Heraldic Banner

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Heraldic Banner

Artifact

As Heraldic Banner enters the battlefield, choose a colour.

Creatures you control of the chosen colour get +1/+0.

: Gain one mana of the chosen colour.

snakepaladin on Aurelia's Angels

3 weeks ago

Nice angel beat down deck! I'd probably swap Aurelia, the Warleader into the command zone and trade a few of the low mana creatures for some mana rocks Sol Ring, Arcane Signet, Heraldic Banner. Command Tower is also always good in multicolor decks.

kane60032 on Necron Tribal [Feedback Wanted!]

1 month ago

Having good removal from my experience playing with this decklist is the biggest downfall. I found myself unable to deal with your opponent's bombs effectively so I'd suggest including cards such as Go for the Throat for overall efficiency or Necron Deathmark if you want to go for more of a resurrection loop with your Resurrection Orb through a sac outlet would help this further as it is mana expensive.

I'd highly recommend replacing your Heraldic Banner with either Door of Destinies or including a sac outlet such as Ashnod's Altar to enable the resurrection items (orb, skele shard, etc) and getting death/etb effects. You could do one of the in-archetype sac outlets such as Illuminor Szeras but most require you to tap the sac outlet so can't spam it multiple times in a turn. Door of Destinies creates more of a threat for your opponent and buff your creatures much more. Biotransference can also be a spicy replacement to generate a wider board state and ok chump blockers.

Overall here are the changes I'd personally make:

The_Fallen_Duke on No Pain No Lifegain

7 months ago

Most of the folks in the comments above have already proposed a lot of good cards.

In terms of ramps, some that I use in my mono-white angel tribal deck that also focus on lifegain are:

  • Arcane Signet (thank you, captain obvious)
  • Marble Diamond is a reliable 2CMC rock producing . It enters tapped, but it still the best you can get for cheap.
  • Tooth of Ramos is helpful if you need to accelerate one turn.
  • Heraldic Banner I find great in decks that are focusing on attacking, which is something your commander wants.
  • Mind Stone only produces , but for mono white the card draw ability is a precious plus.
  • Pearl Medallion is not the cheapest card to acquire, but the discount on casting cost is incredibly useful, especially later in the game
  • Wayfarer's Bauble is still land rampt that can be used in white.

Other cards I found useful in my deck and I could recommend:

  • Treasure Map  Flip: the card selection ability can be useful to optimize your draw, then it becomes and additional land that gives you either extra ramp or card draw with the treasures.
  • Oath of Lieges is a simmetrical effect, but in mono white you'll be likely to benefit from it the most, especially if there are greedy Green and Simic players at the table.

In terms of win conditions other than combat, in my deck I used an older card called Test of Endurance, an alternative of which could be Felidar Sovereign. The big problem is that they are very much telegraphed, so you'd have to be able to protect both them and your life total until the following turn. Since you will be playing a lot of spells and gaining a lot of life, an unoriginal card that could help you close the game is of course Aetherflux Reservoir.

KBK7101 on Feldon of the Third Path - Loran's Smile (v1.3)

7 months ago

Not gonna lie, I forgot that Homeward Path existed. lol Definitely worth considering.

I wasn't too keen on cutting Humble Defector. I didn't want to cut ramp or removal since I'm kind of light on both, but I agree that both cards you listed are a bit weak. I think Heraldic Banner might be the cut to make there.

Wheel of Misfortune has too much text and gives me a headache. That's why it's not included. lol I'm also not looking to mass fill my graveyard making it a prime Bojuka Bog (or similar) target. Just going for targeted discard at the moment.

Vandalblast is definitely the upgrade for Smelt. I have one in the Crimson Vow vampire precon I was gonna dismantle anyway.

Believe it or not, I was actually thinking of adding in Caged Sun a few days ago. I think Gauntlet of Power might be the one I add in.

Chandra, Torch of Defiance is a card that I think I have two or three of and they all see use in other decks at the moment. I agree that it's not needed but definitely useful. I'll have to take a second look some time.

Dualcaster Mage is a super sneaky one. I'm more prone to the big, splashy play but I totally agree that the utility is there. Great suggestion!

Thanks for all the advice! Gonna have to take a another look at tweaking this deck soon.

hyped1221 on Darien, King of Kjeldor Token/Lifegain EDH

8 months ago

IHATENAMES - Thanks for visiting and the suggestions. Heraldic Banner is in my maybeboard. It is a great card and I have ran it in here before. Personally I feel like it doesn't need a full time slot at the moment. Sigil of the New Dawn isn't too bad. I usually do not mind if something goes in the graveyard though, and I don't really want to pay two mana to put it back in my hand. Now if it said permanent... Enduring Renewal is a hard pass lol! While I understand cards that force you to play with your hand revealed have their place in the game, I personally hate them and completely avoid using them in any of my decks.

