Giver of Runes

Giver of Runes

Creature — Kor Cleric

: Another target creature you control gains protection from colourless or from the colour of your choice until end of turn.

Browse Alters

Trade

Have (2) Azdranax , orzhov_is_relatively_okay819
Want (0)

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Giver of Runes Discussion

wereotter on What are the best defensive …

6 days ago

Dread is No Mercy on a body.

Stormtide Leviathan and Blazing Archon simply say "you may not"

Archangel of Tithes and Windborn Muse both have similar effects that make easier to attack someone else, while Michiko Konda, Truth Seeker and Phyrexian Obliterator drive that point home even further.

But if you want the carrot rather than the stick, there's Edric, Spymaster of Trest and Karazikar, the Eye Tyrant to offer up cards for attacking your opponents instead. And related to Karazikar's goading ability Grenzo, Havoc Raiser can help you keep your opponent open if you're going wide, and Marisi, Breaker of the Coil is that same ability but even stronger as you only need to connect with one creatre.

Platinum Angel and Platinum Emperion make attacking you pointless unless you can also deal with them.

Sevinne, the Chronoclasm make an excellent blocker, and both Angus Mackenzie and Lady Evangela offer fog and fog-light effects on your commmander.

Eight-and-a-Half-Tails works similarly to Mother of Runes if you have the mana to pour into it, and Giver of Runes will protect something else in a way similar to mom.

Pairing together first strike with deathtouch is always a good method too, Glissa, the Traitor has this on her own, but it doesn't take much work for Kathril, Aspect Warper to do the same.

darkmus on Serra's Descendants, competitive Angel Tribal

1 week ago

K0rt Thanks for the in depth suggestions. Yes, is actually working quite well in the new meta, there aren't that many combo decks around now, which are our main "weakness". The Anguished Unmaking vs Vindicate thing, as said before, there are no many Heliod, Sun-Crowned around lately, so yeah, they are pretty interchangeable depending on your local meta. Urza's Saga doesn't tend to be a big problem anyway.

I play Emeria's Call  Flip in the mono white version. In tens if not hundreds of matches I think I casted it like 3 times, and it resolved 1. The thing is we rarely get to 7 lands, and when we do its against control, and by that point they always have counter spells because we have been casting our things with Aether Vial and Cavern of Souls . In the other hand I ended needing to pay 3 life for basically a plain many times. In mono white for sure put 1 in there. But in BW we have enough lands that hurt us. Archangel of Thune is a beast, she steals games out of nowhere. She's a huge finisher. Next to Righteous Valkyrie the reason we are able to win matches. She rarely ETBs and doesn't put at leas 2 +1/+1s on all our other stuff that can attack(if not 4+), that's huge immediate value. Yeah, if she's killed in that exact moment with the trigger on the stack you don't get it. But it happens like 1% of the time, and you can easily play around that playing her with vial or protecting her with Giver of Runes and Shalai, Voice of Plenty . I don't think Angel of Invention is even in the same league as her (in this deck at least).

I've tried Serra the Benevolent and is more or less the same thing as with Emeria's Call  Flip seems great but it ends up adding nothing. the +2 is worthless, we don't tend to have a ton of creatures and our early ones don't have flying. The ultimate the very rare time I got to use it was always in a win more situation in which I had a ton of life anyway. She rarely was able to -3 more than once. Easily 9 out of 10 times (if not more) she ended up just being a 4cmc Serra Angel . And by that point the deck rather have other 4cmc angels that add more, and can be made uncountable with cavern or play at instant speed with vial.

About the side yeah, that is more adaptable to everyones local meta. This thing works super well in general against tribes, basically we excel against Aggro and midrange, do well enough against control and tend to be f*** against combo. So most tribes are easy wins, with the life gain they can't race us and we fly. Elves is for sure faster than us but not a lost game by any means, the thing is I don't she them that often. But if it is a common deck in your area I'll suggest to add 2 Settle the Wreckage , if not I wouldn't add a sideboard card just for a deck which is rare and not such a big threat. The hardest tribal decks are combo goblins and the new elemental deck (that can be brutal, not as a tribal deck, but as a deck in general). Non of them are an autolose by any means, but they ere the toughest ones. Stony Silence is a great card. I had Damping Matrix in the side before and I changed it for Linvala, Keeper of Silence . But in the new meta I am totally going back to Damping Matrix which is a bit of the best of two worlds between the silence and Linvala. Selfless Spirit is another great card, I've had it on the side but I don't seem to find many board wipes lately so I took it out. There is not much control in my area ATM. But another one that goes in and out depending on the meta. The control match up is not easy but it can be grinded up with the help of cavern and vial to cast our things and Giver and Shalai to save them from dying. Also don't over commit. Tends to be a 50-50. Thanks for the great suggestions!

