Leonin Sun Standard

Leonin Sun Standard

Artifact

(1)(White): Creatures you control get +1/+1 until end of turn.

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Leonin Sun Standard Discussion

youbecame on White Humans

1 month ago

rb701 Thank you for your suggestions, I'll take a look at playtesting them together

Daveslab2022 I really also appreciate your temperance of the suggestions. I see what you mean about Leonin Sun Standard

Thank you both for the input.

Daveslab2022 on White Humans

1 month ago

rb701 I’ve seen you suggest this twice now and I wanted to address this really quickly.

Leonin Sun Standard is what we call a “win-more” card. When you’re ahead, it’s awesome. It feels like the best card in your deck because it just gave your team +3/+3 after you top decked a land.

But, if you’re behind, no creatures on board, in top-deck mode hoping to draw something to stabilize, drawing this is completely dead. It’s done nothing for you. You want to minimize the number of these cards in your deck as much as possible.

Daveslab2022 on Azorius Spirits - Modern

1 month ago

I’ve been playing my buddies Bant Spirits list. The only real difference is Collected Company over Aether Vial. We tested both extensively and found that the Aether Vial build, while on average an entire turn faster, runs out of gas more quickly against the control and midrange matchups. Basically anything with lots of removal, we wanted Collected Company instead of Vial.

I’ve seen people suggest Skyclave Apparition and I do add onto the call for that…. In the sideboard. There aren’t a lot of things you absolutely need to remove, the only main thing I can think of that would be a problem would be Teferi, Time Raveler. But since you’re playing the Aether Vial version, you’re not as weak to him as my Bant list is. So it really just depends.

My last suggestion would be some number of Prismatic Ending, ESPECIALLY if you end up adding green. But even on its own, ending is a great answer to every 1-2 mana threat in the format.

I disagree with most other suggestions made however. You don’t need a big beater to win the game, we win through incremental advantage and going over our opponents with flying. Definitely don’t need any spots dedicated to pump spells, Leonin Sun Standard is the biggest “trap” card I’ve ever seen. I didn’t even know it existed before today, and I understand why. I can’t think of a single scenario outside of a limited format where I would want that. It’s essentially a win more card. If you’re ahead it’s awesome, if you’re behind…. it’s absurdly bad.

Good luck! Spirits is a sweet deck and 90% of the time it feels like you’re playing legacy and your opponent is playing standard.

rb701 on White Humans

1 month ago

if you want to stay tribal, you could trade Mirran Crusader for Auriok Champion. keeps in the human type, has good protection, and has life support which is always nice. i would consider putting in Leonin Sun Standard for a group-boost in case someone plays something like Anger of the Gods, that way (if you have the mana) you can save a bunch of the creatures. Charge Across the Araba has a similar effect, but it's a one-shot with a HUGE risk that is minimal in the reward (3 out of 5 colors have a "fog" spell or effect available, and are used frequently competitively)

rb701 on Azorius Spirits - Modern

2 months ago

Guardian of the Guildpact, Soulsworn Jury, Stoic Ephemera; good defensive creatures that are still tribal that could be included. i'm sure there's a spirit creature token generator fits the color restrictions in here... the only one i know of is Honden of Life's Web, but that's green. while there is lots of cheap creatures to keep up the aggression early to mid game, i don't see anything for the big win. just about any deck (except shield-burn for an obvious reason) will have something to force the gate open. for example, i have a decent orzhov (BW) passive bleed deck with lots of cheap cast cards, but use Debt to the Deathless as a stand-alone or Cliffhaven Vampires + Ready / Willing to turn the game violently in my favor. doesn't have to be big, flashy, or expensive, but something that says "deal with it or you lose"

i would definitely recommend, however, putting in a couple Leonin Sun Standards in for the group boost; it's cheap, it's effect is decent, and demands an answer

Chrizz on Zirda, the Dawnwaker

10 months ago

Hey RelinquishedAttempts, thanks for your comment!

I can understand how this deck may seem a bit all over the place. I definitely took it in a different directions than most people do. Most people either use infinite combo's using Basalt Monolith and/or Grim Monolith, or they focus more on equipments. I think both of these strategies are not very interesting. My deck focusses on non-tap abilities that are made cheaper by Zirda to get a lot of value. Because of this, the deck includes many cards you normally don't see because the activation cost is too expensive. Some cards I just find cool to play, for example Chained to the Rocks is usually worse than Swords to Plowshares, but I just like the flavor of the former more. Likewise, Hundred-Handed One is not a very strong card, but it does have some synergy with Zirda, and I just think it's a very funny card. With that said, there may well be some cards I will swap later on, once I've played some more games with this deck (I have only played this deck in four games, due to covid).