Soulus101 - Thanks for all of the suggestions! Blasting Station, Ashnod's Altar, and Jade Monolith are all in my maybeboard. I have not slotted any of them back in the deck for quite some time, but may in the future. I agree on all points that they are great in this deck! Dingus Staff is a card I have sleeved (along with all of my maybeboard) ready to go in. I honestly have never slotted it or played with it yet. Thus it is not on the list. It really is a fantastic card in the deck. I think my hesitancy lies in the fact that I watched a fellow Darien player die to it from a well timed boardwipe. Very funny, but it made me realize it is dangerous when you can get up there in token count and take fatal damage before any triggers go off. Having a sac outlet would make it safer but I am not currently running any. Thanks for recommending it again!

Leny1777 - Thank you as well for stopping by. As far as competitive I would say this deck really isn't anywhere near that. I only run one infinite combo in the deck (Heliod, Sun-Crowned + Walking Ballista) and will only ever tutor for it if the game is taking forever and want a chance to try to end it.

In my opinion Mana Vault and Mana Crypt are staples for a Darien deck if you have the budget. Their power level from a mana cost standpoint are incredible, and being able to ping ourselves with both is over the top value. I appreciate the kind words about the deck though. Thank you!

IHATENAMES on Darien, King of Kjeldor Token/Lifegain EDH

9 months ago

I have a darien deck modified from the commander quarter video. Sigil of the New Dawn Heraldic Banner perhaps Enduring Renewal might be worth looking at.

multimedia on Tricky Flicky

10 months ago

Hey, well done so far on a budget.

Unfortunately, Ranar has been errata to instead say, "Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying". This change means Ranar + Samurai of the Pale Curtain + Blasting Station isn't an infinite combo anymore. The act of sacing a Spirit with Station is a cost not a spell or ability. Ranar now cares about the source that originally made the permanent leave the battlefield and the original source has to exile the permanent which Station doesn't do.

Samurai of the Pale Curtain's ability to exile opponent's permanents is also hindered by this errata because now Ranar cares about the source that removed the permanent from the battlefield before Samurai exiles that card. For example, if you destroy an opponent's artifact with Disenchant that permanent is destroyed and then Samurai exiles that permanent when it goes to the graveyard, but you don't create a Spirit by Ranar. The original source that made the permanent leave the battlefield is a spell, Disenchant, but Disenchant doesn't exile and it must to create a Spirit. Swords to Plowshares still works fine since it exiles the creature as the original source doing the exile.

Ranar + Blasting Station + Restoration Angel + Felidar Guardian is still a win condition infinite combo since the errata to Ranar doesn't change it's effect with blinking permanents.


30 lands is a low amount with only 5 sources of ramp. Consider 5 more budget lands and ramp?

A excellent budget interaction with blink is Palace Jailer since when Jailer is blinked the exiled creature doesn't return to the battlefield, that only happens when you lose the monarch not when Jailer leaves the battlefield. This makes Jailer when blinked an engine to exile opponent's creatures which also creates Spirit tokens by Ranar. Jailer also gives you the monarch when it's blinked for a repeatable draw source at your end step. Spirit tokens help to defend as blockers to keep the monarch since the only way you lose the monarch is by an opponent doing combat damage to you or an opponent plays a card that makes them the monarch.

If interested I offer more advice including cuts to consider. Good luck with your deck.

TriusMalarky on Why Do Some Players Dislike …

11 months ago

9 outta 10 times, 2 or 1 mana ramp is just better than 3 mana ramp. However, cards with expecially high utility, like Worn Powerstone for 2 extra mana, Cultivate and Kodama's Reach for almost ramping twice in one card but with really good color fixing, Chromatic Lantern the just fixes your mana woes if you happen to have them and also draw Lantern, and Heraldic Banner for token flood decks that can take advantage of that +1/+0.

It's not just going fast early on, although that is big -- if I have a 2 mana play and no 4 mana play with 4 mana open, but I topdeck a Signet, I can play both. This is especially helpful if you draw a lot of cards, which you should be doing in commander anyways. The biggest reason by far is that you can play them as well as other things much much easier, which lets you snowball quicker, on top of the fact that you can snowball earlier because you had more mana early on.

Don't get me wrong, I'd happily run Cultivate in a lot of decks, and I understand a Commander's Sphere to top out your ramp curve, but a 3 mana ramp option has to have a HUGE advantage over the 2 mana ramp option, and most just don't cut it.

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