Fierce Guardianship

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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fierce Guardianship


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

Counter target noncreature spell.

WorldEater_42 on What do you have that I cannot obtain?

1 day ago

Thanks for taking a look fluffyeel !

  • You are spot on regarding mana. I've added a Reflecting Pool and a Scalding Tarn which should help. The new fetchable surveil lands look great for this deck given the graveyard synergies with caging.
  • Mana Crypt and Mana Vault are long term goals for the deck. With some luck we will have some reprints!
  • Commandeer looks like a ball of fun! I am a little worried about my blue card count here but there are several other decks it'll do very well in.
  • I'll have to give Displacer Kitten a try. It would go quite nuts with a haste source and a caged Gilded Lotus for instance. A cage off of Deflecting Swat and/or Fierce Guardianship would also be crazy.
  • Thanks also for the other recommendations. I've had great times with Fact or Fiction in the past, probably time to bust it out again. Force spiking everything with Patron Wizard would also be useful.

Niko9 on WOTC announcement - All Commanders …

2 weeks ago

You know, this is exactly the kind of thing that I really like in magic. Not necessarily the format that this makes, but just wotc doing an event just because it's fun for players, that's something I haven't seen for a good bit : ) I could definitely build something fun out of what I've got laying around and have a good time with this.

That being said, I think it would make a terrible format, but a great event. Imagine somebody playing 5 color Heliod, Sun-Crowned and Walking Ballista combo that could hold up Fierce Guardianship and Force of Will to protect the combo. Or Yawgmoth, Thran Physician with an undying partner for a command zone combo.

I like that it's a fun event, it's a theme that just works great for me, and I don't know, I think it's kind of nice to see wotc saying to players, fun is playing the game, after so long of them saying, fun is buying the game.

Niko9 on Are Free Spells Becoming Too …

3 weeks ago

I think the flares will probably be less powerful than Fierce Guardianship but decks will have access to both, and it does feel very snowballey in nature. It's like, Monologue Tax is much worse than Smothering Tithe but many decks can just play both.

My main problem with 0 cmc interactions is that having a lot of them makes board assessment less and less possible. You could usually look at somebody tapped out and say, well, at most they have one Force of Will so odds are they don't have it, but when there are enough 0 mana interactions in enough colors, it becomes impossible to reason out your best plays.

Part of me thinks that the problem stems from how relatively limited bans are in commander. The RC really wants to have rule 0 do most of the work, and then by having a lot of probably problem cards in the format interaction becomes a premium, and then wizards uses it as a selling point. Hey there are new 0 cmc interactions, or better board wipes, or new tax or punish effects like Orcish Bowmasters. They are kind of bandaids that aren't anywhere near as needed in other formats because they are much more active in bannings.

Personally, I worry about these new cards, just because I'd much rather play a format with too many problems rather than too many answers. Like, I can think, I should run more artifact removal or something, but I can't think, oh I should not play big spells whenever people might have free counters if there are too many free counters.

DemonDragonJ on Are Free Spells Becoming Too …

3 weeks ago

In the early days of the game, spells that could be cast for no mana were supposed to be a desperate last resort by incurring a cost other than mana, but, in recent years, free spells have become very powerful, such as the free spells from Ikoria Commander (most notably Deflecting Swat and Fierce Guardianship) and the flare cycle from the upcoming Modern Horizons 3, so I wonder if free spells are becoming too powerful.

What does everyone else say about this? Are free spells becoming too powerful?

As a side note, I severely dislike that the flare cycle requires sacrifice of a non-token creature, as not all colors excel at creature recursion.

rckclimber777 on Build a Deck with Me …

3 weeks ago

Sometimes when I'm deckbuilding, I focus less on the commander and more on an interesting concept/combo that I want to use or exploit. This is the case with one of my favorite decks in my profile and actually one of the first commander decks I ever built. This deck began years ago when Magic finally started caring about the EDH format. It was a more simple time then, Rhystic study was $1.27 (exactly the price I paid for mine over 10 years ago), Cyclonic Rift was a bulk rare, and demonic tutor could be found for $10.

The combo that I was interested in was Palinchron and Deadeye Navigator. The latter was my favorite card at the time and is still one of my favorites. It was a great tool and with all the ETB effects that were out around then it was an underrated and uber powerful card. In fact, the entire blink mechanic was and is a very powerful strategy.

When I built this deck, I played a few times in shops and was quickly told that edh is a casual format and interaction of any kind is not fair (was told this by a land destruction deck...) So this deck is definitely more on the competitive side, but it would be the distant fringe of cedh. Alright with that let's get into it.

