Keeper of the Accord
Creature — Human Soldier
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle your library.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Keeper of the Accord Discussion
1 week ago
2 weeks ago
3 weeks ago
Wandering Archaic Flip would be a good add, unless you have bonkers life gain, Angel of Destiny may not be all that good. Starnheim Aspirant: I can see being kind of funny for a T3 or T4 Aurelia, I feel like a lot of times it might not be all that great, it would be nice if the card had other things going for it. Tome of Legends: there are more consistent draw sources like Endless Atlas. I would say you would be better served by adding Esper Sentinel, Dockside Extortionist and Ragavan, Nimble Pilferer to speed the list up and give it some extra ramp and draw. Cursed Mirror could be fun and I have gotten a lot of use out of Archaeomancer's Map, though with Keeper of the Accord and Land Tax you may have enough.
1 month ago
I wonder, if your are ever have mana issues with that few lands (and a number of ut comes tapped).
I would suggest to swap the terramorphic expanse with Fabled Passage if you really want a fetch… but just a simple Plains would do it as you are just mono-white. What about using classic Sol Ring, Land Tax or Smothering Tithe to ramp up?
Gift of Immortality would provie some protection another way. And it’s an enchantment and would synergise with your enches. Esper Sentinel or Mangara, the Diplomat could be used for Card draw and Verge Rangers or Keeper of the Accord to keep up landwise (or creature wise in case of the latter).
1 month ago
Removed: Dark Petition Grim Tutor Torrential Gearhulk Monologue Tax Keeper of the Accord Dance of the Manse Fierce Guardianship Dovin's Veto Arcane Denial Generous Gift Conqueror's Flail Archaeomancer's Map
2 months ago
TheBubbaEA It really depends on your playgroup's meta when considering certain strategies. If your group has a lot of board wipes 3.45 will be too slow and hard to rebuild a board state if you are hard casting all your creatures. For me personally I like explosive turns so I find ways to generate a lot of tokens or cheat out a bunch of creatures near the end game (in my playgroup turn 10+). For example using effects like Omniscience , Rise of the Dark Realms .
If you do choose to go more aggro angels may not be the best option due to their avg high cmc. But if you do stick with angels a couple other cards worth considering would be:
- Herald of War
- Herald's Horn
- Oketra's Monument
- Warden of Evos Isle
- The Book of Exalted Deeds
- Thraben Watcher
- Righteous Valkyrie
- Valkyrie Harbinger (There are other cards with similar effect)
- Bishop of Wings
- Speaker of the Heavens
- Geist of Saint Traft
Some other cards I like, although may not be quite right for this deck:
- Basri Ket (For that -2) similar to Launch the Fleet
- Basri's Lieutenant
- Luminous Broodmoth
- Brought Back
- Storm Herd (Very high cmc but high reward when paired with Odric, Lunarch Marshal + Akroma, Vision of Ixidor )
- Well of Lost Dreams
Some white staples(some are quite expensive):
- Smothering Tithe
- Mangara, the Diplomat
- Esper Sentinel
- Land Tax
- Felidar Retreat
- Keeper of the Accord
- Archaeomancer's Map
- Verge Rangers
Sorry only white cards come to mind as I myself was building a mono white angels deck.
4 months ago
I'll include some recommendations if you're interested:
Tokens: Thinking along the lines of MOAR TOKENS, Second Harvest and Rhys the Redeemed . You could also consider Call the Coppercoats , Deploy to the Front , and Nomads' Assembly . Awakening Zone , Giant Adephage is fun.
Trample: I'd recommend Nylea, God of the Hunt if you're willing to shell out the extra bit.
Protection: Fanatical Devotion
4 months ago
Online class is in session, which just means I've got an excuse to post my suggestions now. My suggestions for lands are a doctrine I'm going to press on you; the following suggestions are just ideas that you can decline based on your taste. Overall, your list epitomizes the Commander format to me.
- LANDS MAN LANDS! You could have the best cards in every format and never play them when you need them because you're topdecking the wrong basics at the wrong time. There's budget options, not every mana base needs to be fetches and shocks. Prioritize your lands over cards that are powerful but not essential to your strategy. There are some specific lands that would be interesting in here too. I recommend prioritizing buying one or all of these cycles before buying stuff like Urborg, Tomb of Yawgmoth if you don't already have one. The basic land ratio can then be more specific once your lands are fixed, but that can be the last step of your construction.
Your Mardu and Commander staples: Command Tower , Savai Triome , Nomad Outpost , Exotic Orchard , Terramorphic Expanse , Evolving Wilds . I have a Forbidden Orchard that would be cool in this deck but would need to be part of a good deal (I'm strict about lands).
Your bicolored lands:
a. Pain lands: Caves of Koilos and Battlefield Forge are cheap as hell. Sulfurous Springs is the most expensive of these three but if you can get your cycle of lands for less than $15, it's still really good.
b. Filter lands: Graven Cairns , Rugged Prairie , Fetid Heath . You can get all three of these for $16 so it doesn't pass our test... but I have a Cairns for trade, bringing you to $12.50. These are good because you have some cards essential to your strategy that have double-colored-mana costs and others with multicolored costs. These are a great budget cycle, especially for your colors.
