Flawless Maneuver

Flawless Maneuver

Instant

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

Creatures you control gain indestructible until end of turn.

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Legality

Format Legality
Casual Legal
Tiny Leaders Legal
Duel Commander Legal
Highlander Legal
Custom Legal
Legacy Legal
Pre-release Legal
Leviathan Legal
Commander / EDH Legal
Canadian Highlander Legal
Pioneer Legal
Block Constructed Legal
Brawl Legal
Unformat Legal
Arena Legal
1v1 Commander Legal
Standard Legal
Oathbreaker Legal
Gladiator Legal
Modern Legal
Limited Legal
Vintage Legal
Historic Legal

Flawless Maneuver occurrence in decks from the last year

Latest Decks as Commander

Flawless Maneuver Discussion

Last_Laugh on How to play aggro?

3 days ago

Board protection also makes a huge difference. Teferi's Protection, Flawless Maneuver, Boros Charm, etc. can help you overextend safely so you don't become irrelevant and end up in topdeck mode after the first boardwipe.

MoreSizemore on esper control for nick

4 days ago

Take Out: - Merciless Eviction exiles so that will not trigger our boy, Nev.

  • Bontu the Glorified really doesn't seem that good. You dont have a lot of creatures to sack. Sure you could get a bunch from Nev. Its too many conditions needed for Bontu.

  • Emeria's Call  Flip is not the best when it does not even give the very angels it makes, indestructible

  • Winds of Abandon for the same reasoning as Merciless Eviction

  • Mnemonic Deluge is so much mana and you do not even really have any good targets for it. It wont get you an overloaded rift, it can target a board clear but you dont need to do that multiple times

  • Court of Grace seems slow and you will almost never be the monarch probably.

Possible Includes:

jakeyuki12 on Aurelia Weapon of Angels

1 week ago

You already run a copy of Flawless Maneuver. I highly, highly, highly recommend a copy of Deflecting Swat.

Otherwise, the deck seems pretty solid. +1 from me.

jakeyuki12 on Aurelia voltron

1 week ago

So what exactly are you going for with this deck? The title says Voltron, but I'm seeing a lot of stuff that's all over the place. What is your deck's game plan?

That being said, whatever the plan is, I cannot recommend enough copies of Deflecting Swat and Flawless Maneuver. When your commander is 6-cmc you really want to make sure it doesn't get shot, so having these spells will let you tap out to play Aurelia safely.

Heliogabale on First attempt BW

2 weeks ago

I am only saying this because you mentioned this is your first Commander deck: going down the infinite combo route and playing this many tutors will result in very similar games for you. If consistency is your focus that can be a good thing, but if it is your only deck it can get repetitive fast.

I would lose some single effect cards like Hymn to Tourach or Lapse of Certainty and select cards with recurring effects like Court of Ambition and Liliana's Caress.

Fate Unraveler is a walking Underwold Dreams. Rackling is a living version of The Rack.

In most cases, Memory Jar makes all your opponents draw 7 and discard 7 cards when you trigger it. That can be a win for you with the right setup.. I second Bloodchief Ascension as mentioned above, with or without Mindcrank.

Consider adding either Teferi's Protection or Flawless Maneuver. You may want to Invest some space for spot removal like Vindicate and Anguished Unmaking or Despark. As for mass removal, you may find Winds of Abandon more satisfying than Fumigate if you have a board.

Try Children of Korlis with Necropotence and your Commander or Enduring Renewal.You can add recursion that fits your mechanic with Luminous Broodmoth.

Finally, I think you would like Sangromancer. I do.

Hope you find something useful, welcome to the Commander format!

HorrorLegend on Jeska & Kondo EDH

2 weeks ago

The deck looks pretty awesome. Lots of damage in a quick way. Only suggestion I can really think of is maybe Flawless Maneuver and Kamahl’s Will. +1 from me.

jakeyuki12 on Boros Aurelia

2 weeks ago

@king-saproling oh boy you threw out a bunch of cards without explaining any of them. Since you were nice enough to comment, let me explain my thoughts on them.

Short version: I don't like any of them.

Long version: I've already got a good amount of protection spells in my deck, including the two free ones that came from C20, so I don't feel the need for extra protection spells, especially ones that feel rather mediocre like the ones you mentioned. Getting more combats out of them with Aurelia is cute, but still doesn't make them any better than the protection spells I'm currently running (Deflecting Swat, Flawless Maneuver, Boros Charm, Teferi's Protection). Lapse of Certainty feels like it falls into the same category, I think I like Deflecting Swat much better.

