Empyrean Eagle

Empyrean Eagle

Creature — Bird Spirit

Flying

Other creatures you control with flying get +1/+1.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Empyrean Eagle Discussion

Talismancer on Skies

1 week ago

While this deck has long been the better version of my Birds deck, that doesn't mean it couldn't be improved, and with play a few things have stuck out to me 1) Never having the right coloured mana. I own so many decks that upgrading them all with better mana bases is impossible, but I have finally conceded that this is one of my favourites and therefore should have something better than Tranquil Cove for dual mana. Note, still limited by a mix of what I had, what I could source, and what I could afford for the about £30 I was prepared to spend on these modifications.

-4 Tranquil Cove

-2 Island

-2 Plains

+4 Hengegate Pathway  Flip

+3 Glacial Fortress

+1 Hallowed Fountain

While I was buying cards, I decided to look into what did and didn't get played in this deck. Emeria Angel is a fantastic card, but it turns out that the 4 mana cost is too high, I'd rather be playing more smaller things. Also wanting to put it off until I could use the landfall made for poor play decisions, so it's being cut. In it's place needs to go removal. Sadly proxied for the time being.

-4 Emeria Angel

+4 Swords to Plowshares

The last two changes are cards I discovered while having a search. Warden of Evos Isle is the underrated MVP of this deck, I always misjudge how good it is. However being in White as well as Blue, it turns out that there's a cheaper Bird that does the same effect, with a little extra upside.

-4 Warden of Evos Isle

+4 Watcher of the Spheres

Last on the changes list are my blue enchantments. Favorable Winds and Gravitational Shift are both perfectly good cards, but the former is always a tad underwhelming for not having a body, and the latter is actually too much mana. so they're getting swapped for Empyrean Eagle which has a body and gives the boost too, at an acceptable 3 mana.

=3 Favorable Winds

-1 Gravitational Shift

+4 Empyrean Eagle

malacai on In the Spirit of Tribal Decks

2 weeks ago

Based on this list I would make the following chnages to Ranar.

Out -> In

Cosmos Charger -> Eldrazi Displacer

Drogskol Reaver -> Yorion, Sky Nomad

Drogskol Cavalry -> Thassa, Deep-Dwelling

Empyrean Eagle -> Felidar Guardian

Geist of Saint Traft -> Charming Prince

Radiant Purge -> Path to Exile

Misdirection -> Swords to Plowshares

Rally the Ranks -> Reality Shift

Ichor Wellspring -> Counterspell

Synthetic Destiny -> Dovin's Veto

abby315 on

3 months ago

Hey! Maybe Thalisse, Reverent Medium and Blind Obedience should be in? I'd also recommend Favorable Winds over Empyrean Eagle or Thunderclap Wyvern since it's an enchantment. Gravitational Shift can be a game-ender, too, and Throne of the God-Pharaoh quadruples your combat damage.

I haven't actually built this in paper, but I brewed up an Alela deck a few months ago, so this might function as a list of cards to consider: Alela fun stuff

Where I might make cuts: Ravenform
Tezzeret's Touch and Ensoul Artifact
Witching Well
Tezzeret the Schemer
Fabricate since you don't have very powerful artifacts to look for
Sharuum the Hegemon
Animating Faerie

TheVectornaut on blue/white Wifeys

3 months ago

Another U/W option that's both budget and beginner-friendly is flyers. By including a critical mass of evasive creatures, you can soar right past blockers for the win. Some cards that synergize with such a plan include Watcher of the Spheres . Empyrean Eagle , Skycat Sovereign , Jubilant Skybonder , and Sephara, Sky's Blade . Then, you can choose to either go wide or go tall. Wide means add more token production like Midnight Haunting and Migratory Route . Tall means add more bombs like sphinx ( Azor, the Lawbringer , Isperia, Supreme Judge , Unesh, Criosphinx Sovereign , etc.) or angels ( Angelic Arbiter , Avacyn, Angel of Hope , Lyra Dawnbringer , etc.). Not all of the aforementioned cards are budget but it's easy enough to find cheaper alternatives. If you're playing with a casual (legacy) card pool, EDHREC can be a useful resource for finding cards that fit within an archetype. 60-card decks generally want to be faster than their EDH counterparts, but that really depends on how competitive your meta is. Here's the page for Azorious Flying BTW: Azorious Flying Theme | EDHREC

