Linvala, Keeper of Silence

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Vintage Legal

Linvala, Keeper of Silence

Legendary Creature — Angel

Flying

Activated abilities of creatures your opponents control can't be activated.

AstroAA on Bant enchantmentz

2 weeks ago

I would cut the number of lands in your deck to around ~33 to ~35. You can substitute these with enchantments like Utopia Sprawl, Wild Growth, and Carpet of Flowers.

Additionally, you specifically ask for "controlling enchantments". I myself run a Sythis, Harvest's Hand deck that is based on shutting the entire board down, so you can check my deck for inspiration. I run stuff like Suppression Field, Stony Silence, Root Maze, Ground Seal, and other cards like Kataki, War's Wage, Null Rod, Collector Ouphe, and Linvala, Keeper of Silence. My deck wins through locking my opponents by preventing them from being able to play/use lands with Elesh Norn, Grand Cenobite and Living Plane.

If you need any other help, feel free to ask.

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

1 month ago
We're going to call this game a win, though I didn't see the illegal play at the time that made me think that I "lost" it! I was playing against a nasty Queza, Augur of Agonies combo deck, a Veyran, Voice of Duality deck and a Lathril, Blade of the Elves deck. I took a lot of hate and lost a lot of pieces that I fielded, but I was careful not to dump my hand too quickly, and kept my resources strong by attacking every turn with goood old Segovian Angel equipped with Sword of Hearth and Home and Rogue's Gloves, making sure I had no shortage of ramp and cards. Eventually my opponents were exhausted and I dumped a large quantity of angels on the battlefield in a single turn, including Linvala, Keeper of Silence. I had lethal against my remaining opponents, but I thought the Queza player had been able to pull out a game winning combo. This would have required him to cycle Sanctum Plowbeast however, and Linvala should have shut that off since plowbeast is a creature. As such, we'll call this one a win! I think this game illustrates once again the power of Linvala, but also is a reminder that you don't want to commit too many resources before you're ready, and that when getting a lot of hate you can just build up resources for the right time and overwhelm them. Getting this pacing right is how once moves from being a noob at this deck to a pro.
For the first time this summer I got to play against this deck, as a friend I met a teacher's conference piloted it 1v1 against my own best deck, which is my Inalla, Archmage Ritualist combo deck. Needless to say, I learned from this game that this deck is easily piloted well by someone that isn't me but is a good player, and once again that is a monster deck in 1v1. Despite having lots of premium control pieces in my toolbelt including Cyclonic Rift (which I tutored and played), counterspells, removal pieces, and lots of game-winning, synergistic combos, I just wasn't able to keep up with Giada. Linvala, Keeper of Silence made my life miserable until I erased it with a Toxic Deluge, though the life loss hurt. She still came back quickly even from that and finished me off. It was good to see my deck piloted expertly by someone else, and perform well against my most competitive deck.
This game was short and a bit of a sequel to the previous game. I once again was piloting my Inalla deck against a friend who was playing Giada, though this time it was a four player game. The Giada deck worked well, and was the major target at the game table. Unfortunately for them this meant they ignored me, and I combo'ed off out of nowhere well before they were expecting it. As such, it was a loss for Giada, but the deck worked the way it was supposed to even in another player's hand, even if the threat assessment of all three of my opponents did not work as well.
This was the truly epic win that I've been waiting for since I built this deck, and my favorite game with it to date. Not only did I finish the game with 150 life (thanks to Bishop of Wings, Soul's Attendant, and especially Righteous Valkyrie), but I formed Brisela, Voice of Nightmares  Meld  Meld not once, but twice, and brought Emeria, The Sky Ruin fully online. My opponents were playing my own decks, which are good, including my super fast Yuriko, the Tiger's Shadow deck, but not even Yuriko could keep up with my lifegain, which left my opponents in quite the dilemma as they tried to figure out which threats to do with. Brisela fell he first time to a Dokuchi Silencer, but I was able to kill the Yuriko player before he could repeat the act, and I brought Bruna back with Emeria and Gisela back with Karmic Guide, and there was nothing my remaining opponent could do to stop me. I think this game was an illustration of just how good this deck can be when performing at its ceiling.

