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Mass Calcify
Sorcery
Destroy all nonwhite creatures.
TheBestMagicCard on Hokori, Dust Drinker - Prison/Stax/Value Creatures
8 months ago
I realized that the most powerful thing Hokori can do is totally lock opponents out of playing anything, as long as there a couple support cards, mostly Mishra's Helix, God-Pharaoh's Statue, and maybe Kismet and Loxodon Gatekeeper.
This is more powerful then hate bears, and like "you can't do something" cards, as well as other cost-increasing cards. If I can just prevent opponents from casting anything by leaving them no untapped lands ever, it doesn't matter if the have a board wipe, or an enter-the-battlefield effect, or graveyard recursion, because they just can't cast anything...
Even if I could keep people from casting things for a few turns, if they gradually build their mana back up and could cast a threat that one of my dinky-conditional-hatebears didn't affect, then that sucked for me... Way better to just try and lock them down outright and not ever give them the chance...
I've decided to take out some more conditional/reactive cards for some better threats, so that I can have some recourse if opponents manage to cast a threat, and to try to close the game out a little faster. The deck also needs card draw to help stay ahead of opponents, and not stall out. I'm also realizing that removal is very powerful in this deck. Usually a one-to-one trade off for targeted removal can be questionable, but in this deck it's a little different. If I Swords to Plowshares a creature that cost 5 mana to cast, my opponent might have been saving mana up for a few turns to cast that card, now I just spent 1 mana to nerf it, and ideally Hokori is in play so now they will have to wait several more turns to cast something else, so spot removal turns into huge tempo advantage also. Even better than one-for-one spot removal is board wipe, and repeatable removal.
I've switched in new cards that present threats, draw cards, and remove opponent's cards, they include: Battle Angels of Tyr, Aerial Extortionist, Mass Calcify, Unexplained Absence, Magus of the Tabernacle, Champions of Minas Tirith, and Archon of Coronation.
Trouble in Pairs seems like it could be powerful, but it is also reactionary and conditional upon opponent's doing something advantageous.
Max_Hammer on I’m Rick Grimes, Bitch 2.0
1 year ago
Howdy, I think your mana base could use some work-shopping. As for what you have right now, it's good. You don't need to remove anything, nothing here is hurting you. However, there might be something you missed. The only reason I can see for having this number of basics is for Emeria, but I think you could get even more value elsewhere. For the record, I'm not saying to include all of these, but I am giving you some choices as to what you might wanna include. I suggested the ones that seemed like the best choices.
Removal:
For removal, we have a few choices. Scavenger Grounds is graveyard hate, which is fine because we only have one piece of recursion and it's Emeria. Blast Zone is pretty solid removal, just in case. Field of Ruin can get rid of someone else's Emeria or other problem land. Eiganjo, Seat of the Empire can be removal when you need it, and a land when you don't. And lastly, Kabira Takedown Flip in a token deck takes down pretty much anything without hexproof.
Protection:
Your stuff is important! Keep it safe with these cards. Eiganjo Castle is nice for anyone especially important, as can Karakas, if you can swallow the high pricetag. Sejiri Shelter Flip can keep a creature safe once, assuming you don't need the mana. Nephalia Academy is fun when playing against specific deck strategies. Now, for a lot of them all at once, Kor Haven, Mystifying Maze, and Labyrinth of Skophos (With a shoutout to Maze of Ith) all prevent people from bonking you too hard.
Misc.
Everything else that wasn't in those two categories. Windbrisk Heights can play you a free Mass Calcify when you need it, just for swinging with 3 tokens. Reliquary Tower because this is Commander. War Room, depending on how much draw you need. Idyllic Grange may as well replace a Plains if you plan to keep focusing on Emeria. Arcane Lighthouse is just another Detection Tower effect. And for the final one, Karoo. I dig the bouncelands. They're perfect turn 2 plays and might help you ramp a little bit extra.
And one more thing aside from all of this! Caged Sun is, in my opinion, better than Gauntlet of Power. One extra mana for blocking out my opponents feels worth it.
Guerric on [Primer] Helming the Host of Heaven *Update*
1 year ago
Thanks for the encouragement and I am glad that you are enjoying Giada! I did ave Mass Calcify in the original draft of the deck and it is a fun card. The high cmc made it so that I didn't love it because it took my turn to cast and slowed me down. I have thought about Damning Verdict and it is probably the best option for another one-sided board wipe in addition to Winds of Abandon. So far, however, I haven't usually wanted board wipes often, and targeted removal has always done the trick for me better than bigger plays. I'll slot Ondu Inversion Flip into the mana base to have a second board wipe in a pinch, and to get an option to close out the game early in combination with Cosmic Intervention. That being said, if you're finding that you need another board wipe I think that you are correct that verdict is the best option.
DranDraggore on [Primer] Helming the Host of Heaven *Update*
1 year ago
Hi, I am working on a quite similar deck, got a lot of inspiration from you and wanted to thank you for all the effort and feedback!
Two cards I was considering:
Damning Verdict As we expect our angels to have at least on +1/+1 counter on them, this is in many cases a 5 Mana one-sided boardwipe.
