Faith's Reward

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Faith's Reward

Instant

Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.

Delphen7 on How to Handle Multiple 'Infinite' …

1 week ago

Player A has Spike Feeder and Heliod, Sun-Crowned.

Player B is playing eggs, and has managed to reach the point where they can loop Pyrite Spellbomb (via Faith's Reward, multiple Lotus Bloom, and Conjurer's Bauble)

Anytime Player B can put a lethal Spellbomb trigger on the stack, Player A can respond by gaining more life. Since both players are technically advancing their boardstates, but the game is going nowhere, what happens?

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

1 month ago

Nice list, Giada, Font of Hope is definitely a powerful commander.

So I totally understand if you're excluding her due to CMC, but Avacyn, Angel of Hope is obviously a thematic fit.

Other than that would you consider something like Faith's Reward? It's a niche piece, but you're very vulnerable to boardwipes and something like that can be a huge save.

Ojallday on Dealing with politics as an …

1 month ago

I have a friend that ran Markov who had a similar problem. Due to the nature of the deck you drop all of your creatures and kill one player. His solution was to transition to a mid-range strategy. Simply put he would cast early game threats to put pressure on other players, but they didn't win him the game or kill a player, so that he could win the game on later turns. Since I don't know how you are losing I'll put forward a few ways players stop Markov decks and how to counter those strategies.

First, are players killing you when all of you creatures are tapped down? Keep some of your creatures back as blockers, this is obvious and the strategy goes against how agro players operate in most formats but is needed in multiplayer environments. Along the same lines are white spells that can untap all of your creatures on other players turns like Battle Cry and Call to Glory leading to fun combat tricks to kill off important creatures and more importantly save your life total.

Second, are players board wiping constantly to knock down your board state? This was the problem my friend had and after two board wipes he would be out of cards in hand with no board state top decking hoping for some sort of Windfall. There are a few ways to counter this which can be focused on individually or can be mixed for similar results. Making it so your creatures don't die is one method featuring spells like Boros Charm and Teferi's Protection. Another is mass reanimation spells like Faith's Reward, Patriarch's Bidding and Living Death. Finally are flexible spells that essentially replace the creatures you lost. Those being Reprocess, Plumb the Forbidden or Village Rites.

Third, playing politics. Like you said there is not much stopping the rest of the table from ganging up on you, you can however influence other players decisions based on how you play and how others at your table play as well. Hold back threats, it's tempting to dump your hand and start swinging but as you mentioned this makes you a huge target. Instead put down a Coat of Arms or another value spell and hold the rest of your mana open for interaction, which leads to my next point interaction. You have some of the best removal spells in the game in your colors like Fracture,Dreadbore, Anguished Unmaking and Swords to Plowshares all of which are great bargaining chips to use as favors for other players, as well as being useful to take care of things causing problems for you. Last of all are less card choices but more how you address the table, having a good pokerface helps a lot with this. At the start of the game address the commanders others are playing and talk to the group about the powerful synergies they employ. Whenever an important combo or synergy price is played by an opponent point it out to the other players and if it's very strong stress it needs to be dealt with, which may incline the other players to use spells on it, reducing what they can use against you and making it so you don't have to deal with the problem. When a Tutor is cast discuss what spell the player could be gettng, this will draw attention to them and away from you. Finally when players address your board shift focus away from it, point out another player with the winning board state or the deck that won the last game. Downplay that you are a threat until you are ready to win the game. Keep in mind you are still an agro deck, so you can always lean into dumping your hand to kill a player fast if the game match up calls for it.

This final section is just general deck construction. Vampire selection: make sure you vampires are doing more that entering the battlefield to create an extra Vampire through eminence. Things like Blood Artist and Viscera Seer give value when opponents interact with the board and thing like Twilight Prophet draws cards. There are also the vampire lords that buff all of your vampires and tokens. Things that have synergy with your strategy are good includes too like Sanguine Bond, Impact Tremors or Goblin Bombardment and go a long way. Finally is "normal" card advantage that doesn't rely on you having vampires out and will shine in the early game as well as add value late game, Greed, Phyrexian Arena and Wheel of Misfortune.

