Mark of Asylum

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Legality

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

Mark of Asylum

Enchantment

Prevent all noncombat damage that would be dealt to creatures you control.

ThisIsMyAccount on Welcome to Flight Club

1 month ago

There are a lot of good options for the sideboard here. Because we don't talk about flight club, consider: Curse of Silence, Deafening Silence, and/or Stony Silence. The chemical burn the main character gets could be represented by Mark of Asylum maybe? haha

For the maindeck, I think Paladin Class is probably better than Authority of the Consuls for what you're trying to do but I can't say for sure if it fits your theme. A card I think does fit the theme is Spirit Bonds but I am not sure there is any room it.

Finally, if you think Magus of the Moat has a place as an honorary chapter member of flight club, it would be a very good card. Then, if you think Robert Paulson met a Baffling End, then that card could go in, too because the token can't attack through Magus of the Moat. Rest in Peace Robert Paulson...

Speaking of removal, though, it might be something to consider at least having some of in the sideboard. The only on theme cards I can think of off the top of my head are Angel of Sanctions and Journey to Nowhere but if you want removal you know where to look im sure.

legendofa on SKELETONS!

2 months ago

As far as color goes, black is vital. Green is probably the next best, for Skeletal Swarming if nothing else. Red isn't critical, but offers options like Flameskull, Lightning Skelemental, and the new Gut, True Soul Zealot. Blue is weak; Demilich is okay in a spell-heavy build, and Skeleton Ship and Mortus Strider have good art. White has virtually nothing for skeletons specifically, but Brave the Sands and Mark of Asylum and that sort of thing is useful if you have a lot of regenerators.

carpecanum on They might be Giants

9 months ago

Inferno Titan, Swathcutter Giant and Brion Stoutarm could all benefit from Deathtouch equipment (Hammerfist Giant as well)

Put Inviolability on your Palisade Giant

Mark of Asylum makes the Hammerfist Giant more fun and lets you avoid damage based boardwipes

OdricAllyofZendikar on ArchAngel Of Wrath

1 year ago

Sounds good, then might I recommend Mark of Asylum or Light of Sanction as someone who had accidentally wiped his own board with Avacyn more than once I find these quite useful

griffstick on Archenemy Commander Neeed

1 year ago

With all that damage being thrown around you are gonna want Blessed Sanctuary and or Purity and or Mark of Asylum and or The Wanderer

Glacial Chasm might also come in handy.

I would also think of ways to completely shut down there cmdrs. With cards like Song of the Dryads, Imprisoned in the Moon, Darksteel Mutation, Lignify, and Oko, Thief of Crowns

NinjaKitty778 on Fight With The Power Of Ten (Exalted)

1 year ago

Hello! Thanks for the comment on my deck! I'll see what I can do.

Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.

So what we want from the deck is:

1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures

Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.

Board Control/Stall Tactics

I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:

Authority of the Consuls Bant Charm Cryptic Command Detention Sphere Disallow Dromoka's Command Exclude Krosan Grip Path to Exile Qasali Pridemage Remand Spell Pierce Unravel the Aether

That should give you enough options to play with and see which ones you like best.

Protection

Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:

Fog Gods Willing Grand Abolisher Heroic Intervention Mark of Asylum Shalai, Voice of Plenty Simic Charm

The longer our creature(s) stay on the field the more likely we are to win.

Card Advantage

This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:

Ardent Plea Brain storm Curiosity Eladamri's Call Gaea's Blessing Impulse Serum Visions Wargate

By giving ourselves card advantage, we can find solutions to problems a lot faster.

Aggressive Creatures

And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:

Finest Hour Invisible Stalker Knight of Glory Noble Hierarch Rafiq of the Many Sublime Archangel

With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.

Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.

Milesfuzz on Woof Bark Bark Woof Bark

1 year ago

Heya! Nice deck, would just like to share some of my findings from my own experiments

Light of Sanction, Mark of Asylum and The Wanderer all make your fight triggers one sided removal.

Nightshade Peddler makes all your fights lethal.

I've found Wren's Run Packmaster to be pretty sub optimal since most of the time the only elf you really have access to is your commander himself and I'd rather have Tolsimir in play.

Feed the Pack i've always found to be pretty suboptimal for 6 mana, also alot of the non-token creatures usually happen to be super synergistic and I don't usually want to remove them. Depending on your meta Wolfcaller's Howl can be pretty meh too.

Lastly, I had a larger land ramp package so I could make use of Howl of the Night Pack. Card can end the game all by itself!

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