Fierce Guardianship


If you control a commander, you may cast this spell without paying its mana cost.

Counter target noncreature spell.

Azurenere on Why are people calling for …

1 month ago

Don't quote me on this, but I think that there was a foreign version of Xander that got spoiled and had his final ability mistranslated on some sites to be halve all permanents. If that's true, I do understand why people would want it banned if they didn't know the actual text, but even still it seems a bit extreme to ban a card right out of the gate like that.

I would say that Fierce Guardianship was a card that a lot of people thought was controversial when it was spoiled, but I didn't see nearly the call to ban it before it was even released like I've seen with Xander.

It's either a marketing ploy by Wizards to hype it up or people who misunderstand how the card works.

Profet93 on

2 months ago

Jeweled Lotus > Lotus Bloom IMO

Given that 25% of your deck is artifacts, have you considered adding a Cloud Key/Semblance Anvil or even an Ugin, the Ineffable as a cost reducer? Cost reducers are useful on their own or in the combo below...

Cost Reducer + Sensei's Top + Mystic forge = Draw your entire deck.

What is the purpose of Tomb of the Spirit Dragon? Why not add a different utility land like Kor Haven, another mana fixer or better yet Riptide Laboratory? Riptide allows re-use of snapcaster, trinket mage or save your commander.

Sun Titan + Angelic Renewal + Blasting Station = GG. Angelic renewal is useful on it's own, particularly with ETB effects.

Counterspell > Stoic Rebuttal

Crush Contraband seems too expensive for what it does. Potential swaps include....

  1. Fierce Guardianship - Countering for free and bluffing to do so is powerful
  2. Dig Through Time - Help you dig a little further
  3. Mind Stone - Ramp when you need it, draw when you don't. Bringing your commander a turn earlier is helpful
  4. Mystic Remora - Somewhat redundancy for rhystic study. Not needed, but I'm almost always happy to draw this, even late game.
  5. Ancient Tomb - Can hurt, but ramp is ramp and this help a fair bit

Swap Evolving Wilds + Terramorphic for Prismatic Vista/Fabled Passage.

Let me know what you think of each suggestion.

KBK7101 on Getting back

3 months ago

Out of the four, I'd probably go with either Selvala or Brago. I think both of them could be pretty decent, even at a lower starting budget. They've also both gotten some stuff in the past few years that have basically become staples.

Selvala has stuff like Return of the Wildspeaker, Kogla, the Titan Ape, Unnatural Growth and Garruk's Uprising on the lower end and stuff like The Great Henge, Finale of Devastation and Cultivator Colossus on the higher end.

Brago has gotten some great stuff as well. Teleportation Circle, Spirited Companion, Ranar the Ever-Watchful, Charming Prince, Hero of Bretagard and Yorion, Sky Nomad alongside more expensive ones like Thassa, Deep-Dwelling, Agent of Treachery (card is pure evil, by the way), Fierce Guardianship and Lithoform Engine.

richardrorty69 on Mishra's Jank Machine [Primer]

3 months ago

Interesting--I can see how Blood Funnel leaves us more vulnerable to disruption than our other stax pieces.

I've swapped Void Mirror for Dockside, which also lets me swap Pyroblast for Fierce Guardianship. I also removed the flash subtheme, swapping Shimmer Myr for Metalworker and Emergence Zone for Mishra's Workshop. The additional ramp is almost always useful, whereas flash is game state-dependent; if I wanted to play at flash speed I'd want more than just the two flash enablers, though that's probably meta-dependent. I also swapped an Island for Seat of the Synod, which lets us grab a blue source with Tezzeret the Seeker's -0. Finally, I removed Karn, the Great Creator for Cyclonic Rift, which feels more flexible than Karn's narrow stax static.

