soul Warden --> Imperious Oligarch
- Victimize --> Defy Death
- Make a Stand --> Doom Blade
- Emerge Unscathed --> Cast Down
- Command Tower --> 1x Plains
- Caves of Koilos --> Temple of Silence
- Path of Ancestry --> 1x Plains
- Tainted Field --> 1x Plains
- Orzhov Basilica --> 1x Plains
- Opal Palace --> 1x Plains
Swords to Plowshares is the most expensive card here and you have many other removal spells to make up for not having it. Sol Ring is a staple mana rock in Commander and it's more ramp that can help to cast high CMC Angels. With Angels repeatable low mana cost ramp is more important then a single creature removal spell.
Good luck with your deck.
2 months ago
You might like these: Reanimate , Dance of the Dead , Dread Return , Regna, the Redeemer , Krav, the Unredeemed , Start / Finish , Planar Birth , Stitch Together , Victimize , Blood for Bones , Karmic Guide , Obzedat's Aid , Ephemerate , Emerge Unscathed , Virulent Swipe , Spellbinder
4 months ago
I like this build as it uses a lot of my favorite white creatures like Kytheon and Stoneforge Mystic, but I feel like Sejiri Shelter Flip is kind of lackluster here. I think there are much stronger options for these deck slots in Modern - For Instance:
That, or you could drop in something like Rebuff the Wicked which is pretty much a "must-include" in all of my White builds. Very few decks see a Counterspell coming from Mono-White, so I find these to be quite dependable. The fact that it can target any permanent is especially nice, since artifact hate can be quite annoying against an early-play Aether Vial, for example...being able to save more than just Creatures can be quite a boon indeed.
I don't think that the flip side of Serjiri (the tapped Land) is really crucial here for your deck, since your current Land ratio looks fine without it, and you're not running any type of Landfall which might make playing a land a more desirable mid to late-game play.
Nevertheless, I like the build in principle so +1 for that!
4 months ago
4 months ago
5 months ago
To Goblin_Guide: First and foremost, I just want to express both my apologies for not responding sooner to your comment (I legitimately did not notice, nor expect to receive any comments anytime soon), as well as my thanks for taking the time out of our busy (or free, depending on your schedule) day to type out such a well-thought out and informative post that, hopefully, I could apply in some capacity in the future. i sincerely appreciate the efforts and hope I don’t come off as too wordy or lengthy in my speech. With the formalities out of the way, I suppose I should start clarifying some points I neglected to do prior, due to lack of information (depending on how extensive that may be, I’ll probably redo this or something).
Firstly, regarding the land situation, I appreciate the warning and I will try to keep that estimated number in mind when brewing future EDH decks; one of the problems I had (and still have) when first learning Magic (I tried playing when I was younger, but that didn’t pan out too well) was mana and how many to run without either getting mana screwed/flooded, and I’m still struggling as to what lands work best in this without breaking my wallet.
Now, regarding the win-con of this deck; after some research, I ultimately opted to go the instant/sorcery-centric Voltron approach, but ideally, I wanted to incorporate Sunforger tutoring/interactions, as well as possible synergies with said instants/sorceries, no matter the situation. Cards like Fever Charm and Emerge Unscathed were added in because they have multifunctional and flexible uses depending on the boardstate: Sometimes you need the haste while other times you need the power in the former case, while the latter offers a secondary use if Feather is not present and someone else on my board could finish the job.
Secondly, although I might also be running into issues with redundancy; i.e., too much protection and not enough offensive-oriented cards, boardwipes, etc., or vice-versa, the end goal is, as you pointed out, to win with my commander (be it by stacking multiple cards for power and keywords to ultimately kill via commander damage, using sunforger to protect myself and/or get that extra bit of power in, or through janky, alternative means such as Infect with Grafted Exoskeleton as a tech, if I’m low on options (plus I found infect to be fun to mess with, personally, so why not?). As for Gisela, I’m aware of the risks and the rewards that come with using her, though I also wanted to use her because, my gosh, is she pretty to look at~(Plus one dream goal would to use her in tandem with cards like Deflecting Palm where, in Yu-Gi-Oh! terms, I “Magic Cylinder” or “Barrel Behind the Door” my opponents twofold or threefold; the idea sounded hilarious on paper against cards like Aetherflux Reservoir and such, but it sounds probably too impractical to pull off, if I had to be realistic.
Mistveil Plains and Tithe are both cards I’ve heard great things about; the former being able to recycle cards while the latter provides mana ramping/fixing. I’m still unsure whether to run them or not (at least in the former case where it works great in certain infinite loops), but I’ll actually look into Tithe and see if that helps, despite the price tag (at least if I ever do build it in real life, I have other ideas that could make use of it, if it fails to work here).
