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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- Can Gerrard, Weatherlight Hero's ability be used even if it's not exiled?
- Would Gerrard go back to my hand?
- What happens when I recurr celestial gatekeeper while its death trigger is still on the stack?
- If I target Gerrard, Weatherlight Hero with Kaya the Inexorable's +1, will his triggered ability still work?
- Does Hofri work with Gerrard?
Gerrard, Weatherlight Hero
Legendary Creature — Human Soldier
When Gerrard, Weatherlight Hero is put into the graveyard from the battlefield, exile it and return to the battlefield all artifact and creature cards in your graveyard that were put there from the battlefield this turn.
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BruhYouFarted on Does Hofri work with Gerrard?
6 months ago
let's say I have Goblin Bombardment, Hofri Ghostforge, and Gerrard, Weatherlight Hero on the battlefield. Sac Gerrard to Bombardment. Dies trigger on Gerrard and Hofri go off. Stack Hofri's first, Exiling Gerrard "under" a spirit token. With the Gerrard trigger still on the stack, sacrifice the "Gerrard Spirit", putting Gerrard in the bin. With this sequence of events, would the Gerrard that we just put into the bin be reanimated with his own trigger from him dying?
TLDR: Does the game remember which cards are put into a graveyard from the battlefield even if they go into exile and come back (switch zones)?
FolkOccult on Sheoldred, Rising Dead v2
7 months ago
Boxfish Hey! I hope you had a wonderful weekend. I finished up a series of decks I had been working on just recently; saw I had some notifications regarding this deck and the new additions are beautiful! Necrotic Ooze can lead to a beautiful toolbox of effects. Especially if you pop a Viscera Seer or Woe Strider which pop up in a ton of sac engine decks; or to become a mana dork or combo piece if anyone runs artifact dudes. Heck Yeah!
Another speed tidbit, you might find something like Bloodflow Connoisseur slightly more efficient than Phyrexian Broodlings, but they are cute and flavorful.
Graveyard hate is. Rough. It feels rough when you don't have answers for it. When it's creature-based, great. Black mana is excellent for resolving this. But when it comes to destroying enchantments. Black struggles. Realistically it's just easier to make your opponent sacrifice them, which isn't often simple with some mono Black strategies. I wish I had useful advice for such endeavors. It's namely just suffocating out your competition with value you so you can lock them out, or answer their plays; and you've got plenty of answers that's for sure.
Be sure to keep an eye out for Dominaria United this September. It features a new Sheoldren card and a Phyrexian Invasion on Dominaria. I look forwards to using what comes out to make a flavorful Phyrexian-only Yawgmoth, Thran Physician deck to play against a Weatherlight Crew deck, Sisay, Weatherlight Captain I've been slowly making. Every card featured from a set specifically referencing the Weatherlight Crew and its characters (likewise for the Yawgmoth deck). So that I can recreate Yawgmoth's Vile Offering where Gerrard, Weatherlight Hero brings Yawgmoth Urza's head, as promised and depicted in one of the Phyrexian Arena arts. Gerrard betraying this promise uses Urza's head (still alize, magically) to use the Legacy Weapon in an attempt to defeat Yawgmoth once and for all.
wallisface on Burn life gain flyers and stuff
10 months ago
always aim for a 60 card deck. 65 might not seem much over, but it’s a concession that will lead to a weaker deck.
aim to play playsets of the cards that are inportant. Playing loads if 1-of cards will just lead to a super clumsy/inconsistent deck. After lands, you shouldn’t have more than 10-11 different cards in the deck (most cards should be playsets, unless there’s a huge reason not-to)
your mana curve is waaaay too high. Generally speaking, modern decks can’t justify running more than 4 cards (1 playset) costing 4-mana, and run nothing above this. You have a whopping 18 cards costing 4-or-more mana, that’s waaay too many, and will lead to very slow and clumsy hands.
try not to over-value lifegain. Gaining life on its own is one of the weakest mechanics there is. Unless there’s some massive payoff for having all that extra life, it’s just not worth it.
You have a few cards not legal in modern: both Anya, Merciless Angel and Gerrard, Weatherlight Hero aren’t modern legal.
Guerric on Rhythm of War
10 months ago
Hi Doc_Hoss! It makes me so happy to see this! Trynn and Silvar are some of my favorite commanders, and are deeply underrated. I haven't had a chance to write a full primer for that deck yet (though I do have a detailed description), but the list is here-
Time for a Scooby Snack!
Commander / EDH
SCORE: 3 | 161 VIEWS | IN 1 FOLDER
My engine in the deck works incredibly well (I play it a lot, and have made lots of refinements) and consistently puts up threat and draws cards, sometimes without even casting the commander. The key to understanding them is that they lead an aggro deck and a humans tribal deck. While there is an aristocrats subtheme they aren't a total aristocrats strategy, and while they generate tokens they aren't a token deck. Ideally in this deck tokens are mostly fuel for drawing cards and making Silvar indestructible, and the aristocratic elements are a good deterrent to board wipes. I also find that they work well with an indestructible subtheme. Eldrazi Monument, for instance , is an all-star card here. We can always make tokens to fuel it with Trynn if no one else, and it protects our pieces while getting them all through for damage. It's also key here to protect our board state with cards like Eerie Interlude, which can even save us from Cyclonic Rift style board wipes or other pieces that recover our board like Gerrard, Weatherlight Hero and Haunting Voyage, or other indestructible effects. I'll give your list a more detailed look later when I have some more time, but those are some general guidelines!
TeyoSelflessProtector on Carole Baskin | Trynn + Silvar
1 year ago
I run a fairly similar deck, haven't put it on TappedOut yet tho. Just a few fun little suggestions that I use, mostly because my LGS is a bit boardwipe happy. Fiend Hunter + Angel of Glory's Rise go infinite. So infinite sacs to Silvar. Whisper, Blood Liturgist is nice for getting pieces back or cheating stuff into play. Gerrard, Weatherlight Hero can let you sac your entire board to Silvar in response to a board wipe. Of course, your list is much more competitive than mine is. Just a few fun little suggestions. Love the deck, and may you draw well.
TeyoSelflessProtector on Isshin: The Mettle of Men
1 year ago
You could also consider Gerrard, Weatherlight Hero, Reconnaissance, Angel of Glory's Rise, and Paladin Class. Makes for some boardwipe resistance, Recon is actually better than vigilance, and Angel of Glory's Rise actually loops with Fiend Hunter with a sac outlet. Lets you commit to your board state with extra reassurance that you don't have to worry about over-committing.
matthew.decara on None
1 year ago
I'm playing a game right now where I have Gerrard, Weatherlight Hero and Kaya the Inexorable on the battlefield, and I'm wondering how Kaya's +1 and Gerrard's death trigger would interact. I'm guessing that the trigger from Kaya would resolve before Gerrard can exile himself, and therefore he would not return anything to the battlefield. (But I'm really hoping I'm wrong!)
seshiro_of_the_orochi on What happens when I recurr …
1 year ago
Let's assume the following: I control a Celestial Gatekeeper that's enchanted with Kaya's Ghostform .
Gatekeeper dies, both cards trigger. I put the Gatekeeper trigger first and Ghostform second. Ghostform's trigger resolves and returns Gatekeeper to the field. The Gatekeeper trigger is next to resolve. As Gatekeeper's ability, similar to Gerrard, Weatherlight Hero 's, doesn't contain the "if you do" wording, I'm assuming I'll still be able to return two birds and/or clerics to the battlefield, although gatekeeper wasn't exiled.
I tried some online-research, but couldn't find too much unfortunately.
Can anyone confirm or deny? Thanks in advance.