Ephara, God of the Polis

Ephara, God of the Polis

Legendary Enchantment Creature — God


As long as your devotion to white and blue is less than seven, Ephara isn't a creature.

At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.

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Printings View all

Set Rarity
Secret Lair (SLD) Mythic Rare
Born of the Gods (BNG) Mythic Rare

Combos Browse all


Format Legality
Canadian Highlander Legal
Pioneer Legal
Modern Legal
Vintage Legal
Casual Legal
Highlander Legal
Legacy Legal
Noble Legal
Magic Duels Legal
Commander / EDH Legal
Tiny Leaders Legal
MTGO Legal
Block Constructed Legal
Leviathan Legal
Oathbreaker Legal
Hero Legal
Duel Commander Legal
1v1 Commander Legal
Unformat Legal
Heirloom Legal
2019-10-04 Legal

Ephara, God of the Polis occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Ephara, God of the Polis Discussion

rdean14 on Card creation challenge

4 days ago


Zameck Carom should be:

Choose two target nonland permanents. An opponent chooses one of them, return it to its owner's hand. Put the other on the bottom of its owner's library.

I thought I fixed it.

also, Ephara, God of the Polis...oops

Joe_Ken_ on Gavi, Cycling

1 month ago

Ephara, God of the Polis is good since once you start getting some Dino cats outs you’ll draw during an opponent’s turn then will only need to cycle 1 card to get another which will continue the cycle to the next opponent’s turn.

Mad Ratter and Improbable Alliance synergize very well with the commander since they will make tokens off of the same triggers

SteelSentry on Does torpor orb shut down ...

1 month ago

No, Ephara, God of the Polis will still work under a Torpor Orb. The important part of this interaction is that Ephara's card draw ability is an upkeep trigger, not an ETB trigger, so even though it cares about creatures entering the battlefield, the Orb will not "see" her ability on the stack.

Monomanamaniac on Does torpor orb shut down ...

1 month ago

Ephara, God of the Polis lets you draw a card if a creature entered the battlefield the turn before. Torpor Orb shuts off entering the battlefield triggers. So simply put, does torpor orb turn off ephara's ability? I'm confused because ephara's ability specifically says creature entered the battlefield, but it's trigger is the beginning of the upkeep and not the creature entering the battlefield. I don't think the orb would bother her, a I right?

Joe_Ken_ on Dino Kitty

1 month ago

Ephara, God of the Polis is good since once you start getting some Dino cats outs you’ll draw during an opponent’s turn then will only need to cycle 1 card to get another which will continue the cycle to the next opponent’s turn.

Mad Ratter and Improbable Alliance synergize very well with the commander since they will make tokens off of the same triggers.

SteelSentry on Looking for viable budget aggro ...

2 months ago

With the new normal of degenerate combo and busted value engine commanders, my plan is to come out of this with a lower curve, aggressive deck to put the pressure on the Muldrothas and Atraxas of the world earlier in the game. I have come across two main problems in my brewing, however:

1) A lot of my decks just aren't good enough to beat some of these decks. My perfectly serviceable Ephara, God of the Polis deck could stand on it's own 2 years ago, but now I am constantly run over, and my creature theft deck does nothing against someone who can play Bolas's Citadel and basically win on the spot without creatures.

2) For the life of me, I cannot escape Jund. My 3 decks that are still able to hold their own are mono-, , and . I also frequently catch myself brewing in the Jund colors, and I want to branch out.

The two that initially caught my eye were Daxos of Meletis voltron/tempo, and Adeliz, the Cinder Wind spellslinger aggro. However, while I have seen these generals perform well in the past, I'm worried if they've become outclassed by the precons of recent years. Does anyone else here have insight, or perhaps another (preferably 2 color) commander that will fit the bill for me?

tmitch on

3 months ago

Outlaws' Merriment could also be a good inclusion along the same lines of Assemble Legion as an easy token producer for Ephara, God of the Polis

Boomcat12B on Tuvasa enchantress figuring it out

3 months ago

You have a pretty good base already. A couple of things I notice-

One is your lack of removal. I would suggest 3-5 board wipes (Depending on your meta and how many creatures are played. My meta is high power, combo heavy so I only run 2-3 wipes in most of my decks, but if you play in a creature heavy meta I would suggest running 5)Austere Command, Day of Judgment, and Settle the Wreckage are all good ones, but there are plenty of others out there in white. If you ever get a Cyclonic Rift it is one of the best ones out there. Next I would suggest adding some more single target removal. Around 5-6 single target removal pieces is a good place to be. Beast Within, Krosan Grip, Disenchant, an Return to Dust are all great options. While the enchantment route is not a bad way to go for removal and provides good synergy with your commander, most of them are easily removed, and when they leave the battlefield whatever was exiled comes back. With that said I have found effects like Imprisoned in the Moon and Frogify work well to shut down troublesome creatures/ permanents and usually stick around for awhile for some reason. EDH is a very interactive game and being able to remove threats, or stop someone from going off is pretty big and when you face stronger decks the instant speed removal will be much more valuable than using enchantments to remove threats.

Next I would suggest pumping your ramp up a bit. Looks like you are running around 4 or so ramp pieces, so maybe add about 3-4 more pieces. Kodama's Reach, Cultivate, Dawn's Reflection and Fertile Ground are all good calls. Adding more ramp will improve the consistency of the deck and help speed it up as well as make sure you have your colors. Consistency and speed are big factors in making a deck stronger as well as just making sure you enjoy the deck because it does not shit out on you as often (Being mana screwed/flooded or not getting your colors. This will happen sometimes no matter what you do, just the nature of the game but you want to try to do as much as possible to smooth things out to have it happen as little as possible)

Finally just a few cards I would suggest removing since they add little to the synergy of the deck and or the cmc is just a bit to high for what the card does and what the deck wants.

Thorn Mammoth- It has a high CMC, double green cost and the state based effect is not enough to justify taking up a slot.

Ephara, God of the Polis- High CMC, requirements to get it online, and the card draw aspect is just redundancy the deck does not really need.

Banishing Light- Not a bad card but I would switch out for instant speed removal

Cast Out- same as Banishing

Oblivion Ring- Same as above

Sandwurm Convergence- High CMC, and just does not add enough value to justify a slot. Sure it is an enchantment but for it's cost and what it provides it is really a win more card.

Last few thoughts. Do your best to keep your curve low to help speed the deck up, when you can replace the lands that come on tapped. This helps speed and consistency and honestly the longer you play (And the stronger power levels you get to if you choose to do so) you will learn to say fuck tap lands. I have 9 decks running from super weak to CEDH (I like to be able to play at any power level when I sit down at a table if I am not playing with my main playgroup) and the only tapped lands I run in any of them are lands that provide a huge upside to coming in tapped Mosswort Bridge and Path of Ancestry for example, otherwise tapped lands just slow your deck down and there are better options. Pain lands and check lands are great cheapish alternatives, then of course there are the fetches and shocks and duals and the like but they are not cheap sadly.

Overall your deck is fairly solid and looks good. A few tweaks and changes and it will be even stronger. Here is my Tuvasa list - Little Nicky it is a very strong deck and has been highly optimized to play in high power meta. I run multiple combos, but usually I just load up Tuvasa with a few auras and swing her out. It gets rather dumb quick and I only run a small handful of combat auras, everything else is synergy, protection, and degenerate shit. Feel free to take a look and pull some ideas. Also feel free to let me know if you have any questions on anything I have suggested, or my deck, or just deck building in general. Always happy to help newer players since commander can get complicated and confusing stupid quick. LOL

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