All that being said, there’s a lot to absorb, and even as I’m typing, I’m still trying to process and brainstorm and fine-tune what little I know, gathered, and understand into hopefully my foundation for this game, so don’t feel bad for sharing what you know, jargon and all. In fact, reading novel-like posts such as this are a joy for me. You have probably provided the most amount of critique I could ask for in a short amount of time, and you seem to really know your stuff. I do plan on eventually play-testing this online somewhere, but I’ve yet to figure that out in my current situation. Regardless, I just hope I can make some changes, improve my deck-building even if this deck may not be meant to handle something like cEDH if it ever boils down to it, and ultimately, try to have fun exploring this new and unfound territory together with players like you. I can only hope maybe I might receive more of your critique/assistance if/when the time comes and if/when it is convenient for us both.
In any case, I hope I cleared things up in a reasonable enough capacity to help you understand why I did certain things and why I’m still lacking others. Thank you for taking the time to read this equally ext
5 months ago
First off, welcome to EDH! Love to have new people.
Secondly, I think I might have a few pieces of advice/cards to add, but take them with a grain of salt as I might be thinking as if you were playing Zada, Hedron Grinder in the zone (that's my deck that's closest to this), so I might be confused sometimes.
Alright so looking at the deck. The first thing I notice is not a criticism, but more of a caution: you have 34 lands. Your low mana curve and low CMC on your commander makes this ok, but remember that for a large number of EDH decks you'll want closer to 36-37-38ish, but again, it's up to your own discretion.
The next thing is a bit of a question you might want to ask yourself: how do you want to win? The "typical" way to win in R/W is by getting a bunch of creatures really quickly, which it looks like you are partially trying to do with cards like Monastery Mentor, but this might not be a very efficient way to win unless you find Zada at some point, as she can refract those spells onto all your creatures. The main other ways to win are a Voltron strategy (getting one creature, often a commander, really big and killing someone with commander damage) or by combo -- if you were playing Zada you could do storm, but I don't know if Feather is equipped to do that kind of deck (plus, it's really hard to pilot for even experienced players and has a lot of really really tiny interactions you have to keep in your head and you often take really long turns, so it might be something you want to avoid until later on in your EDH career).
I think going for the 21 damage with Feather might be a good idea for this deck, wherein you cast a bunch of spells that draw you cards for cheap every turn for a little while, and then starting to throw in a couple of your big damage spells like Unleash Fury every now and then and starting to attack with Feather. It'll be slow, but it'll keep you under the radar a little so you won't get immediately focused out of the game.
If you do decide to go the swarm route, you will probably want more spells that target your creatures and make tokens (for example, Make Mischief is a bad example as it makes one token at a time, but it will do the job if you really need tokens). In addition you'll probably need some protection spells like Faith's Reward and Flawless Maneuver so that you can stand against the inevitable boardwipe (although probably not Reward if you go the tokens route as tokens cease to exist as soon as they are in a zone other than play).
As far as cuts for when you focus the deck, I'm curious about Fever Charm? It doesn't seem great in the deck, but maybe there's something I'm not seeing. Emerge Unscathed seems ok but not great, you only protect a single creature so it can ... I guess make something unblockable? It doesn't really give you great card advantage though, which is a lot of what you're looking for in R/W. On the other hand, it's a repeatable way to fizzle spells that target your creatures ... up to you in whatever meta you play in. Gisela is a really good card, but if/when you play it it should instantly win you the game that turn; if not, the table will likely focus their attention on you and you'll probably die regardless of the damage prevention.
Finally, I have a quest for you: the next several times you play this deck -- maybe 10, maybe 20, I don't care on the number -- see how often these two things happen:
You get a Sunforger, on purpose, because you think it will help you win the game; and
While playing said Sunforger, you look in your graveyard and see a card there that you wish was in your library to be Forged out.
If the first option happens any more than 60-75% of games, you might want to look at that and figure out a different way to win; don't be that focused, people will figure it out and not allow you to keep the Sunforger out for very long.
On the other hand, if the second thing happens a lot, there's a trick you can add to the deck that I really like. Now, again, be wary of this because it might just mess up your deck and not help at all.
Add in Mistveil Plains and Tithe. Tithe specifies a "plains" card, so you can go and get Mistveil along with whatever other plains, maybe a Sacred Foundry or whatever. Now, when you play your Sunforger, you can activate it at some point when you have the mana, and you find Tithe. You cast Tithe, finding a Mistveil, and you play it for turn. Now, you can use the Mistveil to put cards you've already forged back on the bottom of your library to be forged again.
I know, Tithe has that $30 price tag, but you might find that it's worth it. If so, playtest with a proxied version first! No reason to go and buy a Tithe for nothing. But, on the other side of that, Tithe is already a fine white card in general, and is played in white decks that don't even play this combo so you might just want it anyway, and Mistveil is a $2 land so it doesn't really take a lot out of the deck either, except that it's a tapped land which can be annoying.
Alright, I'll stop talking so you can go and do whatever, let me know if this was helpful; I don't know how much magic content you consume or even if you know what the term "storm" means or what your magic playing skill level is so maybe none of this was helpful and you'll come back to it later when you understand the terms, but I would love to help out if you need/want any assistance.
Sorry for typing a novel!!!