Fenga on Flight Club

4 months ago

HyrdaDOOM666: Skycat Sovereign and Pride of the Clouds (preferably the latter) are definitely on my radar, and will probably be my next addition. Perhaps Staggering Insight could be another target for Zur the Enchanter to fetch. Lord_Olga: It's not uncommon to not see my enchants in games. I guess the sensible thing to do would be to bump up Favorable Winds , but personally I just like Zur the Enchanter . I completely agree about Jubilant Skybonder , it's kind of just there at the moment because I have it. As for Mausoleum Wanderer , at first I also thought it was a bit iffy on paper, but in testing it's been surprisingly good. I put it in as a 1 drop flyer, but actually the counter ability has been much more useful than I would have anticipated. Don't forget, Empyrean Eagle and Favorable Winds buff it and its ability as well. Pilfering Imp is a good suggestion, but I'm not so sure about paying 3 times the cost for the Duress ability. It would mean I'd have less chance to snipe a problem card before dropping something important, which is why I'm playing it. I'm a bit confused about Watcher of the Spheres being maxed. Personally, I was thinking of cutting it altogether. Assuming I take out Jubilant Skybonder and Zur the Enchanter , that only leaves 3 Empyrean Eagle which benefit from the cost reduction effect. At that point, mightn't I as well just replace him with Pride of the Clouds ?

Anyway thanks for your suggestions

HalbrechtHalbrecht on Blue Ectoplasm

8 months ago

+1 for spirits!

Alright. So my main concern with this deck is that you have nothing to do on turn 1 and very little to do on turn 2. Conversely, you have over half of your spells vying for turn 3. So my main recommendation would be to convert some of your CMC 3 and higher spells into 1 and 2 drops. I know you purposefully stuffed the 3 CMC slot for Drift of Phantasms' transmute ability.... but honestly, you don't need a LOT of cards at 3 CMC for the transmute to matter. You just need the most important cards (notably, Drogskol Captain). Quality vs quantity. :)

So some nominations!

I'll be blunt on this topic: 20 lands (or even 21 lands counting the double-faced one) is not enough for a deck with these mana requirements. I'd recommend 23. A synergistic land to consider is Moorland Haunt. Since you're primarily blue, the colorless mana shouldn't hamper you too much, and importantly, it gives you a mid- to late-game mana sink that makes creatures out of removed spirits. (Wait.... Is that like giving a second un-life to a being that was the second life of a prior being???)

Another possibility is Celestial Colonnade. It doesn't make a spirit, but a 4/4 flyer is still formidable, and it'll get pumped by Empyrean Eagle. The land also produces both colors of mana, which is nice.

Whichever you choose, I'd only add 2x.

  • Mausoleum Wanderer is on-board countermagic. As you play your anthem effects like Supreme Phantom, the Wanderer will naturally get bigger and make it harder for the opponent to pay the cost. But also, when combined with flash spirits, its power can grow out of nowhere, making the calculations not in your opponent's favor.

    Now, the downside to an on-board counter is that the opponent knows about it.... but is that actually a complete downside? Unless you're playing against experienced players, an opponent will often durdle and hold back out of fear of your counter. Which is, in effect, allowing you to "cast" the counter for free every single turn that they DON'T play the thing they're worried about you countering. Now, a good player will "bait out" the counter so that they don't have to worry about it anymore.... but that still sometimes means they're playing suboptimally. In addition, the Wanderer will also attract their removal spells, meaning your anthem effects and other important spirits are safer. And you're fine trading a 1 mana spirit for their removal spell!

  • Not as awesome, but Spectral Sailor has the important Flash mechanic, which is especially good when it only costs 1 mana. This can be anything from a surprise blocker to a buff for the Wanderer's countermagic to a surprise tap-down with Nebelgast Herald (which is extra good against decks with hasty creatures). Finally, it gives you a mana sink if the game goes long and you need to draw some cards.

  • Speaking of drawing cards.... the weakest of the bunch is Dreamcatcher, but since you'll be casting spirit spells all game long, there'll be plenty of chances to trade in this early game blocker for a new card whenever it seems best.

  • I would replace Geist of the Archives with Kaijin of the Vanishing Touch. Yes, it has 1 less toughness, but it's 1 mana cheaper than the former, with a potentially more potent ability (gives a small amount of bounce!), and that toughness will easily rise with all the anthem effects you have.

  • Not a new recommendation, but I would run the full playset of Supreme Phantom. The anthem effects will be the key to sealing your victory. I would replace your 2x Mindshrieker with the Phantom, since you don't have enough top-deck manipulation to make Mindshrieker reliable.

  • Spell Queller is an amazing sideboard card. It can replace one of your counterspells, and notably it "counters" uncounterable spells. Yes, the opponent has a chance to get the spell back, but combine Queller with Drogskol Captain, and good luck with that!

  • Geist of Saint Traft doesn't have the acclaim he used to, but I still like him, and combined with p/t boosts, he likely won't die in battle. And he always brings a 4/4 buddy with him! (Which also gets buffed by Empyrean Eagle). The hexproof also makes him hard to remove.

  • Probably another sideboard card, but Kira, Great Glass-Spinner is a very strong tax against removal-heavy decks.