As for your suggestions, Brion Stoutarm indeed seems out of place in this deck, since its cost is not reduced by Zirda. For this reason, I have definitely considered removing it, however, there are quite a lot of ways to get big creatures in this deck, for example: Evra, Halcyon Witness, Dark Depths, Phyrexian Processor, Custodi Soulbinders, Ignition Team, Clockwork Dragon, Wine of Blood and Iron, Mirage Mirror, Captivating Crew etc. But like I said, I should really play some more games and decide whether it fits well enough or not.

Dawn of Hope and Sacred Mesa could indeed work quite well. I'm personally not a huge fan of making many small tokens, so I don't want to center my deck around that, but some of them are fine. If after some more playing I discover that a card really doesn't work well, I will consider adding these instead.

As for Gerrard's Battle Cry, it seems almost strictly better than Leonin Sun Standard, however, I don't like having old-bordered cards in my decks. That's just a style thing, if it was reprinted I would definitely add it.

The meta in my playgroup is quite slow, so that's why the average CMC of this deck is a bit higher than what most would consider ideal, but in our meta, you really need to have a strong late game.

You also mentioned the price of the deck. The prices listed on tappedout are way higher than what I paid in Europe. For example, I paid €8 for Smothering Tithe, not $24. I paid €3 for Sword of the Animist instead of $12, and only €3 for Braid of Fire instead of $17.

I also took a look at your deck. I don't quite understand why you have so many direct damage spells, they don't really synergize as far as I can tell. Consequently, I also don't think the spell copying fits that well. Maybe your meta is more reactive than mine, but in my meta this would not make much sense.

I also see some cards that I have considered, but ultimately rejected. (Planar Bridge, Umbral Mantle, Kurkesh, Onakke Ancient), the reasonings are explained in the description of my deck. I have also considered Rings of Brighthearth, but decided against it because the value is usually not that high in my deck, because most abilities are non-tap abilities and activating the ability again is often cheaper or the same cost as paying the 2 mana. Staff of Domination was rejected for a similar reason, I think the value is just not that great in my deck (the life-gain is meh, most abilities are non-tap, so untapping is not necessary, and drawing a card for 3 is not great).

Furthermore I noticed that your deck has some equipment synergy (Stonehewer Giant, Godo, Bandit Warlord and Open the Armory) even though your deck only contains 4 equipments.

I think a big difference between our decks is that my deck has mostly non-tap abilities, and yours has more tap abilities. This explain why you put in cards like Manifold Key, Staff of Domination, Umbral Mantle and Voltaic Key

Neither strategy is wrong of course, but if there is one thing I would recommend, it is to reconsider whether the direct damage spells in your deck make sense. Thanks again for your comment and your suggestions. If you have any more questions, feel free to ask.

DarkRequiem on Darien, the Masochist (G)

10 months ago

"and a pump spell."

I agree. I could always add back Leonin Sun Standard. Just unsure about what to remove atm.

billium813 on Donate To-Don'tRoastMe Defense Fund

1 year ago

I really like Flickerform, Gift of Immortality, Ephemerate, and Conjurer's Closet with Tolsimir, Friend to Wolves. Great ways of protecting him and getting reuse out of his enter the battlefield (ETB) ability!

I also really like Sword of the Paruns. Tolsimir usually wants you to play lots of wolves so that you can use his ability. You can use Sword of the Paruns to boost your wolves on defense when they ETB and fight!

Suggestions:

I would recommend maybe replacing Gods Willing, Blessed Breath, Realms Uncharted, Unexpectedly Absent, Inspire Awe, & Stand Firm with Make a Stand, Unbreakable Formation, Rootborn Defenses, Brave the Elements, Swords to Plowshares, & Path to Exile

Seek the Horizon could be upgraded to Explosive Vegetation

Heraldic Banner fits the deck really well! Some other good cards in that vein would be Marshal's Anthem, Leonin Sun Standard, Adaptive Automaton, Spear of Heliod, or Vanquisher's Banner. You could replace Shriekhorn, Mindcrank, Conjurer's Bauble, Ghoulcaller's Bell, & Grindclock with the recommendations.

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