Fight as One

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Legality

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
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fight as One

Instant

Choose one or both —

  • Target Human creature you control gets +1/+1 and gains indestructible until end of turn.
  • Target non-Human creature you control gets +1/+1 and gains indestructible until end of turn.

Arsienic on BUG - Modular Historic - Arena build

5 months ago

You are absolutely right, The creatures are a huge part of the deck and protecting them is a something I'm realizing I lack. On the other hand, Do I need to protect All of them? in this deck (as I'm sure anyone looking at it is aware) a strong source of power is creatures dying and multiplying their counters on to other creatures, often to get a close win. With this in mind, I have a couple of thoughts:

  • First adding more/any mass protection. The suggestion to add Teferi's Protection is amazing at this, ensuring to make sure that nothing dies as a result of my opponents actions and putting the control of when/how they die in my control. I can definitely see this helping, but I think I can do more.

  • My second line of thinking is, if I want my things to die and my opponent is doing the work of killing them for me, can I use specific creature protection to turn board wipes into net positive interactions. (I.e. using Fight as One to only protect Hangarback Walker and maybe Metastatic Evangel ensuring that the board wipe will only stand to make walker an even bigger threat). I do see that this plan is very ineffective against exile based wipes, and teferi's is, again, a great option I'm going to add!

I think somewhere between these two thoughts of protect everything, and charge the win-con with my opponent's removal is the base of what's going to become my sideboard. I really want cards I can use to protect my creatures into game ending resets, but I also want cards that can, for low mana, protect a single target.

again, thanks for the feedback! and any card suggestions, especially with all the new stuff out, are appreciated!

Arsienic on BUG - Modular Historic - Arena build

5 months ago

oof reading the card explains the card: replace Brave the Elements with Fight as One, as brave the elements just doesn't work there lol.

Dana_in_Love845 on Spellbook of Light

1 year ago

It is??? Why isn't it marked red then??? Aaaaaa

Probably... The problem really is trying to take something out for it... Probably Fight as One if I had to, but that's still a hard choice.

GangstaFranksta on Heroes of the Weatherlight

3 years ago

I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.

I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.

These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.

There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.

Real quick, I notice the deck doesn't have much draw. Consider adding something like Beast Whisperer or more expensively Mangara, the Diplomat.

Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.

Hope this helped!

darkmus on Serra's Descendants, competitive Angel Tribal

3 years ago

Glad to hear that at least it went a bit better. Yeah, testing and specially learning the matches would does wonders for not tier/meta decks.

I don't think they are worth it but if there is so much removal maybe you can check Gods Willing, Fight as One or Ephemerate as protection.

Oh! you are right, I shouldn't make recommendations from the top of my head without checking first. xD

ChrisHansonBiomancin on Boros Magecraft

4 years ago

I've been playing around with an idea like this a bit. Fight as One has been very good in my playtesting and could maybe replace one of your color protection effects here, as you have 11 of them so it might be nice to diversify your protection effects with some indestructible.

Also I feel like magecraft decks probably need those cantrip cards to have enough gas to make it over the finish line, so Defiant Strike and Crash Through are probably the best options in these colors. I've also found Conspiracy Theorist to be a nice sidekick for the magecraft dudes as you can just tack on one mana to any spell to draw an extra card per turn and keep those magecraft triggers coming, and between all the pump and protection effects it should be pretty easy to keep him alive. Keep in mind that his ability will still allow you to cast either half of Adventure cards if you discard them.

TheVectornaut on Heroic white Soldiers

4 years ago

Strive is an excellent way to ensure you're not missing out on heroic triggers on your other creatures when spells inevitably get diverted to Phalanx Leader . Launch the Fleet and Ajani's Presence are the best two options in white. If you don't mind running nonhumans, Vanguard of Brimaz and Tethmos High Priest could make Fight as One viable instead. More generic instant/sorceries could be Gird for Battle , Hope and Glory , and Tandem Tactics . Finally, if you prefer the Hero of Iroas , Kor Spiritdancer type of play, Spirit Mantle + Daybreak Coronet is a great way to push damage and Karametra's Blessing is a nice trick.

ChronoCyrus on

4 years ago

Fight as One

Check out my Ghired deck

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