|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
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As Kindred Boon enters the battlefield, choose a creature type.
: Put a divinity counter on target creature you control of the chosen type.
Each creature you control with a divinity counter on it has indestructible.
Kindred Boon Discussion
4 days ago
So now I'm going to organize this post is from different types of cards and alternatives and/or strictly better cards that have the same Converted mana cost!
Let's start with enchantments! It seems like your all over the place, which is fine, but you have aura enchantments and land enchantments. which seems a little weird to me! Normally you want to either go a route for your deck, and this seems unorganized, so let us fix that! Serra Aviary is a bad card, cause it also gives opponents fliers +1/+1, we don't want this. So id suggest either going with some like Citadel Siege cause sure, it won't buff all creatures, and it'll give a boost to one creature you want per turn, or it can be used defensively which is always a plus! I'd also suggest going Dictate of Heliod cause it gives an extra +1/+1 for one extra mana, AND IT HAS FLASH! For cards that are better for the 4 cmc are Light from Within , Force of Virtue , Marshal's Anthem .
For protection cards or cards that accumulate value, instead of Angelic Renewal and Angelic Accord , cards which can be good, but you don't have a whole lof of life gain or recursion to run these two! So I'd suggest cards like Sigil of the New Dawn , Kindred Boon , Privileged Position and Asceticism are 100% more effective in protecting your creatures or giving good value.
Now that we got enchantments out of the way! lets work on these instants! I love some of these instants, Absorb is a fun card that I'm 100% gonna get, same with Archmage's Charm ! Disdainful Stroke , Essence Scatter (and the like), Commencement of Festivities and Guardian Angel are all weaker versions of cards like Mana Drain and Counterspell which I'd upgrade with. I'd also suggest getting some artifact/enchantment removal such as Krosan Grip one of the best in this as it has split second, another card I highly recommend is Bant Charm one of the most versatile instant printed in these colors. some other instants i enjoy and have seen good results with are Teferi's Protection , Plasm Capture / Mana Drain , Render Silent , Arcane Denial , Dawn Charm and Heroic Intervention . Those are just some of my recommendations! I may have some more but You'd really need to let me know what direction you want to go!!
For sorceries, you're in gosh darn green! WHERE ARE THE RAMP SPELLS?!!??!!? Add Farseek , and since we have big fatty CMC angels, Recross the Paths puts in some work! Kodama's Reach and Explosive Vegetation are better than cards like Rampant Growth because 1) it gives card advantage (2 lands for 1 card) and 2) gives us more mana to work with during the late game! (this is when angel decks typically win). other ramp spells I use are Cultivate and Traverse the Outlands .
I've noticed this deck does not have a SINGLE BOARD WIPE, as big as our angels are for the CMC, we won't be able to cast them until later, board wipes are essential to have especially since you aren't running any pillow forts kind of cards, I HIGHLY recommend adding some, cards that I've always had in my white decks are Austere Command , Rout , Supreme Verdict , Cleansing Nova , Descend upon the Sinful , Planar Cleansing and Mass Calcify . Some other sources that are more focused with tribal is Harsh Mercy sure each player gets to pick a creature type, but that typically is one creature for them, and of course we'll pick angels, so we get the upper-hand in this!
We need some card draw, and this is important as I don't see any in this deck and that is a HUGE mistake. Think about adding cards like Rishkar's Expertise , Praetor's Counsel , Blue Sun's Zenith , Sphinx's Revelation , Finale of Revelation just to name a few that come to mind.
For Lands, these look just.....fine albeit slow, but not quite optimized. I totally understand how people on a budget don't run cards like Misty Rainforest and the like. But as a 3 color deck, I suggest adding in cards like Temple of Enlightenment and Temple of Plenty at least you'll get value from them coming in tapped. Other cards I'd suggest are Krosan Verge , Prairie Stream , Flooded Grove , Wooded Bastion , Seaside Citadel , Path of Ancestry , Forbidden Orchard (cause what is a 1/1 to our angels? PFFT) other lands that give some utility in a pinch are: Scattered Groves and Irrigated Farmland ! other good cards are Glacial Fortress (and it's kin), Hinterland Harbor and Temple Garden !
For Artifacts, I see the signets, I don't typically run the
and X signets just cause I like my land ramp better and won't get destroyed with target removal or artifact/enchantment wipes. but as a 3 color deck, you 100% NEED
basically makes all your mana problems go away, just tap lands for whatever color you need! If you're trying to go for some voltronish cards, I'd suggest going like
, which basically secures that you keep whatever creature you want alive for the rest of the game (unless they exile it with a spell somehow).
is also a good card as people won't want to block because it exiles shit, which is GREAT, let me tell you how many times people didn't block because they wanted to keep their creature(s).