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

6 months ago
I got in three more games last night, and got to test the deck out a bit more. It was again 1v1 unfortunately, but it was a strong matchup vs a highly optimized Ghalta, Primal Hunger deck that has no problem killing off single opponents incredibly quickly, so I was playing by the seat of my pants the whole time, though I won all three games. The first game was the tightest, and showcased the power of Bishop of Wings, Soul Warden and Archangel of Thune in particular, who were the MVPs of the match. I had a strong start with a turn one Sol Ring, but made up for it by missing my land drops for several turns against a deck with crazy ramp and endless resources and fatties, but was able to get through it due to my curve and Giada, who allowed me to consistently play threats turn after turn, and the almight power of Bishop of Wings, Soul Warden, and Righteous Valkyrie, who effortlessly healed me through several battles. What was threatening me however, was commander damage from Ghalta, as I could only afford to take three more before dying, forcing me to commit all of my angels besides Giada (and Righteous Valkyrie who he had removed with Beast Within to blocking Ghalta, resulting in their deaths. I was left with only Giada, Bishop of Wings, Soul Warden, and four spirit tokens that I got from Bishop of Wings when my other angels had died. What's worse, my opponent had paid Lurking Predators, so every time I cast a spell he got to put free creatures onto the battlefield. Thankfully, that turn I played Archangel of Thune, and the die was cast. When it ETB'd, both Bishop of Wings and Soul Warden procc'ed, putting 2 +1/+1 counters on everything. Lurking Predators then worked against him, because when his creature entered, Soul Warden procc'ed and Archangel of Thune put another counter on all of my things, including the four spirit tokens I had put out. While Feed the Pack would have allowed him to go wide with many 2/2 wolf tokens, he couldn't do that since the dynamic duo of Archangel of Thune and Soul Warden would only pump my aerial team to astronomically high power. I was able to swing in for lethal and the game was over! To the many on the forums and elsewhere who lecture other builders that the Soul Sisters aren't that great and one life isn't that big of a deal, I think they need to think about their synergy with the deck's gameplan, something that a match like this showcases!

The MVP of game two was Linvala, Keeper of Silence. He had an incredibly explosive start and probably would have killed me by turn six or so, except that on turn three I played Linvala with Giada, right after he had played Llanowar Tribe, which was now a cute 3/3 with no other powers. Even so he was able to play Omnath, Locus of Mana, store some mana, cast his commander, and be a couple of points away from a lethal play with some other synergies he had, but Linvala held him down long enough for my growing angel army to chip away his life total to zero.

On the third game the shoe was on the other foot from the first one, and he didn't have the acceleration he needed to put up a threat to my quickly goldfishing angelic armada. Lacking key removal spells, he three a ten power Nessian Boar at me in order to kill my best pieces of his choice and to draw a ton of cards. I responded at instant speed with a Swords to Plowshares, preserved my board, and swept in the next turn to knock him down to two life. He wasn't able to recover and the game was done.

This was a particularly helpful play session in highlighting the power of some key cards like Soul Warden, Bishop of Wings, Archangel of Thune, and Linvala, Keeper of Silence, as well as the importance of having the right amount of good, premium, white removal in hand, which made a big difference in the outcome of the second and third games. The only card I didn't care for in one of the games was Mirror Entity, which confirms its likely cutting from the deck in the next update. I hope these game reports are helpful to the community as you build your decks!

markbeloit on Aurelia's Army

8 months ago

Many suggestions here. Some you should absolutely get, others just worth considering.

Lands

Spectator Seating

Artifacts

Mana Crypt Talisman of Conviction Boros Signet Sunforger Worn Powerstone Coalition Relic Akroma's Memorial

Enchantments

Grasp of Fate Stranglehold Aura of Silence True Conviction

Creatures Aven Mindcensor Linvala, Keeper of Silence Drannith Magistrate Esper Sentinel Serra Ascendant Burnished Hart Solemn Simulacrum

Finally a combo in : Sun Titan + Goblin Bombardment + Gift of Immortality / Angelic Renewal = infinite damage. Maybe not your thing, but you're already running Sun Titan, and the other pieces aren't bad.

AstroAA on [EDH][Primer] Sythis Enchantress Prison

9 months ago

Hello aisthetikos! Thank you for your comment!

That's a pretty nifty combo, albeit very mana-inefficient. I would personally much rather only pay the five mana for Nature's Revolt and either the four mana for Linvala, Keeper of Silence or the seven mana for Elesh Norn, Grand Cenobite than an eight additional mana for Ezuri's Predation. Plus, with Ezuri's Predation, our opponents could save their stuff through the likes of Heroic Intervention or other methods of giving indestructible; Elesh Norn, Grand Cenobite kills through indestructible, which is part of the reason as to why she is so good.

The only reason I run Craterhoof Behemoth is to act as a closer if I need to kill someone immediately. I've thought about cutting it before and am not against the prospect in the future. The deck itself doesn't run much recursion if we need to get something back, and it's a lot easier to get 40 damage to kill someone in a single turn than it is 70+ damage to mill someone out in a single turn - especially with this deck in regard to the fact that most of our creatures are 2/2's. If I were to mill someone out, it'd be using a method like Aluren + Whitemane Lion + Altar of the Brood. However, keep in mind - this is a deck designed to prevent our opponents from playing Magic, not a combo-oriented deck.

LunchBox1211 on Opposite of Heavenly (Avacyn 96%)

10 months ago

Linvala, Keeper of Silence, Court of Grace, Mass Calcify and The Immortal Sun are a few cards that may be of help. The hatred levels vary, as do their uses, but something you can consider.

Mono-White! Let's Go!

GangstaFranksta on Heroes of the Weatherlight

10 months ago

I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.

I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.

These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.

There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.

Real quick, I notice the deck doesn't have much draw. Consider adding something like Beast Whisperer or more expensively Mangara, the Diplomat.

Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.

Hope this helped!

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