Creatures you control have flying.
Printings View all
|2012 Core Set (M12)||Uncommon|
|2010 Core Set (M10)||Uncommon|
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
|Urza's Legacy (ULG)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
3 weeks ago
From someone who had a Atraxa +1/+1 proliferate deck and converted it to a bant +1/+1 counter/ proliferate deck Abzan Falconer is not worth the card if you are trying to give your creatures flying Levitation is better by a long shot creatures get removed more often.
The funniest fog ever and works great in your deck and is still a creature Selfless Squire
1 month ago
golgarigirl that’s definitely the experience I had as a new player, basically anyone could bluff having a Cancel and I’d quail. Another thing is, especially for new players, fliers. Not being able to stop an incoming attack from a Levitation’d up baddie except maybe with your one Mammoth Spider that you thought looked cool can be a tough experience. (And yes, I know red has dragons, and white has angels, but blue has Archetype of Imagination-type effects)
1 month ago
An old friend of mine had a snakes on a plane deck using Levitation but luckily we also have Archetype of Imagination for Commander. Adds some nice, effective flavor, if that's something you value in a deck.
4 months ago
GucciJesus - This deck seems like a good start but it does have a few glaring weaknesses. From what I can tell you only have 9 instances of ramp with a fairly high average CMC, Two enchantress cards not including your general and no clear game plan. Tuvasa is a fairly versatile commander with strong theming that draws her to have you jam every enchantment into a deck and roll with it. This will work in most low power metagames and feel strong as you will likely have few opponents with decks built to handle enchantments and the extra draw every turn will put you ahead in most cases. However, the lake of a true plan to win the game will, feel like a slog when you get to the last few moments of the game, where you just keep casting Tuvasa hoping she will stick so you can 21 someone, only to have her removed before combat.
This is where a focused game plan can help breath new life into your deck. Typically Tuvasa has two clear options: Pillow Fort Enchantress or Voltron Enchantress.
Enchantress Decks typically try to turbo out a bunch of cheap enchantments to eventually win with overwhelming card and some win-con.
The pillow fort variety will usually puts up a wall of enchantments (Sphere of Safety, Propaganda, Elephant Grass) to prevent your opponents from hurting you while you play cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience) with various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) to draw to a win-con (Opalescence, Starfield of Nyx)
Voltron attempts to win with a large Tuvasa, which appears to be the route that the Precon was built for. The issue is it seems you have no true protection from your commander. But Tuvasa is unique to other enchantment based voltron commanders in that she gets big with regular enchantments rather than aura's. Cards like Asceticism, Privileged Position can protect her, and cards like Levitation can help her get in for damage. The cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience), various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) still apply here.
Finally the ramp situation, if you are in a metagame that has limited mass enchantment removal (most) and shy's away from land destruction, then you should look to land aura's that ramp like Utopia Sprawl, give you extra land drops like Exploration or are just powerful like Carpet of Flowers. A good ration is around 10 to 12 ramp spells.
One final note while Sol Ring is a powerful card in most situations, it isn't necessarily better than the previously mentioned ramp spells, as they accelerate your game plan (buffing Tuvasa, draw you more cards) and can ramp you into Tuvasa, 3 things Sol Ring is not good for. I usually drop it from most of my decks where the commander doesn't have any colorless mana in their cost as its usually a dead draw in my opening hand and causes political problems.
5 months ago
If you want flying for your creatures I would go Levitation over Abzan less enchantment removal thn creature and less likely to get hated on for enchantment removal
5 months ago
This is fun.
Rise of the Dark Realms. I love big spells and big one card finishers. I also love mass graveyard reanimation. It's so cool to cast as single spell that can change the game completely. It's so cool that this one spell can have so many different results. Especially since you are playing with your opponents creatures too. You never know what will happen in the next chance you get to cast this huge spell.
Void. I love board wipes. I'm am Mr. Boardwipe at my LGS. I really like board wipes that can be planned for. Ones that after the wreckage settles you stand alone as the new threat. The player that just turned the game completely on it's back and now you're the winning player. All because of a well timed board wipe.
Predatory Focus. I love swinging creatures for the win. I love chipping people down keeping everyone on even life total. Then bam surprise mutha fuckas. Didnt see that coming did ya. Slam down some card that gives great evasion to all my creatures for the win. Or slam down something that makes them trample for the win. I love flying creatures for this reason. This one could have also been Levitation or Archetype of Imagination. Swinging with creatures feels the most fun for me.
So me in a nutshell. Games that dont end quick or games that have lots of action. This is that type of game I strive to play. I tend to avoid combo wins even though I have one in half my decks. I hate using counterspells. They are just boring. Unless its Withering Boon or Imp's Mischief. I love those cards.
1 year ago
You probably don’t want to run more than 2 Levitation because drawing a second one is going to suck, and you don’t really need the flying (actually, considering how dangerous Sharktocrab can be locking stuff down, i wouldn’t bother playing any Levitation at all tbh)
1 year ago
Great deck! Levitation might be worth a slot, to help the pirates get through for damage.