Herald's Horn

Herald's Horn

Artifact

As CARDNAME enters the battlefield, choose a creature type.

Creature spells you cast of the chosen type cost less to cast.

At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

Latest Decks as Commander

Herald's Horn Discussion

DreadKhan on Tiamat semi-competitive

4 days ago

I tend to run a higher land count in my 5 colour decks (37-39 feels 'normal', your more competitive mana base would allow you to run less and still fix reliably, but I'd hesitate to go below 34 with a 7 MV Commander). As you're not at the full size for your deck, you have room to throw in some lands, and since opponents sometimes run effects that have 'find a Basic', you might want one of each Basic. Rampant Growth (and Expedition) has to find a Basic Land, so you should either add basics or switch it with Nature's Lore or Wood Elves.

I feel like a few more creatures would help, Birds of Paradise is a good ramp source, Ignoble Hierarch is a slightly worse one, and Tireless Provisioner offers a potentially better Lotus Cobra (you could use both IMHO). Very good if you run enough Fetch lands obviously. If you run both, you probably want all 10 Fetch lands, and might even run Krosan Verge, which is great with Triomes anyways. Really $$, but Urza's Incubator is a strong card in Dragons, even your Commander benefits. Really weird, but I guess Herald's Horn and Descendants' Path are pretty sweet. If you can get your creature count in general high enough, Lurking Predators can bring out multiple dragons per turn cycle, and when it doesn't find a creature you still get to scry. Dragon's Hoard, and Dragonspeaker Shaman are probably solid includes.

You probably want some card draw in here, but if you use Tiamat as your Commander over Ur-Dragon, you probably don't need Rush of Knowledge, but Stinging Study still draws a hand's worth of cards for 5 almost regardless of where your Commander is. Garruk's Uprising would probably fit. Due to having lots of big creatures, Return of the Wildspeaker is probably not bad, and Overwhelming Stampede might be good enough to close games for you.

You probably don't want to run stuff like Land Tax or Gift of Estates with actual Green ramp, if you have access to Green, you usually are better off running Green ramp over Gift of Estates type spells. YMMV!

Counterspell is a risky card to run in a 5 colour deck, it's hard to have UU mana up to cast it. Does it mostly deal with creatures, or protect vs wipes? Swan Song and Arcane Denial are both cards worth a look, the new An Offer You Can't Refuse might be interesting as well. I personally like 1-3 counters in my 5 colour decks, with competitive decks running more, overly Casual ones might run just 1 as a wildcard. Negate is much easier to cast I expect, and thus you're more likely to have the mana up.

If you are interested, Tyrite Sanctum can give Tiamat an Indestructible counter right away since she's already a God. Not sure if you care about keeping her out though!

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

4 days ago
The first major update to the deck has been completed, the major theme being more draw. All of my initial testing showed that this deck goldfishes very quickly, but is hungry for resources, and that just drawing one extra card per turn, which it was consistently able to do, wasn't enough to feel like we had options and could easily rebuild after a blow out. Burst card draw pieces like Well of Lost Dreams and Thorough Investigation (which builds up tokens to be used as burst draw later) have been the powerhouse pieces. As such, the idea with this update is to add either more of those, or more one card per turn pieces so that it is likely we can have two of them out most games. Below are the lists of cuts and adds with justification.

1) Burnished Hart OUT Pearl Medallion IN

Hart is a great card, and research suggests it's one of the winningest cards in EDH, so naturally in a monowhite deck that a land ramp piece like this would seem to be great. I think the issue for it here is it just isn't fast enough for the deck. Giada doesn't need to ramp a lot to be relevant, and in testing I've found that we often have something more urgent to do cast it initially or sac it to get the lands. It's still a great card, but likely better suited to more controlling decks. What is amazing in this deck, however, are cards that discount creature spells like Herald's Horn, as we can use them to more easily put out multiple pieces in a turn at discount. Making your four drops three drops is incredible acceleration that suits our gameplan just fine. And Medallion does this not just for our creature spells, but any spell in white. It's fabulous!

