Fierce Guardianship

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Fierce Guardianship

Instant

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

Counter target noncreature spell.

ASalesman on Unesh, Ultimate Guide (Tribal)

2 weeks ago

Dominaria Remastered Gave me a couple of goodies! Also I made some subs to favor early game power of the deck rather than greeding the later game. CEDH decks are powerful because they are fast. I want UNESH to play as fast as possible.

I updated the version of Urza's Incubator and High Tide because they have foil prints now! Now just waiting for foil prints of Enigma Thief, Riddlemaster Sphinx, and Fierce Guardianship to have a full foil deck!!

I put Sphinx of Lost Truths back in for Sphinx of Clear Skies because it feels better to draw the 3 cards right away rather than waiting for the attack, even if you do have to discard 3 after.

Vexing Sphinx instead of Argent Sphinx due to lower mana cost, early survivability, and card draw that isn't necessarily reliant on UNESH being in play. Further testing needed to see if the discard from vexing sphinx hurts too much or not.

Mystic Remora instead of Kefnet's Monument. Kefnet's monument always feels too slow for what it is actually doing. It is clearly the lowest powered artifact in the deck. In the two turns waiting to play Kefnets monument, Mystic Remora could draw you several cards. These cards could be the difference between winning or losing, being able to ramp in to UNESH or not, having an additional answer faster than you would otherwise. I had a personal crutch with Kefnet's monument because it fit the theme. However Mystic Remora is the clearly stronger card (and has a foil print for the very first time).

Mortlocke on The Queen's Egg

3 weeks ago

Profet93,

Thank you for the nice words, this is my signature deck of signature decks and have put the most most time (and money...so much money) into building it into what it is today. This deck is forever a work in progress, for as tuned as it is there is always room for improvement - so I always appreciate any and all criticism and suggestions. Speaking of which - Yavimaya, Cradle of Growth and Urborg, Tomb of Yawgmoth are indeed powerful lands - but only within context. The pros don't outweigh the cons with those suggestions in my opinion - I don't run any Beacon of Creation or Cabal Coffers effects so I don't have any way to really "cash in" on these lands past having them fix my manabase. But like you said fixing the manabase of my opponents is the last thing I'd ever want to do, so i'll have to take a pass on those suggestions.

Delay is absolutely wonderful counter magic. Most often i'd end up delaying a turn 2 or 3 Najeela, the Blade-Blossom - which would then be dealt with when it hits the battlefield. Another great play I managed to pull off with Delay was "countering" a Swords to Plowshares that was aimed at my Commander. On my next turn I simply tutored for and cast a Crystalline Sliver. No one managed to cast a board wipe so when the time counters were all removed the Swords to Plowshares simply failed to find. Honestly, I've never been disappointed by Delay and is definitely one of my all time favorites - it always gives me just enough time to dig for an answer.

Toxic Deluge is just an old hold over from my previous meta. Alot of creatures were lower to the ground as most of my friends played combo decks that relied on some key creatures or played with creatures that had reliable methods of gaining protection or indestructible. I used to run Damnation, but I also have a full art foil Damn that i'm considering trying out as well. The verdict is still out on what I should run in that card slot to be honest, but i'm more than interested in your thoughts on what would be the most efficient option available for mass removal.

Once I managed to use Deflecting Swat to target a Expropriate. Obviously this was a late game play, but I knew that the Yennett, Cryptic Sovereign player had something up their sleeve and properly baited out the big spell by tapping out. It also helped that I had a Fierce Guardianship in hand as well in case someone wanted to thwart my plans. Everyone scooped after the swat resolved.

Thanks for commenting on the deck, i'll think more on your suggestions. Happy New Year to you, by the way. Do you have any acquisitions or decks your want to build in 2023?

Icaruskid on The Wizard of Ooze | The Mimeoplasm [Primer]

1 month ago

Profet93 OK I'm trying out Damnation, Fierce Guardianship, and Mystic Remora in place of Toxic Deluge, Miscast, and Compulsion respectively. Good points on all three!

I'm not playing Sol Ring because sometimes I need colored mana over colorless. Also, ever since treasures became popular I'm seeing more mass artifact removal so it's nice to be somewhat insulated from that. I admit that I enjoy deviating from a deck building staple for even minor reasons though.

