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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Knight of the White Orchid
Creature — Human Knight
First strike
When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle your library.
austintayshus on
Soul Sista's Soul Sista's
6 months ago
Great lifegain build! +1
I would recommend a few more card draw effects like Well of Lost Dreams and The Gaffer.
I would also recommend a few more ramp effects like Knight of the White Orchid and Arcane Signet.
Jerkoid on
Delney
6 months ago
Clone Shell, Canoptek Scarab Swarm, Summoner's Egg, Duplicant, Circuit Mender, Filigree Familiar, Threefold Thunderhulk, Tiller Engine, Astrid Peth, Ambrosia Whiteheart, Knight of the White Orchid
firasnake on
Kaalia of the Waifu
7 months ago
That's what I'm going for!
For the mana, I think I've been hoping some of the indirect mana sources (blink or reanimate Lobelia Sackville-Baggins, steal mana rock with Yuffie, Materia Hunter, even out land advantage with Knight of the White Orchid, etc) would play out, but I definitely see what you mean. I added Arcane Signet and Orzhov Signet and added back Priest of Gix and Priest of Urabrask.
I can also see that I'm short on draw, and tutoring doesn't cover it. I strangely cut a few good options all at once and haven't noticed the hit yet, so good catch. I've added back in Matzalantli, the Great Door Flip (which also helps with mana), Minas Tirith, and Shilgengar, Sire of Famine, along with your suggestion of Harvester of Souls, which puts me at 12 card advantage cards. I don't suppose I should go much more than that since my reanimate options are supplemental card advantage, particularly later-game.
Thanks for the insight!
wallisface on
Kamarupa’s Challenge
1 year ago
Sorry, one last idea. This one’s a little more gimmicky but also feels like it should perform well against a lot of decks just by being able to grind them down. It will require some savvy piloting as far as knowing when to play the Arbiter.
- 4x Ghost Quarter
- 4x Urza's Saga
-
16x Plains
- 3x Quicksilver Fountain
- 2x Winter Moon
- 1x Shadowspear
- 1x Hex Parasite
-
4x Parting Gust
-
4x Ephemerate
- 4x Leonin Arbiter
- 4x Esper Sentinel
- 4x Solitude
multimedia on
Liesa but Angels
1 year ago
Hey, good WIP for Angels, nice Avacyn and Tithe.
When you break it down to the very basics of what you need for Angels it's three things: Angels, ramp and draw. Angels because you want to cast/attack with Angels, ramp because you want to be able to consistently cast your higher mana cost (4+ CMC) Angels and repeatable draw because you want to keep having Angels in your hand to cast. The better Angels you want to attack with, including Liesa, have a high mana cost, without more ramp you'll have a more difficult time casting them. Consider more lower mana cost (1-3 CMC) ramp and more repeatable draw sources?
In my opinion, a good rule for casual Commander deck building is having at least 10 sources of draw and at least 10 sources of ramp, allocate deck room for these. These are the most important two effects to have for smoother gameplay. Better overall gameplay makes playing Commander more fun since you'll get less frustrated with how your deck is running. Consider cutting a few of the lesser power cards compared to other cards here for more ramp and draw?
Add:
- Exemplar of Light, Resplendent Angel, Valkyrie Harbinger, Sanctuary Warden
- Arcane Signet, Talisman of Hierarchy or Mind Stone, Orzhov Signet, Wayfarer's Bauble
- Phyrexian Arena, Court of Grace, Mask of Memory, Collector's Vault
- Skullclamp or Transmogrant's Crown
- Knight of the White Orchid with Sunlit Marsh, Palace Jailer, Midnight Reaper
- Plumb the Forbidden, Night's Whisper, Read the Bones
Cut:
- Dragon Throne of Tarkir, The Pandorica, Halo Fountain, Entreat the Angels
- Unmake, Fate Forgotten and Isildur's Fateful Strike
- Legion Angel, Serra's Guardian, Emancipation Angel, Hailstorm Valkyrie, Vengeful Reaper
- Boon-Bringer Valkyrie, Seraph of the Scales, Angelic Skirmisher
- Season of the Burrow and Season of Loss
Some land upgrades to consider that are within the budget for the manabase: Caves of Koilos, Fetid Heath, Shineshadow Snarl, Great Hall of Starnheim, Tyrite Sanctum, Vault of the Archangel, Soulstone Sanctuary, Path of Ancestry
I hope this advice is helpful and I offer more if you're interested, about the potential adds/cuts I've suggested.
MrSilk on
Bridge to Sanctuary - Land Prison/Punishment
1 year ago
nuperokaso These are outstanding suggestions.
The Ornithopter is really just a free flying dork so its removable.
Board the Weatherlight is mostly there to snag Urborg, Tomb of Yawgmoth or Ensnaring Bridge depending on if I need to tutor for Karma (for the urborg + karma combo).. Or if my opponent is beating me down with creatures
Knight of the White Orchid or Loyal Warhound are great suggestions. I was also thinking about Weathered Wayfarer to do something similar
I also really like Roiling Vortex and its interaction with Personal Sanctuary.. I've never actually seen that card.
I would love to have more prison/lockdown pieces in here somewhere too.
In my notes "possible upcoming changes" that I made last time I looked into updating the list, I kind of noticed a few things in testing which back up what you're suggesting, but I never actually made the changes to the list.
Id love it if you made your own version of this decklist and shared it with me. I think it could be a really fun list to play! Thanks for the suggestions!
nuperokaso on
Bridge to Sanctuary - Land Prison/Punishment
1 year ago
- Don't play Ornithopter, it does nothing for your game plan.
- Roiling Vortex also works with Personal Sanctuary. You may want to add one or two.
- Board the Weatherlight doesn't work for you. Cards that you are interested in are not Historic.
- You have a lot of mana intense cards, and as such you need some mana acceleration. You may add some Knight of the White Orchid or Loyal Warhound. They work well with your Path to Exile. Or you may go the other way with acceleration - Gemstone Caverns decrease your hand size which is fine with Ensnaring Bridge.
gzusvictory on
Halvar, Divine Voltron
2 years ago
I would run it. It’s got the bottom effect of Forge Anew, which is nice since our commander doesn’t help with the initial equip and only passes the equipment around for free. Codsworth is still Reanimate-able. I like that it ramps out our equipment with the second ability. Codsworth helps synergize with our commander by simultaneously protecting it some and speeding up the game plan of equip+kill.
The question really is what would we take out? Probably take out Loyal Warhound or Thousand Moons Smithy Flip for it?
Loyal warhound is the second iteration to Knight of the White Orchid which is both played in this deck understandably for ramp, but Codsworth ramps out equipment every time while the warhound may miss if you have the greatest or tie the greatest land count.
I haven’t given Thousand Moons Smithy Flip a shot yet. Seems like a good alternate win con of going wide and synergizes well with the artifact theme, but has nothing to do with helping our equipments get equipped outside of becoming a land.
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