Target creature you control gains protection from the color of your choice until end of turn. (It can't be dealt damage, enchanted, equipped, blocked or targetted by anything of that colour, and anything of that colour attached to that creature immediately falls off.)
Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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|Commander / EDH||Legal|
Gods Willing occurrence in decks from the last year
Latest Decks as Commander
Gods Willing Discussion
1 month ago
Awesome way to start off the new year. is my favorite color combination and tempo turns/combo is my favorite way to play. The incremental advantage combined with low to the ground value creatures/elves would make any hard core casual player Tear their hair out - (I would ask if they're okay with playing against it before sitting down at a casual table)
So, one of the main reasons I've been so active on tappedout is I love seeing the game in other prospectives. I've had many not so great interactions at my lgs due to my lack of understanding of the casual side of edh - after glancing through decks, helping other users and watching a lot of edh content I feel I've become a much more palatable player/person. Less abrasive and a positive addition to the community. Basically, a new deck would give me insight into your style of play and how you like to play/build and Gods Willing if there's a commandfest this year we could probably jam some very good games.
Anyways, happy New Year!
2 months ago
Your mana curve is so low that you don't need that much land (or ramp even really). Try swapping out a couple lands (and maybe a signet) for the following: Mentor of the Meek, Abzan Beastmaster, Sylvan Reclamation
Bring your price down, consider some cheap, instant-speed protection for your commander! You're drawing a billion cards anyway, you'll always have the mana to spare and probably will draw into at least one when you need it. I'm thinking of cards like: Blossoming Defense, Simic Charm, Mizzium Skin, Sheltering Light, Gods Willing, Valorous Stance
2 months ago
I like this build as it uses a lot of my favorite white creatures like Kytheon and Stoneforge Mystic, but I feel like Sejiri Shelter Flip is kind of lackluster here. I think there are much stronger options for these deck slots in Modern - For Instance:
That, or you could drop in something like Rebuff the Wicked which is pretty much a "must-include" in all of my White builds. Very few decks see a Counterspell coming from Mono-White, so I find these to be quite dependable. The fact that it can target any permanent is especially nice, since artifact hate can be quite annoying against an early-play Aether Vial, for example...being able to save more than just Creatures can be quite a boon indeed.
I don't think that the flip side of Serjiri (the tapped Land) is really crucial here for your deck, since your current Land ratio looks fine without it, and you're not running any type of Landfall which might make playing a land a more desirable mid to late-game play.
Nevertheless, I like the build in principle so +1 for that!
4 months ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
5 months ago
Biggest threat to this deck is anything running deathtouch.
Maybe play Gods Willing over Dive Down as it allows both defensive protection and the ability to attack without being blocked if opponent only has 1 color of defending creatures. Consider Wall of Frost if you can find a place for it.
5 months ago
So, Divine Sacrament doesn't quite do much for the deck, as the lack of creatures and ways to fill the graveyard cause it to add a little power to the board. I would just add Rest in Peace for disrupting the opponents.
Emerge Unscathed, Gods Willing, and Brave the Elements are fine spells. They are a solid one-for-one, but they act best in decks that can draw lots of cards. Mono-White cannot do that, so things that trade with the opponents don't cut it. Lightning Greaves continuously protects, Fractured Powerstone accelerates your game plan, and Enlightened Tutor is fantastic utility.
Anent being bereft of many lands, Temple of the False God is oft a dead card. It is only active if you are serendipitous enough to hit five lands without having much card draw. Scavenger Grounds hits the graveyards as a bonus to just being a lovely land.
That shall be all from me. May fortune betide!
7 months ago
Lol ya wigwam, the easiest play to counter your deck is Banishing Light on whatever creature you are counting on, the most common answer to this is Gods Willing giving protection from white, which removes any enchantments you may have on it, rendering it pretty harmless again.
Yes you have a sideboard but there is nothing there that really guarantees your gameplan wont be disrupted, and as you stated in the description you basically count on 1 creature to get super buffed from enchantments getting piled onto it. Once that creature gets dealt with you are back at square one. Going all in on a single strategy always carries thi risk.
I don't raise this point randomly, as stated before it comes from experience playing against these style decks. I'll refrain from critiquing your future decks.
8 months ago
I really like Flickerform, Gift of Immortality, Ephemerate, and Conjurer's Closet with Tolsimir, Friend to Wolves. Great ways of protecting him and getting reuse out of his enter the battlefield (ETB) ability!
I also really like Sword of the Paruns. Tolsimir usually wants you to play lots of wolves so that you can use his ability. You can use Sword of the Paruns to boost your wolves on defense when they ETB and fight!
I would recommend maybe replacing Gods Willing, Blessed Breath, Realms Uncharted, Unexpectedly Absent, Inspire Awe, & Stand Firm with Make a Stand, Unbreakable Formation, Rootborn Defenses, Brave the Elements, Swords to Plowshares, & Path to Exile
Heraldic Banner fits the deck really well! Some other good cards in that vein would be Marshal's Anthem, Leonin Sun Standard, Adaptive Automaton, Spear of Heliod, or Vanquisher's Banner. You could replace Shriekhorn, Mindcrank, Conjurer's Bauble, Ghoulcaller's Bell, & Grindclock with the recommendations.