The spells that let you either end the turn/take an extra turn but then you lose the game feel a bit too all-in for me. My deck can win just fine without them, and I'm not abusing any sort of combo. I have thought of angel's grace before, but it still feels a bit too situational for my liking. Most of the game it's gonna sit dead in my hand.

I'm not a fan of tap lands, so I actually cut Mistveil Plains from the list (the only tap land I play is Myriad Landscape because it's decent ramp). I also cut Signal Pest from the deck a while ago since it's cute, but not much better than that. Hero of Bladehold has a battlecry effect that's way more powerful. Treasonous Ogre is also way too all-in, and if I want a red ritual-type spell then I would look into Jeska's Will or Neheb, the Eternal or Mana Geyser before I woud consider the ogre. Knollspine Dragon is a cute wheel effect, but it's a whopping 7 mana. When you take a look at my two 7-mana spells in my current deck, they are game-winning powerful. The dragon isn't nearly as good as either of them. Then the big 5-mana damage enchantments I'd much rather have on a creature, which you can see is the case with my list.

So thanks for all the suggestions, but unfortunately I'm not a fan of pretty much any of the cards you suggested in Aurelia.

A55Destroyer69 on general tazri commander in progress

2 weeks ago
some of these cards are control cards, put into an aggro deck. So they may be good in some situations, yes, but in a general circumstance they're more likely to be a hinderance than anything

Wrath of God is an okay boardwipe, but really you don't want to potentially devastate your board AND have to wait a turn to rebuild. Most of the time something cheaper will be better - Pyroclasm if you know you're going to face weenies or RDW or something of the like, or Blasphemous Act for just more general decks. Frankly, Blasphemous Act will potentially be worth a mere most of the time against Krenko or Thalisse even. Plus it hits them as well.

Idyllic Tutor finds you an enchantment, but what enchantment do you need? Again, you're playing an aggro deck so you shouldn't be taking your turn 2 or 3 to set up for later; you should be butting heads with anyone and everyone.

Torment of Hailfire is looking so shady here. It's a mid-lategame card that's meant to be used in tandem with heavy removal and attrition, and you're just chucking it in here as what? some sort of a finisher? Sure, it could be a finisher, but I think it needs to be somewhat built around / synergised with to actually be a viable pickup.

Replace Yarok, the Desecrated with Panharmonicon. cheaper and not colour-reliant. Harder to deal with than just a creature

Rootborn Defenses is to make your stuff indestructible. First off, there's cards that do the same thing for less, and there's even cards that do more for the same price - Make a Stand, Flawless Maneuver, Ready / Willing or even Heroic Intervention. Populate is going to be pretty inconsistent in this deck too, as there's only a small handful of token generators in the deck, so why not swap it out (or remove it, even) for something more efficient

Cinder Glade is a tapland so you might as well replace it with Sheltered Thicket. I think, regardless, switching to Sheltered Thicket will be more beneficial - fetch and eot, on your turn it enters untapped, or it's in your hand and you treat it as you would treat a Barren Moor: cycle if you don't need it, or play if you do.

Jegantha, the Wellspring is 5 mana for a max of 3 mana per turn (estimate). With so few early ramp cards, how do you expect to consistently hit 5 mana on turn 5, 4, even 3? He may be neat, and help you ramp but you need to get him in play first. I just don't think he's worth in this deck. It's a 5-colour deck, but doesn't have a strong mana base. Also an aggro deck, so a 5 mana mana dork will kinda throw off your tempo anyway

Evolving Wilds, Fabled Passage, Terramorphic Expanse, Renegade Map, Burnished Hart, Solemn Simulacrum, Yavimaya Elder, Sakura-Tribe Elder all find little to nothing. Maybe if you add in some more basics, keep Fabled Passage and Solemn Simulacrum but not the others. The reason for these caards is to thin your deck, but thin them from basics, so if you have minimal basics to begin with you're not really consistently thinning (given that the chance of drawing all your basics is exceptionally higher than it would be with, say 10+ basic lands). Fabled Passage and Solemn Simulacrum give, for sure, the highest value so that's why I suggest to keep just them.

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