Less good bicolored lands that are require deckbuilding technique:
c. Check lands: these are fantastic if you have a good basic land ratio (why it would be important not to run both the thriving lands and the pathways at the same time as these)- Dragonskull Summit , Clifftop Retreat , Isolated Chapel
d. Pathway lands: Needleverge Pathway Flip, Brightclimb Pathway Flip, Blightstep Pathway Flip. You saw the foil full art Blightstep Pathway that was in my knight deck, you asked about the price when you said it was cool. I wouldn't necessarily go out of your way to buy these, but definitely seek them out in binders. If you're not running cards like Cultivate where you want to have some ratio of basic lands, these are strictly better than basic lands and could replace your Thriving Lands (which are a decent start; I have the nonred ones available).
- Curses, Vows, Impetuses: these could be cool, especially with the Sigarda's Aid you already own. Having these in your hand (and even better, a sigarda's aid in play) means when you say "if you attack this person instead of me, I'll reward you with ____" and bluff, or if someone attacks you you could flash in a Vow of Duty . I have most of these in the cube (as well as marchesa and the jankier cards in your deck), so you can try these out and see if you like them.
a. The other vows are Vow of Lightning , Vow of Torment , and Vow of Malice (quick trivia- there's two black vows because R&D has tried to ween off of intimidate and other mechanics like protection from [color] and likely didn't want to include it in Commander Legends).
b. More aggressive and prone to cause kamikaze-style attacks, the Impetuses are similar to the vows but definitely play very differently. Martial Impetus , Shiny Impetus , and Parasitic Impetus could even be considered removal for multiple creatures in combat if you flash them out with Sigarda's Aid.
c. Curses: Marchesa was the most popular commander for curses until Ghen, Arcanum Weaver was released. Curse of Chaos encourages the player with a shitty hand to swing in a bit. Curse of Bloodletting punishes the opponent who is too far ahead. Curse of Shallow Graves is cool at a table with Gedan's Varina, Lich Queen deck. The curses from Commander 2017- Curse of Opulence and Curse of Disturbance are the best in your deck as they also give you something when your opponent attacks them too. These are really the only curses that fit the theme and psychology of your deck by not making you a target IMO, but .
Removal: You have some "soft" enchantment synergy going on, so you might as well make it more broad. You're in the late game, you've got all your powerhouse enchantments in order and extra mana... why not cast Idyllic Tutor for whatever removal would smooth out your schemes? Darksteel Mutation shuts down commanders. Seal of Cleansing can be recurred with Hall of Heliod's Generosity . Dark Banishing is honestly a better run for your cash over Bedevil ... you're supposed to be able to convince those opponents to remove the black creature ;)
Individual cards: Gedan has a Rite of the Raging Storm you could get. Wishclaw Talisman is more on theme than Diabolic Tutor or cheaper than Infernal Tutor . This is the only deck I wanna see those and Grim Tutor in since I know what you tutor for will actually be interesting and not a combo piece. Sphere of Safety would be impenetrable and bait removal if you have the mana for it. I have a foil Keeper of the Accord somewhere but I don't know where it is. Commander's Sphere as a budget option for Chromatic Lantern , and if you build a solid budget land base the draw effect would be better (adding but lantern but not replacing would be good eventually)
Some cards I'd remove or wanted to comment on, but understand maybe stylistic or preferred: Sunforger can be a cool aikido spell tutor at instant speed. However, looking at your white instants, you have to spend 3 and then RW to save yourself with Angel's Grace . That could be a cool maneuver. I was also going to suggest dropping Akroma's Will until I saw Sunforger... that's fucking cool too, especially game changing after blockers are declared. Otherwise you're Mortify ing a creature, having your opponent talk to the Deflecting Palm , or Tear ing an enchantment in half. Batwing Brume wouldn't do anything with Sunforger. Therefore Sunforger basically has two game-changing effects and three utility effects, but I'd suggest keeping an eye on Sunforger to see how often the 3RW cost is available and worth it. The fewer cards you're dependent on, the more decentralized your strategy is, making it way harder to compete against (I'm saying this both critically and in favor of Sunforger- just keep it in mind). Torment of Hailfire wins you the game, but isn't gonna be less than $15 in the next couple years. You might not need it. Revival / Revenge can make you one of six creatures or one of three opponents an enemy- it seems like there are better cards you could play. Revel in Riches makes you a threat that your opponents need to race against, and I (genuinely) don't know if that's a position you want or if you want to maintain your monarch status. Try to think of when you want to win with this deck- by beating down your opponents individually, by beating them all at once, by spontaneously winning, or by drawing the game out for as long as possible and having the best resources throughout the game.
I haven't been able to analyze most of my own decks this intensively in a while, your design is competitive while still unique and interesting. Knowing your play style and how well it fits to this too also helps me suggest cards- it's the difference between auto-generating a deck from EDHRec and building a deck. I haven't been super inspired in the decks I've been building for myself, but this one of yours has me just as interested in the game as you now.