2) Cosmos Elixir OUT Vanquisher's Banner IN

Elixir is theoretically a good card in this deck as it can draw cards off life-gain or gain life. The problem is it never does both, it draws one extra card per turn at most, and costs 4 mana for the privilege. It's equivalent card would be Sigarda's Splendor, but that always gains us life, and is simply based on not having lost life from the last noted turn, which is more reliable. Banner costs more, but its floor is replacing every angel we cast with a card, and its ceiling is drawing several cards in a turn, so it's better all around. The anthem is just gravy.

3) Welcoming Vampire OUT Mask of Memory IN

While a fabulous card, Giada's ability ensures that we won't draw cards with angels off of vampire. It will definitely find a home in a new deck. Mask of Memory, however, is great. It costs two and equips for one, meaning an easy early line of play would be to cast it turn three, attack it to Giada, and get an engine going. We get to draw two cards and then discard the one in our hand we need least, which allows us to be up a card while moving through the deck to what we need. Sometimes we might even discard a good card only to recur it with another later, so there are lots of nice little possibilities with this one.

4) Mirror Entity OUT Sanctuary Warden IN

So far we've replaced subpar draw with better draw, but no we are upping our count. I've never like entity, but I thought it might be better here since Giada gives it counters that make it more resilient when not being pumped. Still though, like all changelings, its an angel that doesn't fly, which is wicked annoying. Moreover, while its ability is a powerhouse with 1/1 tokens which can be turned to 4 power with 4 mana, it's not so great when the average power of an angel is already 3/3 or 4/4. It will weaken some of your angels, and where it improve them it takes a monstrous amount of mana to do so. Finally, while one might be tempted to add Reveillark to complete the combo with entity and Karmic Guide, we have to remember that Giada shuts entity off from killing the board, effectively shutting down the combo. It's just bad, trust me. This is where a lot of online deck tech's fail. They just throw it in because its an "angel" and a generically good card without thinking through the consequences! Meanwhile, while costly Sanctuary Warden is an absolute powerhouse. It immediately replaces itself, and can draw cards more cards this way for free by being blinked with Sword of Hearth and Home. It's an engine that draws us cards every turn, and we can use our plentiful supply of +1/+1 counters to power it, leaving the shield counters to protect it from most removal and board wipes. It's an all-star card.

5) Plains OUT Tome of Legends IN

I'm hoping I don't regret going down to 35 lands, but I think the deck can sustain it, especially when we are upping the draw. Tome is an amazingly good and underrated card. It can net us an extra card the turn we cast it, and can draw one every turn as long as we attack with out commmander, something that isn't too hard to do here. Keep in mind, Giada has vigilance, so even if we want to tap her to cast an angel we can always do so on our second main phase! The best part of this card is that it costs only two mana, allowing us often to ramp it out turn three with another angel or put it out early with another two drop. It's been great in other decks and I expect no less here!

6) Archaeomancer's Map OUT Eye of Vecna IN

This might be a more controversial cut, but I don't think I need the ramp map theoretically provides, and it can be a tricky card to play here. Ideally you'd want to get this down turn three, in order to ramp lands based upon your opponent's turns, but you'll have to discard if you do unless you played a one drop turn one. It's not as great late game, and the ramp is conditional based on having the extra land in hand and not missing a land drop, which can happen without enough draw. Eye immediately replaces itself and draws one card every turn for the low cost of 2 life, which we aren't worried about at all here. The only downside is that Angel of Jubilation shuts it down, but that is a narrow enough case that it isn't worth not playing a 2cmc draw spell over.

7) Disenchant OUT Together Forever IN

We have plenty of removal and I think we can afford to cut our least relevant piece. Together Forever is amazing, cheap, efficient protection for our entire board, including Giada. It can save our stuff from being destroyed by removal or damage, and has value as repeatable single-target protection and board wipe protection. I expect this to be an all-star piece.

8) Desert of the True and Drifting Meadow OUT War Room and Bonders' Enclave IN

I hated these cycling lands in early testing because they are just not worth having the lands come into play tapped. War Room and Enclave actually draw us cards, and come into play untapped. Sure, 4 mana is a lot for a single card, but there are times we will be happy for it, and in a monocolored deck the colorless nature isn't too much of a drawback.

9) 2x Plains OUT Emergence Zone and Seraph Sanctuary IN

Why not attack lifegain to a land? Sanctuary is just an obvious card for this build that I somehow missed the first time around. Zone is a deeply underrated card that allows you once in a game to get the jump on your opponents by becoming a one turn Vedalken Orrery. The element of surprise is what often wins you games in aggressive decks, and this card allows for that!