Initial thoughts

So we have a combo that we like Palinchron and Deadeye Navigator, but we don't even have a commander yet and going mono-blue seems not great, so we want to figure out what color(s) to add and what commander to choose. In a combo deck, there are generally three things that I like to make sure I include beyond the normal ramp, and card draw. That is redundancy, the ability to tutor up my combo pieces, and ways to protect my combo. So when thinking about tutoring up my combo pieces, I generally like to have the best tutors. Those are in black. So things like Wishclaw Talisman, Demonic Tutor, Vampiric Tutor and Imperial Seal (if you have money to burn or your playgroup is fine with you proxying the best cards so you can obliterate their precons j/k I proxy all my expensive cards and put them in a binder in case someone has an issue).

So we have Blue and Black and we can certainly add another color if we wanted to, but at the time I liked Dralnu, Lich Lord because Snapcaster Mage was in standard and flashback was cool. So I stuck with it when I revamped it, but decided that I wanted something that could ensure I can protect my combo from any threat and then also use it to win if I wanted to. The answer came in the form of Ertai Resurrected. He can counter basically anything from spells to activated abilities (which will come in handy) or he can take a threat on the field at the cost of letting your opponent draw a card.

So now that we have our commander, how to build the deck?


Combo decks need redundancy. If you don't get your two cards or one of them gets exiled, you need a backup plan, or scooping is your only option. Fortunately, there are some great redundancies here. We have Ghostly Flicker and Displace. Both of these will blink your creatures (ghostly flicker will also blink artifacts). Displacer Kitten can be helpful too, but I don't own it and it is a little more chaotic than I need it to be. Palinchron is great because you can return it to your hand and potentially play it again and create infinite mana through the use of High Tide, but a similar combo that has added benefits is Peregrine Drake, Archaeomancer, and Ghostly Flicker. This bounces both the drake and the archaeomancer untapping 5 lands, and returning ghostly flicker to your hand. Rinse and repeat for infinite mana. Archaeomancer also will help in returning key counterspells and tutors to your hand. Nothing like doing double duty. Mnemonic Wall and Great Whale also fit here. The great thing about this combo is that each component is useful in and of itself. Bring out your Great Whale early untap some lands and do some other stuff or play out the rest of your combo with the untapped lands. Cast Archaeomancer to grab a used tutor for another combo piece.

One note here, if you get Peregrine Drake (or one of the other two) paired with Deadeye Navigator and you generate infinite mana you can now draw your deck with Ertai as commander: Step 1: Bounce Deadeye, when he enters don't soulbond with anyone.
Step 2: Cast Ertai, don't choose anything or if you want kill one of your opponent's creatures. It doesn't matter.
Step 3: Soulbond ertai and deadeye. Step 4: Bounce Deadeye and while that is on the stack bounce Ertai. Step 5: Ertai enters the battlefield counter the Deadeye bounce on the stack Draw a card Step 6: Soulbond ertai and deadeye again rinse and repeat. Draw as many cards as you need. Which means draw until you find your wincon.


Since this is an infinite mana combo we need something to use all that mana. Obviously the activated ability on deadeye is great, but we need something to actually win with. I went with Commander's Insight and Blue Sun's Zenith. Both of these cards are useful even when they aren't being used to force your opponents to draw their cards. Blue Sun's Zenith works nicely because once you cast it goes back into your deck, which I showed above you can draw as many cards as you need so you cast it once, put it in your library draw again until you find it, cast it again on the next opponent, then again. You can also tutor them up or bring them back from the graveyard with the tutors or the archaeomancer/mnemonic wall from earlier. I like this more than straight damage, because if you don't have infinite mana these cards will still draw you cards.


This is a fairly simple step, we need some good tutors. There are a number of good choices in black so I won't belabor that too much. I don't have some of the standard ones and feel like the deck performs fine with the ones it currently has. I do have a Tribute Mage in the deck because nearly all my mana rocks are 2 mana and so is Wishclaw Talisman. I found that the consistency with the deck is vastly improved by being able to tutor up my ramp. Also with deadeye I can bounce it multiple times and get more rocks or the talisman.

Protecting the combo

So I needed to figure out how to protect my combo and do so in a way that is flexible or can be used as needed. So Counterspell. Honestly, this part was fairly simple, most blue counter magic is here. Only reason Fierce Guardianship isn't here is because I don't have it. Other than that we have the typical cards here Force of Will, Mana Drain, Cyclonic Rift, Force of Negation, Pact of Negation, etc.

I also have a couple other standouts. Venser, Shaper Savant is great here as it can be bounced with Deadeye Navigator to essentially boomerang my opponent's board and all their spells. Ertai Resurrected also protects the combo and with deadeye becomes a nice repeatable counter/removal spell.

glen_elandra_archmage can be bounced when she has her -1/-1 counter allowing her to be used again and again to counter noncreature spells.