PinnedPhoenix on Senior Pram - Pramikon 2.0

2 months ago

bjgivesbj - thanks! yeah, there are a lot of cards here which I'd never run with a better commander, Fierce Guardianship, for example. but Pramikon's durdley enough to afford a little leeway, powerwise. glad you enjoyed reading about the build!

Ardees on Gates? Nine Fingers Keene Competitive

3 months ago

If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.

Artifacts: you should be running at least Mox Diamond, Chrome Mox, Mana Crypt, Sol Ring, Arcane Signet, Mana Vault, Jeweled Lotus, maybe even Grim Monolith and Lion's Eye Diamond.,

Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.

Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy

Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).

Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit  Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.

Enchantments: a few staples in the current competitive meta: Rhystic Study, Mystic Remora, Sylvan Library, Burgeoning, Exploration, maybe Abundance and Necropotence

Removals: you could most definitely swap some of your removals for something better and more competitive, such as Force of Vigor, Nature's Claim, Abrupt Decay, Assassin's Trophy, and more.

Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.

If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.

Vorthas on Breya Does Combinatorics

3 months ago

Cards to remove for more interaction, protection, and draw:

Looking at adding the following:

TheOfficialCreator on What Commander Do You Think …

4 months ago

TheSnuggleLord It doesn't violate any site rules at all I don't believe, and as the OP of the thread I am fully comfortable with these conversations continuing; this is exactly the kind of discussion I love to engage in on the site and throughout my exploits as a custom card creator.

I've always been a fan of the notion that we should ban Sol Ring in Commander, simply because there is no good reason why it should remain legal in the format. We've simply bought too much into the notion that things like Sol Ring, Force of Will, and Fierce Guardianship are okay in a format that was originally built to be more casual, especially when cards like Braids, Cabal Minion are banned.

I actually touch on this in one of my in-progress primers ever so briefly, and I think it's important to recognize these effects where they occur.

Commander decks are getting faster and faster, and without some much-needed restrictions on the number of new products, it's just going to get worse.

Necramus on Queza, the Queefer

4 months ago

Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.

Things like:

Arterial Flow

The Meathook Massacre

Dovin's Veto

Spell Pierce

Necropotence

Ghostly Prison

Propaganda

Revenge of Ravens

Damnation

Wrath of God

Supreme Verdict

Time Wipe

Counterspell

Mana Drain

Rhystic Study

Smothering Tithe

Sheoldred, the Apocalypse

Gray Merchant of Asphodel

Vampiric Tutor

Demonic Tutor

Search for Glory

Idyllic Tutor

Enlightened Tutor

Mystical Tutor

Cyclonic Rift

Murderous Rider

Feed the Swarm

Infernal Grasp

Fierce Guardianship

Deadly Rollick

Fateful Absence

Underworld Dreams

Ob Nixilis, the Hate-Twisted

Windfall

Solve the Equation

Baleful Strix

Drown in the Loch

Mana Leak

Professor Onyx

Narset, Parter of Veils

Nihil Spellbomb

Arcane Signet

Azorius Signet

Orzhov Signet

Dimir Signet

Talisman of Dominance

Talisman of Progress

Esper Sentinel

Lion Sash

Swords to Plowshares

Deep Gnome Terramancer

Archivist of Oghma

Teferi's Protection

Teferi, Hero of Dominaria

Teferi, Time Raveler

Teferi, Master of Time

Dig Through Time

Drannith Magistrate

Malevolent Hermit  Flip

Aven Mindcensor

Hushbringer

Aura of Silence

Sea Gate Restoration  Flip

Negate

Sphinx's Revelation

Authority of the Consuls

On Thin Ice

Generous Gift

Ponder

Gitaxian Probe

Brainstorm

Gadwick, the Wizened

The Magic Mirror

Echo of Eons

Narset's Reversal

Swift Reconfiguration

Land Tax

Blind Obedience

Darksteel Mutation

Grasp of Fate

Silence

Farewell

Jace, the Mind Sculptor

You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.

I'd suggest going for some fetches, checks, and shocks like:

Flooded Strand

Polluted Delta

Marsh Flats

Hallowed Fountain

Glacial Fortress

Watery Grave

Drowned Catacomb

Godless Shrine

Isolated Chapel

Deserted Beach

Shattered Sanctum

Shipwreck Marsh

Command Tower

You also have way too many plains right now. Even before you get the lands I just named, you should cut 6 Plains for 4 Swamp and 2 Island.

I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!

Don't tell Rett I gave you so many suggestions XD

-Blake

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