Loran's Escape

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Loran's Escape

Instant

Target artifact or creature gains hexproof and indestructible until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

xram666 on Arcades EDH

1 month ago

Some upgrade suggestions:

You're playing way to less lands. Go up to at least 38 Lands.

Ramp:

Add more ramp (in sum you should end at around 9-11):

but cut Kodama's Reach wtih execption of Axebane Guardian the ramp should help you get out Arcades at round 3, if possible.

Protection:

Replace Intervene with a flicker spell for one mana. Same effect but better synergy with commander. For example:

Replace Miscalculation with Arcane Denial

Replace Remove Soul with Displace or even better a board protection spell like:

Replace Seedling Charm with one of the following:

Removal:

Replace Solemn Offering with Stroke of Midnight

Add an additonal one-sided massremoval like Slaughter the Strong

Backup for Commander:

Add

DreadKhan on Cecil Dark Knight/Paladin

3 months ago

I like something like Loran's Escape, Blacksmith's Skill, or even Galadriel's Dismissal as a way to protect your Commander after they're flipped. Dismissal is one of the best White cards ever printed, able to protect your creature(s) from removal/wipes, as well as being able to fog any an attack AND remove that player's blockers until their next turn, meaning it can also serve as player removal. I have no idea what they were thinking, but it's not even a GC atm.

If you want versatile removal in Orzhov I don't think you should lean into Black for it, Withering Torment and Feed the Swarm are both pretty bad compared to Anguished Unmaking, Generous Gift, Stroke of Midnight, or even Vindicate if you really like sorcery speed options. I'd even run something like Winds of Abandon over either, you lose a bit of versatility to get a much stronger removal effect that can double as a one-sided board wipe by the time you have a board ready to swing with.

Ogrecorps on "Unbeatable" card combo, or so …

7 months ago

UPDATE: VICTORY!!

Here's the deck I used (warning, it is not great and I'm open to suggestions to improve it as a more general-purpose meme deck that strips out important things and leaves someone else to actually kill people in free-for-all format.) https://tappedout.net/mtg-decks/18-06-25-SkD-grrr/?cb=1750236034

The story: 3 players, me with the meme deck, work friend with the "you cannot lose the game" mystery deck, and a third with a deck specifically filled with legendaries of as many types as he can make work.

My starting hand had Leyline of the Void and I kicked off hostilities with Bitter Ordeal and got to peruse through the "cannot lose" deck to see how it works. Key cards found: Herald of Eternal Dawn, Negate, Three Steps Ahead, Restricted Office / Lecture Hall, Virtue of Persistence. I took out one of the 4 Heralds. The legendaries deck built up nicely with about 6 or 7 big creatures with deathtouch (All-Out Assault) and flying and vigilance and lifelink and other such nonsense. This player normally likes to be fair (i.e. spread the damage around, not pick on anyone) when he feels like he's winning so I had to warn him off with the strongest arguments I could that I was absolutely not a threat to him, that I had built the deck specifically to counter the other player. Cannot Lose had no creatures out so Legendaries swung at him fully with enough to put him to -9 life. Looked like it was over already and then pop! Cannot Lose flashed out Herald of Eternal Dawn before combat damage was dealt, keeping him alive despite negative life.

Cannot Lose then quickly got out two lecture halls from Restricted Office / Lecture Hall, giving the herald and both lecture halls hexproof. Around here I realized a major weakness in my deck: it largely has to target something in the opponent's graveyard, making Leyline of the Void super not helpful. Happily, Cannot Lose Get Lostd it. Because nothing much was going to graveyards that I wanted to strip out, I built up a little supply of Extirpate and Surgical Extraction - this will be important later... Legendaries took about 6 turns and smashed Cannot Lose to about -30 life while enjoying all the lifelink that gave him.

It was at this point that Cannot Lose messaged me privately to say that he'd won, it was just going to take an hour. The next turn, he used Loran's Escape on his Herald and then used one of his Restricted Offices for a boardwipe. My defenses being so pathetic, were fine. Legendaries, however, got cleaned out, 7 or 8 big beasts in the graveyard... This left Cannot Lose as the only one on the table with any attacking power and a pair of Fountainports to slowly grow an army of fish with.