For tribal support cards, there is a very small pool to chose from, So you might want to grab a Vanquisher's Banner , Herald's Horn , Urza's Incubator , Door of Destinies , Coat of Arms , Stoneforge Masterwork and Cryptic Gateway are some cards to look at!
Ok, lets finally get this creature situation fixed! first of, YOU'RE AN ANGEL DECK WITHOUT ITS PRIME GURL!?! WHERE IS MY Avacyn, Angel of Hope ?!?!?!??!!?!?!? I'm disappointed!!!! But for real, add her.
Other cards considering should be Metallic Mimic (if you're going for a 1/1 counter theme.) Solemn Simulacrum should go in here, he's just too good not to have here! Rhonas the Indomitable is a great mana sink, and if you really need to give trample to your creatures, Nylea, God of the Hunt is also a good alternative. Resplendent Angel is a great 3 cmc angel, don't underestimate this gurl! Sephara, Sky's Blade is also a great (shittier) version of our gurl Avacyn, Angel of Hope but still a good effect none-the-less! Iridescent Angel , for a 7 mana angel, I was hesitant at running her in my jenara deck, but has proved to be SO GOSHDARN STRONG! Can literally take ANY damage from ANYTHING (don't mention the Eldrazi to this gurl) but it has soaked up a lot of damage over my games. Archangel of Tithes is a great 4 cmc angel that gives taxes for attacking and defending! great include! Angel of Invention a fabulous card, especially if you have something that gives +1/+1 counters, say a Bow of Nylea , is a great addition to our squad! Angel of Serenity is a good card here as well! great recursion for this deck! since we're in bant, Stoic Angel is also a good include! Akroma, Angel of Wrath can't go wrong with an 8/8 creature with so many keywords and protection(s)!
Also, there is ONE card that is SO GOSHDARN UNDERRATED AND NEVER PLAYED and has literally been the BIGGEST beater I've EVER seen is non-other than Selfless Squire . THIS GURL...Where are my words for this card. It's a fog effect but you get a MASSIVE creature that has to be answered or your opponent die! I've had people swing at me for 20+ damage, not worried because of Selfless Squire and she becomes a huge creature, give her trample and/or indestructible, good game! This gurl is so badass she can oftentimes beat an ELDRAZI TITAN 1v1 (in terms of power/toughness). Best and most fun card I'VE EVER PLAYED IN A CREATURE! 50/10 would recommend!
1 week ago
Great brew so far! I’ve only played against Edgar decks and I’ve never piloted one myself but I’ll give a crack at helping you out.
Right away I would recommend Anointed Procession . I think this is usually an auto-include in most white decks that run token generation.
For ramp (I’m not saying you need this exactly, just an optional upgrade) I would suggest Smothering Tithe . The even newer ramp card you could mull over about adding is Dockside Extortionist . That is less valuable though if your opponents aren’t running enough Artifacts or Enchantments.
An interesting suggestion I like to throw out to people when they are running tribal in decks with black or blue is to add Conspiracy or Arcane Adaptation . Now I realize you are already running all vampires except for K’rrk and Vilis so you may not want to do this, but consider the flexibility a card like Conspiracy will give you... you could then think about taking out 1-3 of your weakest vamps for a bomb creature like Sun Titan or Necropolis Regent or Grave Titan or even Dockside Extortionist! Just be mindful if you decide to go the Conspiracy route you don't go overboard with taking to many vamps out, because then you could be at risk for meddling with your already established tribal synergy. Conspiracy is only one card after all. For sake of the argument, I use Arcane Adaptation in my pirate tribal to great affect and allows me to run the tribe a little better synergistically since my commander isn’t a pirate.
I really like the cards you already have in for removal, so I don’t see in recommending anything regarding that for the time being! I would even think about going down to 36 lands if you add those ramp suggestions I gave you.
Good luck! +1
3 weeks ago
Alright, let's get back in the field.
Lords and Anthems
A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.
Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general
Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high
Metallic Mimic - A de facto Lord, and is prime for ETB abuse
Etchings of the Chosen - Making your general hard to deal with should always be welcome
Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering
Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost
Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work
Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option
Kindred Boon - Mostly just protection for King and at least is worth considering
Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it
That Which Was Taken - Protection for anything, plus synergizes with Artifact support
Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.
Deep Analysis - Its initial cost can be rough, but Flashback is great,
Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable
Distant Melody - A decent choice for any EDH tribal
Thoughtcast - Solid in anything Artifacts
Greed - It's an option
Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game
Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless
Tutors and the Like
Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.
Scheming Symmetry - Better with more people at the table, but is an option
Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite
Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck
Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap
I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.
Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting
Command Tower - Don't question it
Glimmervoid - Staple for Artifact EDH
Mirrodin's Core - Super budget and requires some planning, but is flexible
Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game
Path of Ancestry Color fixing with perks for casting your general
What to Ditch
This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.
Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.
6 months ago
As they say, the more lords the merrier. Adaptive Automaton , Coat of Arms (One of the strongest tribal cards ever printed), Cryptic Gateway , Descendants' Path , Door of Destinies , Faces of the Past , Kindred Boon , Kindred Discovery , Konda's Banner (Turns commander into lord), Metallic Mimic ,and Urza's Incubator are all cards that work with tribal.
6 months ago
Sorry for the double-post, but I realized that since you're essentially running a tribal deck, you could take advantage of tribal cards:
Anthem — With so many creatures at your disposal, you shouldn't have much trouble convoking Obelisk of Urd down to a ridiculously small amount of mana for such a large P/T boost. Alternatively, if you don't mind the off-flavor feeling of attaching an equipment to a spirit.... then Stoneforge Masterwork can make one of your tokens huge!
Board wipe — Harsh Mercy [NOT modern legal] is a one-sided boardwipe (obviously don't run it if your playgroup tends to enjoy tribal). Yes, they'll get to keep their best creature (though you can just pick it off with Path to Exile), but this card can still really clear the board of chump blockers.
Protection — It's a little slow, but Kindred Boon [NOT modern legal] can turn your spirits into an indestructible army. I'd only run this as a 1-of, though, since it has a higher CMC and its effects don't stack.
Black splash — If you don't mind splashing a little more heavily into black, then Cover of Darkness [NOT modern legal] can make your spirits harder to block (and I love the flavor!), while Pack's Disdain can be an additional removal spell if you need more than Path to Exile.
6 months ago
7 months ago
I just think that Kindred Boon is the worst of the cycle. It's 6 mana to make the first creature indestructible, which isn't a great rate. Think about it compared to something like Selfless Spirit or Dauntless Escort .
As for Bellowing Aegisaur, I get that the combo potential is there, but it just seems a bit win-more to me. If you've pulled off the Polyraptor+Forerunner of the Empire/Pyrohemia combo, you should be in good shape to win the game.
I also think Thundering Spineback is a little derpy. It's basically a 7-mana Adaptive Automaton , since you're in trouble if you're sinking 6 mana into making 4/4's. I prefer Vanquisher's Banner in that spot.
I agree with the decision to leave out the mana dorks you mentioned.A 3/3 really doesn't matter in the grand scheme of things, and Drover of the Mighty is vulnerable to wraths. Atzocan Seer is a little more reasonable, what with the recursion, although it will also go with a wrath, and it won't bring back your commander from an exile effect. Better to have a 2-mana land ramp card that gets you to 10 to recast. Kinjalli's Caller gives you something to do turn 1, but it's vulnerable to board wipes, including your own Pyrohemia. I feel the same way about Knight of the Stampede. It would be better to just run Thran Dynamo if you're looking for ramp at that spot on the curve.
In terms of new suggestions, the #1 card this deck should ABSOLUTELY have is Regal Behemoth . I forgot about it, since it was errata'd to Dinosaur, but getting the Monarchy, especially when you have big dinos to keep it is GREAT. I think Territorial Allosaurus is also a solid include. The rate is medium, but if you put in more ramp, taking out an opposing Commander is big game. This deck might also be a good candidate for a Sunforger package. The best card in the deck is Congregation at Dawn , and you would be paying 8 mana for the first indestructible effect you tutor up, making the rate comparable to Kindred Boon .
As for what else you have in the Maybeboard, I do enjoy a good Harmonize . It's just a good rate on unconditional draw that green shouldn't have (Oh, Time Spiral), and it's what you most want to see after a late-game board wipe. Krosan Grip is always good, or so I've heard, although I like Crush Contraband or Return to Dust if you decide to include Sunforger .
7 months ago
triproberts12 Hey bud! So do you not like Kindred Boon ? I'm going to swap it out for an Asceticism whenever I acquire one but I ended up liking the solid protection it brings. It may well be a tad expensive though. Thank you for pointing out Duelist's Heritage and its politicking ability! I haven't seen the card before. I agree that Growing Rites of Itlimoc Flip is a little iffy, as I find it usually only flips when I have loads of big Dinos on the board anyway, and the land tutoring ability of Hour of Promise may well be worth it instead. I think I'll cut Growing Rites of Itlimoc Flip for Hour of Promise and cut Onward / Victory for Blood Mist until I acquire a Duelist's Heritage (or I could include Blood Mist also and cut something else?). I'm not sure about cutting the Bellowing Aegisaur for Sakura-Tribe Elder only because of its combo potential with Forerunner of the Empire + Polyraptor . Is there any other Dinos that you think are weaker? What are your opinions about my exclusion of Atzocan Seer and Drover of the Mighty or the other cards in the Maybeboard? I really appreciate the help thanks awfully :)
Kindred Boon occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%