I hope some of my thoughts help you work out a good game plan.

Triton on Tameshi´s Lagging Server

2 months ago

Sun Titan, Faith's Reward, and Second Sunrise would be great for recursion.

The Seals in your commander’s colors, Wayfarer's Bauble, Soul-Guide Lantern, Inspiring Vantage, and Raff Capashen, Ship's Mage are also some cards to consider.

Hope this helps!

Crow-Umbra on Isshin: Mardu for Dummies

2 months ago

No worries! I'm glad you liked my first couple suggestions ACapo18.

I've played my Isshin deck about 5-7 times IRL with some more games on the horizon for this weekend. I think I swapped out Cunning Rhetoric after my first couple of games. In my experiences, it wasn't much of a deterrent, and the cards it exiled weren't particularly useful.

I love Prosper, Tome-Bound; he's one of my recent favorite commanders. I understand how he can be a card advantage engine, but I think him and the other Impulse draw sub-theme is kind of disjointed with the aggro, go-wide stuff that Isshin wants to do. If you needed to, you can likely keep Prosper and Laelia, but Bell Borca, Spectral Sergeant feels kind of out of place compared to the other 2. If you like Impulse draw, have you looked at Florian, Voldaren Scion? He can dig down and pseudo-tutor depending on how much damage you're throwing around each combat.

I can see what you're going for with the creatures that care about Modified status, but I don't think they synergize enough, or have enough support with the rest of your deck to keep included. I personally like Breena, the Demagogue the most (I run her in my own list), but I don't think you're running enough Modified enablers to keep some of the others. That's ultimately your call depending on which ones you like most.

Mirror Box also feels kind of out of place as an anthem effect, since it only helps your Legends. The only other card in your 99 that this really benefits is Rionya, Fire Dancer

Underworld Sentinel also seems really slow for the payoff that it can potentially achieve.

I think if you cut any of those cards, you could likely include a bit more: token productions damage anthems, draw, and board protection. Here are some cards I've played with in my list that I like:

Hopefully these additional suggestions are helpful. Would be happy to keep exchanging ideas if you would like. I have an Isshin primer write-up on my profile where I discuss some card options, in case that's of any interest to you. I've generally found that keeping Isshin's mana curve fairly low allows him to rebuild pretty quickly after waves of removal.

TheNinjaPhoenix on Zabaz, Zabam!

2 months ago

king-saproling Cauldron of Souls is an amazing idea, thanks! I also love Treasure Nabber and Grateful Apparition. Teshar is already on my list of cards to grab for the deck, absolutely fantastic card for this deck.

I'm tentative about Faith's Reward and Second Sunrise only because they're single-use bursts, but I'll consider them for sure. Shifting Shadow is also an incredibly fun-looking card for this deck.

Thanks for your suggestions!

king-saproling on Zabaz, Zabam!

2 months ago

Cauldron of Souls is a neat way to recur Modular creatures. You might like these too: Treasure Nabber (he takes opps' mana rocks, then you can use them and smash them with Zabaz), Teshar, Ancestor's Apostle, Wake the Past, Grateful Apparition, Faith's Reward, Second Sunrise, Tome of Legends, Shifting Shadow

Davinoth on Edgar's Evisceration Station [Vampire EDH]

2 months ago

     Last_Laugh: Lol yeah, usually I put him in the Creatures list, but I threw him in the Enchantments list for this deck as I run so few red permanents I figured he'd almost never be creature.

     Love the idea of Scapegoat! I'd been considering Faith's Reward for wipe protection but hadn't due to the four mana casting cost, but with getting the option to recast my board for more triggers, I feel like this is exactly the versatility I was looking for!

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