So that's the first update! I'll have updates to the primer coming later today or tomorrow. Hope this helps all of you as you build and play the deck!

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

5 days ago
I got in a three player game today against a fast Anowon, the Ruin Thief deck and my own Feather, the Redeemed deck which another person was playing, which is optimized. The MVP of the game was the almighty duo of Sanctuary Warden (just recently added to the deck) and Sword of Hearth and Home, which it turns out is a devastatingly powerful engine. While Anowon deck exploded out of the gate and was soon milling me four cards per turn, the Feather deck was slowed for the first few turns because he kept a hand with no red mana, which definitely helped. I drew Sword of the Animist in the first couple of turns and soon had Giada herself swinging with both, which meant I had absolutely no mana problems at all throughout the game, and felt like I was in a green deck. Sanctuary Warden was the first angel I got on the battlefield besides Giada, and she was an absolute powerhouse. Not only did Sword of Hearth and Home put a fresh, untapped plains onto the battlefield each turn, but it blinked Sanctuary Warden, allowing me later to put more counters on it after more angels were out, and drew a free card pretty much every turn. The milling actually helped out a couple of times because it milled me through some land clumps that would have been dead draws, and combined with two swords my deck was thinned to the goodstuff near the end. I ended up oblating the Anowon player's best mill piece and hitting him exclusively with my ever-growing angelic armada, which had been reinforced by Archangel of Thune and Angel of Jubilation. In the mean time, the Feather player had stabilized, hitting one of his tokens with Path to Exile to rapidly catch up in ramp, and began doing what feather does best. At that point I hit him for the first time with some large angel tokens generated by Archangel of Thune and The Book of Exalted Deeds, and also finished off the Anowon player, who I knew had a counterspell in hand, and then tutored up Sephara, Sky's Blade with Search for Glory and promptly played it! I knew he still had Path in hand, but was pretty confident he didn't have enough mana to both path Sephara and wipe my board the same turn. And that was where I made a huge mistake! I should have seen it coming, especially because it was my own darned deck and he had exactly four mana open. Instead of just swinging with just a little bit more power than I needed to kill him and holding Sephara in reserve, I just alpha swung with everything, thinking the game was over. And then I got my Comeuppance! It was absolutely brutal watching my whole board go to the graveyard and none of my damage or life-gain triggers working. Thankfully, Giada was saved by Sword of Hearth and Home and Sanctuary Warden was saved by her shield counters. Clearly they were still the MVPs! Since all of my mana was still untapped and I had cards in hand I played in quick succession, piling them with counters again. He wasn't able to come back even after his epic play, and on my subsequent term I finished with a win. It was certainly an enlightening game, aside from showcasing the power of two specatacular cards. I made quite a few misplays, and was fairly sloppy. Aside from the Comeuppance debacle I missed all of the on attack draw triggers for Sanctuary Warden and also forgot to scry and draw each turn with Herald's Horn, which was on the battlefield for a good part of the game. The deck was nonetheless strong enough to overcome these misplays. I've heard some people warning potential players on Reddit and elsewhere that Sanctuary Warden is a trap and not good enough, though others have defended its inclusion. After my experience today, there is definitely a lot of evidence in its favor. I'm also amazed that I was able to pick up Sword of Hearth and Home so cheaply still. Smuggler's Share costs three times enough and while good, is a narrower card that won't be anywhere near as expensive as the second best sword of will be in several years. Definitely invest in it now! As expected, The Book of Exalted Deeds and Archangel of Thune also played a role, and the deck still seems to have a great curve and lots of synergies.

Guerric on The Outfield

1 week ago

Hi AaKkisa! I've written a primer on this deck and we have some discussion on that page which I'll link below. In the meantime, I'll give some thoughts!