Mycosynth Lattice and Vandalblast is undeniably cute--honestly I'd keep it for that reason alone, it's just fun to pull off--but if we think of it as an 11cmc two card wincon I think it's worth running in a deck that 1. usually needs at least three cards to win and 2. can't draw cards particularly well. My meta is fairly high-powered but there's only one other combo player so the lack of card draw here can really hurt (I hope that Brothers' War and Commander Legends 2 give us more of that); especially with the extra ramp it can be helpful to force a scoop by blowing up the world.

Speaking of card draw, it might be worth considering Jeska's Will. We're not particularly hungry for red mana, of course, but it can fuel our artifacts and at least I'm hurting for draw fairly often.

What do you think about Imperial Seal vs Gamble? I'm torn on whether taking the card directly to hand is worth potentially discarding a crucial combo piece when we have an unrestricted option. We paint a target on our back when we tutor in combo so the sorcery speed on Seal really hurts but this deck wants to have Sensei's Divining Top out fairly often, which might mitigate the downside.

It's a shame I haven't the room for Deflecting Swat but I'm glad you found it, the card is imo still underrated.

Serious thanks for putting this list together. This is the first combo list that's really spoken to me and I'm having a ton of fun piloting it. Coming from linear, proactive lists like Kaalia of the Vast and Nekusar, the Mindrazer it's a breath of fresh air to have so many real decisions to make every turn.

giveuptheghost on Countering a Card from Exile

3 months ago

Hi, so just a question here, I think I know the answer but I want to be sure.

Let's say I play a Jeska's Will, exiling two cards. Those cards are Submerge and Fierce Guardianship. I cast Submerge and then cast Fierce Guardianship, countering the Submerge. Is Submerge still exiled or does countering the spell allow it to enter the graveyard?

Sorry if this is a basic question, exile/impulse draw is something I have not really built into my decks before and I want to be sure that I don't make a mistake in gameplay. Thanks!

Freeway1312 on Mishra's Jank Machine [Primer]

3 months ago

Addressing a few recent suggestions after some testing:

richardrorty69, even with the deck's reliance on artifact-based combos, I have found Mishra's Workshop too narrow/limiting. Similarly, although I ran Blood Funnel in an earlier iteration of the deck, I took it out because the downside too often came back to bite me. Your mileage may vary, however! It's a fine inclusion.

I think Dockside Extortionist is worth running, and I will likely be adding it in for my next update. Metalworker is a possibility, and may require further testing. Fierce Guardianship and Deflecting Swat are also good suggestions. While they have negative synergy with Void Mirror, I haven't been as impressed with the mirror as I had originally hoped, and may cut it. I am also considering cutting Mycosynth Lattice and Vandalblast as that combo might be too "cute" and slow for this deck. Removing those could open up space for more ramp and better commander and combo protection.

Addressing the Dauthi Voidwalker question, I haven't played as much as I would like since MH2, but Dauthi is a potential problem, of course. While it shuts down our KCI combos, fortunately it doesn't interact with our Bolas's Citadel/Mystic Forge lines. With more and more playable hatebears being printed in recent years, I may end up testing more reactive interaction (spot removal, efficient board sweepers) in future iterations of the list.

I suspect we may be getting some new toys in the Brother's War set later this year, not to mention the next Commander Legends set coming in Q2. The list will likely go through a few rounds of updates in 2022!

Hi_diddly_ho_neighbor on Double Masters 2022 Predictions and …

3 months ago

Some good suggestions here already.

I'd like to see them reprint some of the commander product cards that are way too expensive: Dockside Extortionist, the free spells (i.e. Fierce Guardianship), and Archaeomancer's Map especially. They could even be cheeky about it and say that since it's their second printing, they are "doubling up" the amount of printings in circulation.

Smothering Tithe would be another good one.

Wrenn and Six would be good as well since the card is ridiculously high in price and I suspect the card may continue to climb in price due to their synergy with the new rare land cycle in Kamigawa.

And as always, fetch lands. Just make them a mainstay reprint in every Double Masters/Modern Horizons set.

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