Target creature gets +2/+2 until end of turn. If it's an enchanted creature or enchantment creature, it also gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Karametra's Blessing Discussion
1 month ago
Karametra's Blessing states it can only target creatures, and you shouldn't be using auras on your creatures in this deck.
1 month ago
Disenchant would be useful if i want to get rid of artifacts/enchantments. I think Disallow would be even more useful in that sense. I think Karametra's Blessing would be extremely useful for my enchanted creatures, but would it protect my enchantments as well as creatures, even if it's like High Alert ? Or does it have to work on only auras, like Gauntlets of Light ?
6 months ago
Strive is an excellent way to ensure you're not missing out on heroic triggers on your other creatures when spells inevitably get diverted to Phalanx Leader . Launch the Fleet and Ajani's Presence are the best two options in white. If you don't mind running nonhumans, Vanguard of Brimaz and Tethmos High Priest could make Fight as One viable instead. More generic instant/sorceries could be Gird for Battle , Hope and Glory , and Tandem Tactics . Finally, if you prefer the Hero of Iroas , Kor Spiritdancer type of play, Spirit Mantle + Daybreak Coronet is a great way to push damage and Karametra's Blessing is a nice trick.
1 year ago
The best way to protect against sweepers is Karametra's Blessing. Sometimes it also helps get in that last little bit of damage.
1 year ago
1 year ago
I don't like Glacial Fortress cause it isn't helping in any way. Ideal scenario is to have first 3 lands come into play untapped. When you have Glacial Fortress it's less likely to have optimal plays since you would need to play for example a hand with 2 lands, that would be 1 Glacial Fortress and one basic. If that basic land would be a Plains, and your hand would be full of blue creatures that you need to play turn 1, then you would be screwed. With Port Town that's not the case. With that said I want to keep the amount of non-Island and non-Plains lands as low as possible, so that's why I would play only 6 of them. If you want you can analyze the odds to optimize it as much as possible but I don't really have time or need since this works fine.
As for Karametra's Blessing it's really a no brainer... Gods Willing gives protection from colors which is much more versatile the maybe getting hexproof and indestructible from the Blessing. For example if you are forced by a bad mulligan to keep a hand with Alseid of Life's Bounty as the only creature you can make it potentially unblockable as well as protect it which won me games.
Counter spells are not needed for the main board since everything we would need to counter we can give protection from with our 11 protection cards and maybe the worst card that we would face could be Supreme Verdict which can't be countered. Ofc I would sideboard some counter spells but I tune make my decks to meta at my LGS, so I would need to test this deck more before I make any decisions. For now deck really struggles with burn decks which is understandable, but is really good with the rest of my local meta, for example dredgeless dredge, mono black zombies, orzhov zombies, mono green hardened scales, sultai delirium I have tested against and I won most of the games but burn demolished me. I won maybe 3/10 against burn... As for which counter spells I prefer, I would say it depends on what I want to counter. General counter spells are slow and should not be played outside control decks, and even they don't play them. Dovin's Veto is great, Mystical Dispute is great for counter wars or to defend the combo although I would also consider Swan Song as a combo protection, Stubborn Denial is also amazing in a lot of decks and if you don't play creatures Spell Pierce is also an option, Wizard's Retort could be a interesting if Wizards control deck would emerge in the future. Drown in the Loch could be amazing in a Dimir or Grixis if some bombs drop for those colors. Syncopate and Censor are also playable. Everything for 3 or more mana should not be played if you ask me, except in specific situations(Azorius control).
And good thing about this deck is that you don't need to play if as full tempo, you can wait and chill against deck that have a lot of removal since you got protection and unblockable creatures can always kill...
I hope that answers you questions. :)
1 year ago
Love the interaction between Eutropia the Twice-Favored and Hydra's Growth (Upvote). Have you considered Mirrormade as an extra copy of anything you might need or Starlit Mantle/Karametra's Blessing for some protection. New Horizons might be a bit slow, but it starts to pull its weight with Setessan Champion and Eutropia. Hope this helps.
1 year ago
To remove: Callaphe, Beloved of the Sea, Crashing Drawbridge, Empyrean Eagle, Expedition Raptor, Expedition Raptor, Peace Strider, Sephara, Sky's Blade, Serra Angel, Threnody Singer, Tome Raider, Victory's Herald
To add: Solemn Simulacrum, Silas Renn, Seeker Adept, Myr Propagator, Trinket Mage, Trophy Mage, Tribute Mage, Daxos of Meletis, Clever Impersonator, Burnished Hart, Magister Sphinx, Divinity of Pride, Hanna, Ship's Navigator
To Add: Mirage Mirror, Sculpting Steel, Spellbinder, Isochron Scepter, Wayfarer's Bauble, Sol Ring, Traveler's Amulet, Prying Blade, Explorer's Scope, Dimir Signet, Orzhov Signet, Swiftfoot Boots, Lightning Greaves