K0rt on White human aggro

1 week ago

A cool take on D&T with a Humans subtheme. Especially like the Ranger-Captain + Mikaeus.

Not entirely sure what Flagstones of Trokair is doing here, it is basically just a basic plains that can make Blood Moon and Drown in the Loch better against you. 18 lands with no cantrips is also pretty risky with all of your three drops, you currently only have about 70% chance of hitting three lands on your third turn, meaning you're going to be playing from behind early a lot without a turn 1 Vial. If your having flooding problems just add more Silent Clearing

I'd also add a single Giver of Runes to fetch off Ranger Captain as seems good for board stalls/control even if it isn't great with the Humans, espcailly since cards like Auriok Champion and Sanctum Prelate is game over for a lot of decks.

Might also want to look at some Sanctifier en-Vec and Drannith Magistrate for the sideboard since your going to have a pretty bad Dragon's Rage Channeler and Living End matchup otherwise

darkmus on Serra's Descendants, competitive Angel Tribal

2 weeks ago

cabal_patriarch I was going to go a bit in depth of why your suggestions don't really fit in this deck, but zapyourtumor gave you a really good answer, basically all your suggestions dilute too much the plan of the deck. I would only ad that I don't like multiple legendaries in a deck, that's why Shalai, Voice of Plenty is a x3. She used to be 2x but since is ability makes her the only possible objective she doesn't tend to stay around for long. Also combos with Giver of Runes making a nice look that essentially makes all my stuff untouchable. Plus she can be used as short of a counter spell with vial, which can be really handy even if you already have 1 in play and you have to sack it. Plus we want as many angel creatures in the deck as possible to trigger all our stuff.

I haven't tried Vault of the Archangel but I don't feel that it would make the cut. Not because of the card itself but because we can't afford more colorless lands because the Cavern of Souls are great, but all our creatures aren't angels plus the 4 instants... So essentially why have in a way already 8 colorless lands. I've tried Nykthos, Shrine to Nyx and Field of Ruin and those showed me that I can not afford more colorless/conditional colorless mana. Also I may be wrong, I don know without trying, but I think that my creatures are relatively to big to have death touch be really relevant, and already gain me enough life to make the life gain redundant. Flavorwise is amazing though, xD.

muzecl on Sram: Advantage is King

1 month ago

Haven't revisited this deck in a while, going to try some of the new toys out :D

Added:

Nettlecyst replacing Sword of War and Peace . Provides us with another body (potentially flash with sigarda's aid) and an extremely relevant ability.

Shadowspear replacing Basilisk Collar . Significant upside with trample instead of deathtouch + having an additional way of dealing with hexproof.

Colossus Hammer replacing Giver of Runes . Honestly? This just seems really fun at instant speed :P

Winds of Abandon replacing Swords to Plowshares . Our enchantment removal seems to do really well, we lack is mass removal- check. Extra lands should be irrelevant at this point.

Penga_is_a_Nugget on Mono White

2 months ago

Giver of Runes , Winds of Abandon are good, giver should be a 1 of for ranger. No Flickerwisp ?

DreadKhan on wyleth

2 months ago

Not sure if this comes up, but Reconnaissance can allow Wyleth to attack into a suicidal board state and just cancel the attack before being blocked, in addition to giving all of your creatures vigilance, for 1 mana.

If you like Banishing Light/Oblivion Ring, I'd consider Grasp of Fate . It's a bigger effect, and costs similar mana. Sometimes people will hesitate to blow it up, depending on what else Grasp has exiled.

Tyrite Sanctum might be relevant, but losing the land could hurt. Something like Mother of Runes or Giver of Runes might be useful, offering protection or letting Wyleth get in for damage by making him harder to block.

Cool deck!

Load more