Somewhere in the excitement I'd stripped out all of his Get Lost, and Stock Up. I knew from searching his hand that he had a Negate still ready for something that might kill his Herald, the only thing keeping him alive. Then came the exchange I'm going to be hearing about all day today at work from Cannot Lose, the part where he's kicking himself for doing what he did: Legendaries brought out a planeswalker; Cannot Lose used Three Steps Ahead to counter it, putting a copy of one of his 2 counter spells in his graveyard. I targeted it with Surgical Extraction. He Negated. I surgical extracted his Three Steps and then Extirpated his Negate, successfully exiling all of his counterspells! He has already told me that he shouldn't have countered the planeswalker, that he should have just used fish from Fountainport to neutralize it.

And then Legendaries Ruinous Ultimatumd. Herald, hexproofs, and my two Wall of Vines all gone! Cannot Lose was at -30 something life and evaporated in a long silence followed by a drawn out frustrated groan. He'd nearly fought his way back and if only he could have had another Herald in hand to flash out or I hadn't stripped out his counterspells... He was also intimately familiar with Legendaries' deck because the two of them worked on it closely together so knew exactly how little strength he had left after all of those creatures got wiped with no serious options for bringing any back. Either way though, I still had 3 Sudden Spoilings in my library somewhere so chances were decent I'd get him killed for being in negative life sooner or later.

Thus began the long, slow final phase of the battle wherein I had only defensive creatures, and Legendaries had 40-something life but only one or two offensive options left in his deck which was down to about 27 cards to my 35ish. I used Liquimetal Coating and Splinter on one of his Plains, a generally useless move and one I probably should have saved for an actual threat but I was just happy Cannot Lose had lose'd. The end came when I fired off a kicked Sadistic Sacrament, ensuring that there wasn't going to be anything left to hurt me. Before I searched his deck, however, Legendaries capitulated and we called it there, official cause of death: inevitable milling out.

kamarupa on

1 year ago

Like wallisface said, this looks very susceptible to removal spells. 3x Loran's Escape is probably not sufficient. Invisible Stalker is a great creature for a deck such as this. If you can find creatures that have built in durability/protection, those tend to be favored in aura decks like this. To that end, if not creatures, there are def auras that can help give your creatures more staying power - Hyena Umbra being high on that list.

I don't think All That Glitters is worth it. It's half an Ethereal Armor at double the MV.

1xHall of Heliod's Generosity seems pretty valuable here. I also think 4 more dual lands would help, especially given how many spells you have that require either or WW or BB to cast. (something many people try to avoid in non-monocolored decks) And personally, when I play with black, I usually include 1xBojuka Bog and often 1xCastle Locthwain.

I also suggest limiting instants like Fracture to the sideboard as much as possible. You want/need as many enchantments down as possible. Use spells like On Thin Ice as much as you can. Classics like Journey to Nowhere and Oblivion Ring aren't the lowest MV or as fast as instants, but the bump to the enchantments that care is worth it.

The thing I really like about Kor Spiritdancer is the draw card. Almost every deck needs a way to draw extra cards, and repeatable effects are among the most powerful. That also makes your 'dancer even more of a target. It may well be easier to use different creatures and add a draw card spell than it is to protect and draw cards from your 'dancer. It's a tantalizing, but difficult creature to successfully build around.

When it comes to the sideboard, it doesn't make a lot of sense to me to include spells duplicate mainboard spells. IE, Fatal Push isn't doing anything Path to Exile doesn't already do well. Kaya's Guile, on the other hand, using the sacrifice mechanic, does do something Path doesn't - it get's around hexproof AND indestructible. You might find Extirpate useful. Fracture should be in the sideboard. That eliminates the need for Mortify.

wallisface on

1 year ago

I think the big issue you’ll have here is that you have very few creatures that are all super-easy to remove. Aura decks normally rely on creatures like Slippery Bogle which are extremely hard to remove. I think any opposing deck with interaction is going to quickly pull-apart your boardstate - and I don’t think Loran's Escape will save you.

gzusvictory on Halvar, Divine Voltron

2 years ago

Should you really value the scry 1 that highly in Loran's Escape rather than running Blacksmith's Skill?

Blacksmith's Skill can also protect your planeswalkers, enchantment, land, and occasionally boost our ArtiFact CreaTuRes.

Icbrgr on Cleric sacrifice

2 years ago

I think you need more plays for turn 1... as of now you just have 2x Ecstatic Awakener  Flip, Cleric Class, Loran's Escape.

adding more drops Archfiend's Vessel could have a neat synergy with Nullpriest of Oblivion or even Thoughtseize/Inquisition of Kozilek

Madcookie on Help protect artifact in black …

2 years ago

Some more suggestions:

Permanent effect: Rebbec, Architect of Ascension, Darksteel Forge

One-time use: Loran's Escape, Blacksmith's Skill, Apostle's Blessing

Hope these are useful. Cheers!

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