Mass Calcify Used to be my alternative, but got cut in favor of Damning Verdict. Depending on the Meta, this can be superior, maybe keep it in the sideboard.
wallisface on Pure Lifegain
2 years ago
Some thoughts
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Most Modern decks typically can't justify running more than 4 cards costing 4-mana, and often run nothing above this. You've got a whopping 16 cards costing 4-or-more, which is going to lead to some really slow/clumsy plays. In particular, all those cards costing 6-or-more mana (Angelic Skirmisher, Devout Invocation, Mass Calcify, Iona, Shield of Emeria) have no chance at all of being cast in a game with your current landbase (You'll have ~50% odds of having 6 lands by turn 9, which is longer than any magic game will take, and also pretty-bad odds). I would suggest just keeping 3-4 of your 4-mana cards, and ditching the rest costing this-or-above.
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Even once you reduce the mana curve, you will still need to play more lands. With 21 lands, your odds of getting 4 into play in any reasonable time is still really poor. I'd suggest going to 23 minimum, but probably 24 is the correct number here.
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A word of warning that lifegain is one of the absolute weakest mechanics in magic, and without some massive payoffs for gaining life, it's never really worth it. I would suggest if you want to pursue a lifegain based deck to use cards like Righteous Valkyrie and Speaker of the Heavens as your build-around cards, as these are some of the very few cards available that make lifegain actually worth playing. An example budget decklist using those cards is here on mtgGoldfish. In any case, I would advise strongly against "gaining life just for the sake of gaining life", as this pretty-much always means your cards aren't doing more productive things, like establishing a stronger board-position, and usually just means the deck sets itself up for failure.
airsoftsniper91 on Giada, Font of Hope
2 years ago
Saw that you were looking for help and this commander seems pretty cool. Not sure what your budget is, but I'm going to make some suggestions at different price points.
Here's some cards I'd cut: Angel's Grace, Cleric Class, Angelic Accord, Treasure Chest, The Book of Exalted Deeds, Panharmonicon, Arcane Signet, Marble Diamond, Campfire, Mass Calcify, Brave the Elements, Cleansing Nova, Everflowing Chalice, and Gift of Estates
I can provide more explanation on why, but generally these cards are low impact, less helpful than they may seem, or off theme a bit. Some of these are life gain or ETB payoffs but they don't have many ways to trigger them.
I'm seeing a wincon through combat with the deck as is. Giada is Ramp in the command zone but only for Angels, and the starting list only has 17 Angel spells. Turn 2 Giada and hitting all your land drops means we can send out 4 CMC angels turn 3.
I recommend Emeria Angel, Guardian Seraph, Angel of Condemnation
A lot of the Angel's are high CMC but you're running a lot of cost reducers. Due to this I think you need more lands and more Draw. Arch of Orazca, Geier Reach Sanitarium, Sea Gate Wreckage and War Room are all utility lands you can run in mono color that tap for colorless mana and help you draw.
That leaves seven more cards to add back in. I'd go with Karmic Guide, Twilight Shepherd, Battlegrace Angel, Angelic Sleuth, Herald of the Host, Dawnbreak Reclaimer, and Aegis Angel
Guerric on [Primer] Helming the Host of Heaven *Update*
2 years ago
Dawn of Hope OUT Rogue's Gloves IN
I don't think Rendezvous is a terrible card, but you need to be in a more controlling color where you are not the threat at the perk is using it politically. Gloves are great, and are a second albeit inferior copy of Mask of Memory. We'll gladly take it though. Once we've equipped it it's pretty much a free card every turn from then on out.
Endless Atlas OUT Steelshaper's Gift IN
I thought this would assuredly be the deck where the atlas, which has been endlessly sitting in my binder since I got that Commander 2014 precon, would be good. I've got to play it a bit and I don't like it. We have to spend four mana before we get a card, and then we're paying every time, and still will never get more than one per turn, something which isn't necessarily the case with Dawn of Hope. So why not just have a one mana card which can get either of my great draw equipment, or one of my fabulous swords? I'll never be disappointed in this card, and it's great to have in my opening hand.
Mass Calcify OUT Harsh Mercy IN
Calcify is good here, but 7 mana is hard to come by. Three is much better. These cards are otherwise very similar in that they leave all of our stuff intact while hosing our opponents' boards. They are more likely to get to keep their best thing with this card, but we'll take it.
Guerric on No Pain No Lifegain
2 years ago
Hi christ4like2l0ve! Cool idea, and I applaud the courage of building mono-white! One of these days mono-white will be at a place where I want to build it again, and I have a few thoughts that might help.
To begin with, if you're playing mono-white, you might as well play Mass Calcify, which will probably be better than Urza's Ruinous Blast most of the time. I'd also heartily recommend Welcoming Vampire to help with white's card draw problem. It's really, really good.
Protecting your board is also important in white, so indestructible instants like Flawless Maneuver, Make a Stand, and Unbreakable Formation are great. Eldrazi Monument is also fun wherever you can make tokens each turn to feed to it. Mass Blink cards like Cosmic Intervention, Eerie Interlude, and Unbreakable Formation also help save your cast permanents, if not your tokens, and can even dodge Cyclonic Rift.
Also, a mono-white favorite for me is Angel of Jubilation, which is an inexpensive mono-white lord who also shuts down sacrifice and life paying shenanigans that black is famous for.
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