Enchantment — Aura
Prevent all damage that would be dealt to enchanted creature.
Printings View all
|Mercadian Masques (MMQ)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
5 months ago
How consistent are you able to find Arbiter? While not exactly the same, you could add a couple Crawlspaces to add redundancy since that mechanic is important for your deck to thrive. You could also run Wall of Glare + Indestructibility or Inviolability to hold out until you get Arbiter. That same indestructibility could also protect your lone attacker later on. Figure of Destiny could also be a good mana sink if you find that your games go long and you need a beefier attacker.
10 months ago
Thank you all for your responses!
TypicalTimmy — I was unclear about format; I apologize. I've updated the original post to specify 60-card constructed. These decks I'm designing are for my family, who are all just learning. At some point I'd like to convert them into EDH decks, but I don't want to overwhelm them with the inherent complexity of EDH just yet!
I agree with you about blocking. I'd prefer something that works not only when they're attacking, but if I'm on the defense as well. That said, Protection does have the downside of requiring instant speed, due to how Protection interacts with "all creatures able to block do so". It also doesn't work as well against multicolored decks if it's Pro [color], whereas it doesn't protect against non-creature threats in the case of Spare from Evil . But otherwise, it's probably the strongest, because it grants effective Hexproof and Unbockable in addition to damage prevention.
I agree about Regenerate, too. I was leaning away from it due to having to pay each time.
Demarge — I would agree with you in an EDH game, where you'll have fewer combats but bigger swingy ones. But if my son sits down with me one-on-one with a basic 60-card deck, I'd want this deck to be able to stay viable through multiple combats. One way that'll happen is by having a Lure and a couple other creatures, and slowly chipping away at the opponent's life total. But if the Lure dies in the first combat, that strategy won't work. I could include a critical mass of Lures to ensure there's always one in hand to replace one that died.... but that would take just as many, if not more, slots as adding in protection.
And if the whole family plays a multiplayer game, you don't want your Lures dying, because you actually want to slowly accrue them until you have one per opponent.
1 year ago
1 year ago
Podkomorka, can you think of any good auras this list is missing?
I'm thinking about replacing Inviolability .
1 year ago
MaStCu Hahaha, Yes! I would love to tell you how the deck plays, that discription isn't too informative :)!
Step 1: Typically, you try to get out Tallowisp asap, but if you don't think it will survive, wait until you can do both Step 1 and 2 at the same time.
Step 3: Cast a Spirit/Arcane spell, search your library for Shield of Duty and Reason . Enchant Tallowisp . Now that that's done, your Tallowisp has protection from everything except white. (Kill white players first because of that)
Step 4: Look around the table, find the most problematic commander. Cast a Spirit/Arcane, search you library for an answer.
Step 5: You can mostly just start making the rest of your opponents boards unable to attack, while finding Ethereal Armor . Keep in mind that if you need a cath all answer, Reprobation & Choking Restraints are your best bets.
You can also tutor up cantripping auras to make your spirits draw you a card, and give protection to your opponents creatures to make other auras fall off.
Hope this helps!
1 year ago
Intrepid Hero Deftblade Elite Darksteel Myr Wall of Nets Selvala, Explorer Returned Serene Master Behemoth Sledge Samurai of the Pale Curtain Thraben Heretic Dragonlord Dromoka Windbrisk Raptor Krond the Dawn-Clad Shanna, Sisay's Legacy Mirari's Wake Inviolability
2 years ago
Turns defender/blocking into a whole new ball game, as a combo or separately, they can turn your blockers into a bigger wall
2 years ago
I’ve experimented with W/G, W/R, W/U and Jeskai versions of this strategy to various degrees of success. As far as W/U Glare Lock is concerned, I found cantrips to be valuable in assembling the pieces as well as having access to Curse of the Bloody Tome as an inevitable win condition. As far as suggestions, I would add the curse simply because as of now you only have Guardian of the Guildpact as the only win condidition and even that isn’t great against Artifact creature decks. Curse of Chains and Azorius Signet seem like weird includes for the deck, and I would cut those in favor of additional creatures since 3-ofs and 2-ofs really hurts consistency. Finally, the reason I ultimately scrapped the W/U version of the list is due to the inherent anti-synergy between Counterspell and Cho-Manno's Blessing. Being able to cast one means you likely won’t be able to cast the other, and cutting either isn’t something I would recommend since replacing Blessing with Inviolability doesn’t blank your opponent’s removal spells. Counterspell provides protection, but only once AND doesn’t deal with creatures already resolved by the opponent wheras Blessing does both. Along with this restriction, I found adding Blue simply provided cantrips and as well as an alternate win condition, which is why I decided to make my own list Mono White.