Typical stuff

There is a lot of ramp in the deck, so Mana Crypt, Sol Ring, and other mana rocks including some larger ones like Gilded Lotus and Basalt Monolith to really get the ramp going, the sooner you can get to 7-8 mana the sooner you can combo out.

For card draw some key performers here are Rhystic Study, Black Market Connections, Phyrexian Arena, The One Ring. Mystic Remora. In my initial hand I want to have 3 lands, and one of these/tutor to find one or I typically mulligan.

Special notes

A couple other cards deserve mention here. Time Stretch and Time Warp. These are both repeatable with Archaeomancer and Mnemonic Wall and I can honestly say that if I'm able to resolve either of these, it is unlikely that I'm going to lose, especially Time Stretch. With the ramp in the deck or a well timed Dark Ritual/High Tide I can play this fairly early and get a huge advantage.


Since this deck tends to be fast, you don't want lands that come into play tapped, so this deck uses fetch lands, shock lands, and duals that have the ability to come in untapped. (there are a couple that come into play tapped, but they are fetchable so I fetch them only when I know that I'm not going to be able to use the mana and only on an opponent's turn.)

I've had this deck for a while and it performs far better than any of my other decks. It always presents interesting lines that if followed will lead to surprising victories. As always let me know what you think in the comments and if you have a commander in mind that you want to see me build put it in the chat.

Here is the final decklist: Unlimited Power!

legendofa on Seeking Advice for Lazav., Dimrir …

1 month ago

Welcome to the club, Danutercisd!

For being a first deck, I'm impressed to see the Mana Crypt, Cyclonic Rift, Fierce Guardianship, The Meathook Massacre, Underground Sea... I'm going to guess that budget isn't a major constraint here.

One of my pet cards for this sort of thing is Geth, Lord of the Vault. It offers milling, reanimation theft for creatures and artifacts, and a pretty big evasive body.

If you like instant-win combos, both Bloodchief Ascension and Duskmantle Guildmage set up full-deck milling and lots of damage with the Mindcrank in the deck.

Another suggestion is to diversify your copy/theft effects. There's a lot of ways to copy opponents' creatures, but you can take them directly with Control Magic, Beguiler of Wills, and similar effects, steal and copy spells with Talent of the Telepath or Twincast, or yank something from their deck with Praetor's Grasp. You opponents are probably going to be doing things beside throwing creatures around, and being able to react to different threats and take advantage of different opportunities is always good.

Profet93 on Blinking Contest

3 months ago

KCisSICKnasty +1

Deck is SOLID AF. Given your deck is very reliant upon your commander, do you feel you have enough ramp to bring him out quickly enough? Mind Stone might be a potential consideration to increase your artifact count that could bring him out more quickly from 5 to 6. Maybe swapping out commander sphere or better yet, desertion? The former is great but doesn't bring your commander out sooner. The latter is fun but holding up 5 mana and being restricted to only getting creatures/artifacts, one that might not have synergy with your overall plan might not be ideal.

Maybe Mother of Runes? - Protection

How has Inventors' Fair been treating you? Given you have about 14 artifacts or so, do you trigger it reliably? Perhaps maybe swap it or even the exotic orchard which doesn't necessarily tap for your colors for Blinkmoth Well? Blinkmoth can mess with opposing artifact synergies and most importantly, make your Static orb one sided.

Fierce Guardianship in your maybeboard seems amazing given it can protect your commander at 0 cost, since your reliant upon your commander. Maybe even a Rhystic Study or even a Smothering Tithe for some good value?

^EDIT: I missed your $ exclusions regarding fierce gaurdianship

I would love your thoughts regarding your thought process. I'm scared to ever come across this deck.

Profet93 on Numot: Leave. Everything. Destroyed.

3 months ago

Weirdly enough, I didn't get a notification of your comment or upvote. The site is acting up so I might not see replies even though I am subscribed to the deck.

My bad regarding the color mixup. Perhaps a Magus of the Moat given that moat is too expensive? It is expensive and easily removed so perhaps not, but worth mentioning.

Why is teferi's ile the MVP?

What is the purpose of capsize? Would you not be better suited with a (free) counterspell such as Fierce Guardianship/Deflecting Swat? Perhaps I'm missing it.

Other cards to potentially consider....

Sunder - Not MLD but instant speed and accomplishes a similar effect

Smothering Tithe - Ramp

You mention Teferi's Protection in your description but I don't see it in the deck, perhaps it was in a previous version.

Overburden - Accomplishes a similar goal

Torpor Orb - To stop ETB effects like Bane of Progress. I know you have humility which is super strong so this might not be needed, but it's cheaper and easier to cast. Could be redundancy, sort of.

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