I think you have a lot of things right here. You have a lot of good weenie angels, which is key. You have some good draw engines, though in my opinion leaning a bit more into lifegain and playing Well of Lost Dreams is really good. I might also cut one of the more pricey draw engines like The Immortal Sun in favor of something more synergistic like Sigarda's Splendor, but that's just me. Thorough Investigation is also a great draw engine in my experience that costs only three. I'd also add The Book of Exalted Deeds so as to complete your angel token making suite. I also think you could afford to drop a board wipe, particularly Wrath of God which hits your own stuff. There is at least one good angel I don't see in Angelic Sleuth, which gives you lots of draw in a wipe or mass blink situation. The biggest thing I would change is ramp. Since you always have Giada turn two, one and three mana ramp pieces are often better than 2cmc ones, and you don't need as much ramp as in another deck. Some of the colorless 2cmc cards like Mind Stone or ones that enter tapped like Marble Diamond are lesss ideal. Cards like Herald's Horn, or land fetchers like Sword of Hearth and Home and Dowsing Dagger  Flip are better.

At any rate, I hope that's of help, but you can also check out my approach here in the below primer if you are interested!


[Primer] Helming the Host of Heaven: A Giada Guide

Commander / EDH Guerric

SCORE: 22 | 24 COMMENTS | 740 VIEWS | IN 9 FOLDERS


Stardragon on Maya Angels

3 weeks ago

AstroAA I do have BOP, Kodama's reach, cultivate, rampant growth, pir's whim and hour of promise for land search plus evolving wilds, terramorphic expanse and myraid landscape. as for the maybes almost all them i want to add but don't know what to cut to add them. Thing like the altars and doublers. And for reducers I have Herald's Horn and Urza's Incubator but more reduction maybe necessary. Both ring and Bracers are a great idea

ElvenSkyArcher on Advanced vamps (looking for more ideas)

3 weeks ago

Coat of Arms is very fun when you have a large army, but I would also recommend Door of Destinies and Herald's Horn.

As far as vampires, Cordial Vampire, Necropolis Regent, and Forerunner of the Legion are cheap. I'm also a massive fan of Bloodline Keeper  Flip and Twilight Prophet if you think they're worth the money.

MagicMarc on 5color Sliver

3 weeks ago

I don't agree about Jodah, Archmage Eternal or Fist of Suns. I think both of those cards actually hurt your deck instead of help it. Your mana costs are not high enough for replacing them with WUBRG. Neither of those cards brings what Morophon, the Boundless does to the table. I would dump Fist of Suns for Fellwar Stone or something like Cryptolith Rite. Even Birds of Paradise or something similar is a way better card for this deck than either of those. I would dump Winged Boots for Lightning Greaves. Haste is better than flying and shroud is better than ward.

You have way too few slivers in your deck to "Swarm" anyone. Let alone a table full of opponents. Your deck also has a lot of cards that are targeted creature removal. I would dump a lot of that removal for adding quality slivers that provide removal or create removal for you. Take a hard look at your sorceries and instants and see if there is a sliver that does the same thing. Then replace that card with the appropriate sliver. You also need more card advantage to refill your hand once you start slamming slivers down. You can combo using your mana slivers, Intruder Alarm and cards like Vanquisher's Banner. With those cards in play, every time you cast a sliver you will draw a card and untap your slivers which can let you chain through your library in no time.

For more card advantage and more slivers I would suggest the looking to add some of the following depending on your budget; Herald's Horn, Icon of Ancestry, Cryptic Gateway, Descendants' Path, Guardian Project, Kindred Discovery, and The Great Henge. Since you don't have Sliver Queen you can make more slivers with Maskwood Nexus or Birthing Boughs. Realmwalker is another great card. Adding 4-6 of some of these will really speed your deck up.

Good slivers to replace sorceries, instants or land you take out:

Necrotic Sliver, Essence Sliver, Two-Headed Sliver, Fury Sliver, Belligerent Sliver, Galerider Sliver, Bonescythe Sliver, Venom Sliver, Syphon Sliver, Diffusion Sliver, Hibernation Sliver, Brood Sliver, Crypt Sliver, Blur Sliver, Opaline Sliver, Toxin Sliver, Tempered Sliver.

You don't have to use all of these but some of them are insanely good like Necrotic Sliver. You don't need any removal spells if you have a bunch of slivers and this one in play.

NV_1980 on Gishath: The Enrage Tour

1 month ago

Hi,

Nice deck but I would really get rid of Sunforger; wasted slot with only six possible targets if you ask me. I think Sword of the Animist would be more suitable, or maybe other utility artifacts like Herald's Horn, Lifecrafter's Bestiary or Urza's Incubator. Also, Rite of Passage seems extremely suitable for this deck.

Regards, NV_1980

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