  • Callow Jushi  Flip: Probably not as good as the other counterspell options, but kinda fun! Note that you don't have to flip him with just 2 ki counters on him, so you can save up the ki counters until the more crucial turns of the game. You can also have one flipped with a couple ki counters while you build up another one, because the legend rule doesn't apply until it's flipped.

  • Anthem effects: Like with Supreme Phantom, I see no reason not to run the full playsets of Drogskol Captain and Empyrean Eagle. The hexproof provided by Drogskol Captain is particularly important, and he would be my first two things to transmute for.

I already mentioned Geist of the Archives.

I also already mentioned Mindshrieker, and for a similar reason, I don't feel Callous Deceiver is good in this deck. Without anthem effects, the best it can be is a 2/3 flyer for 3 mana.... not that great. Its abilities don't help with anything else in the deck.

Another 3 drop I'd cut is Uninvited Geist  Flip. Its skulk ability doesn't synergize well with anthem effects, as pretty soon most creatures can block it. If it started as a 1/1, skulk might be better.... but then it's 3 mana for a 1/1 that takes 2 turns to transform into an unblockable 3/3. Eh. It also doesn't have flying for the Eagle to buff.

As to higher CMCs, I'm personally not sold on Dungeon Geists. Maybe you have good luck with it, but I'd rather have 4x Nebelgast Herald and cheap flash spirits than the 4 drop.

I'm loathe to suggest cutting Celestial Messenger because I know you like your Yanling package.... but honestly, the Yanling package will work without this over-costed spirit. It's 4 mana for a 4/3 flyer, IF Yanling is out.... and that's it. The only thing it's got going for it is that gorgeous art. Too bad it doesn't have mechanics to match.

Curse of Echoes's inclusion confuses me. If you like to play multiplayer games, this card can actually be BAD (you might not want your other two opponents getting copies!). But even 1v1, it gives too much control to the opponent. First, they have to have a deck with enough instants/sorceries to matter, so at best this would be a sideboard card. But even then, they can play around it too easily by not casting any devastating spells until they've found a way to deal with it.

Also not sold on Sturmgeist. At best it's an 8/8 flyer, but that's if you can keep a full grip of cards. But aside from Mu Yanling, Sea Gate Restoration  Flip, and Sturmgeist itself (4 cards total), you have no ways of refilling your hand. More likely it'll be a 3/3 or 4/4 flyer that sometimes draws you a card. Not that great for 5 mana. Doesn't feel like the right deck for it.

Keiga, the Tide Star: While stealing a creature is fun, Control Magic-effects usually cost less (4-5 mana), and with Keiga, you don't even get the effect until Keiga dies! If you want this effect in the deck, there's other more efficient ways to achieve it.

Finally, at the top of the CMC charts is Sea Gate Restoration  Flip. And hey, if it's a pet card, keep it. But hear me out on my concern. As stated above, this deck isn't designed to draw cards, so by the time you have 7 mana (turn 8-9), how many cards do you think you'll have left in hand? I'd bet 2-3, assuming you've been playing out cards on curve. So you'll draw 3-4. Is that worth the 7 mana? That's up to you, but since the going rate on a base draw effect is 4 mana to draw 3, you should be drawing more like 5-6. (This is also comparable to Mind Spring, which would draw you 5 for 7 mana.)


P.S. I am gonna go ahead and state this for the record: Your hunch that the 3-turn idea won't pan out so well is sadly going to be correct. It involves skipping a turn and getting a planeswalker to a (scary) ultimate — the former dangerous, the latter near impossible. It would be easier to spend 1 less mana and cast a 5 CMC extra turn spell or two. That said, the idea of taking THREE turns in a row IS truly fun, so by all means, play around with it until you tire of the strategy!

I know that was a lot of words to convey a few additions and cuts, so it was probably easy to get lost in it all. Here's one possible updated decklist; use the explanations above to season to taste!


Cut

-2 Mindshrieker
-2 Geist of the Archives
-2 Uninvited Geist
-1 Callous Deceiver
-3 Celestial Messenger
-3 Dungeon Geists
-1 Curse of Echoes
-1 Sturmgeist
-1 Keiga, the Tide Star
-1 Sea Gate Restoration


Add

+1 Prairie Stream
+2 Moorland Haunt
+4 Mausoleum Wanderer
+4 Spectral Sailor
+2 Supreme Phantom
+2 Drogskol Captain
+2 Empyrean Eagle


Sideboard

+2 Spell Queller
+2 Kira, Great Glass-Spinner

(Sideboard cuts up to you)

I'd personally replace some of the mainboard counters with Spell Queller and Kira, since they're also spirits. But there's obviously pros to running unconditional counters like Dissolve.

I know that was quite a lot, but the more I dug into the available spirits, the more things I came up with! LoL. I hope at least something in all that helped.

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