Return target permanent you control to its owner's hand. You gain 4 life.
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|Commander / EDH||Legal|
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Narrow Escape Discussion
11 months ago
Alright, I have some suggestions. Now, never have I dipped in the complot of nocent life-gain, but I do see some follies withal the current decklist.
So, ramp and card draw are necessities of any commander strategy. I typically play decks that dump their hands aggressively, thus I have far more draw than normal. Around 34 slots grant me card advantage and 11 slots are for ramp. Here, you have four cards of ramp and five cards of draw. Granted, one of the draw engines is your commander, but that's six-mana afore it does so.
Furthermore, there are plenty of cards in here that just lack reach. Ajani's Sunstriker is horrid to draw turn 8 and onwards. It may be aggressive betime in the match, yet it is outclassed far too quickly.
So, what I'd cut due to card quality: Agent of Masks, Ajani's Sunstriker, Drana's Emissary, Fog Bank, Goldenglow Moth, Grim Guardian, Night Market Lookout, Oreskos Sun Guide, Pride Guardian, Servant of Tymaret, Wall of Essence, Elixir of Immortality, Fountain of Renewal, Narrow Escape, Spell Pierce, and Mana Leak.
Alright, same drill but I wish to offer some substantiation afore I denunciate these.
Coastal Piracy is a very potent card in decks possessing cheap, evasive creatures. This deck does not, thence I would advise ablating it; merely too inutile.
Sinister Possession and Stab Wound, no matter how much I love the Wound, are easily removed. A sacrifice outlet just negates this effect. The Possession in particular doesn't seem to do anything against certain creatures. Chainer, Dementia Master or Oracle of Mul Daya just don't oft attack or block. Even if, it is a mere two damage. Sure, it may stack quickly, but there are better ways to do so.
Condescend is just outclassed so quickly. Counterspells above two mana must do something potent, and this is potentially more. Scrying 2 is fine, but that also doesn't do much.
Dismiss into Dream is sweet, but this deck cannot deem to hent much from it.
Lovely! Now upon what I would add.
Given that the curve is rather high, I'd add Pristine Talisman; Arcane Signet; the talismans of dominance, progress, and hierarchy; Orzhov, Azorius, and Dimir signet; Mind Stone; and Worn Powerstone. This should grant you later plays far earlier in any match.
Unto thee, benison in card draw. Painful Truths is one I much enjoy. Sign in Blood or Night's Whisper are cheap and efficient. Phyrexian Arena and Underworld Connections go in quite a few decks. Well of Lost Dreams is just splendid. Fact or Fiction is never bad. Dawn of Hope is slow but on-theme. Erebos, God of the Dead seems all too perfect due to its static and activated abilities. Dream Trawler is awfully enticing for gameplans such as this. Lastly, Unfulfilled Desires is a hidden gem that I play in any deck that produces blue and black mana.
Of course, just some efficient engines and finishers. Debt to the Deathless and Exsanguinate are each nocent once resolved. K'rrik, Son of Yawgmoth could also be fine, but lacking depending on your hand, for it cares only if the cost is black. Sorin, Vengeful Bloodlord fetches fallen utility creatures from the yard and proffers much in life-gain. Aetherflux Reservoir does much in murdering everyone, too.
I'd recommend some more wraths in this deck. Fumigate is perfect, Merciless Eviction or Austere Command deal with those pesky artifacts efficiently, Elspeth, Sun's Champion is never bad, Supreme Verdict is fine though pricey, or Kaya's Wrath is always lovely. Take your pick.
Okay, now for some other upgrades on the basics of the deck. Swords to Plowshares, Path to Exile, Abolish, Return to Dust, Murderous Rider, Anguished Unmaking, Despark, Hero's Downfall, Reality Shift, Generous Gift, Pongify, Rapid Hybridization, and Heliod's Intervention all remove permanents efficiently and at instant speed. Vindicate is fine but a sorcery.
Finally, some more life gain payoffs as consideration: Authority of the Consuls has oft shut down my strategies, Ajani's Pridemate gets far too large, Blind Obedience does something similar, Divinity of Pride and Serra Ascendant are giant threats in their own right, Bloodthirsty Aerialist does the same, Propaganda and Ghostly Prison make opponents pay to deal damage, Soul Warden and Soul's Attendant are early drops that allow for quite a bit of life to be gained, Archangel of Thune is always potent, Vona, Butcher of Magan is spicey, Angel of Vitality bolsters your engine, Boon Reflection doubles it, Twilight Prophet can get out of hand, Beacon of Immortality puts you heavensly ahead, Ajani, Strength of the Pride can win games on its own, and Felidar Sovereign demands an immediate answer.
That's all from me! Have a lovely day.
Thank you and farewell.
3 years ago
Nice. I wanted to make an Angelic Accord deck a few years back but never got around to it. Heres a few cards that might be worth considering.
3 years ago
thanks for the feedback i definitely want to rework this deck ive played it a fair few times in 1v1 if fairs well, i was thinking of adding Narrow Escape so i have some bounce in the deck so i can proc more, i like the sounds of Spear of Heliod but ill look in to changing alot of it and i appreciate the feedback
4 years ago
Hey there, for me, Survival Cache is a four of, the card draw is awesome from it, and something that life gain decks lack a lot of the time. I like Narrow Escape a lot, gains you life and lets you protect your creatures. For me, I'd also like some ETB lifegain for low mana such as Cathedral Sanctifier and Arashin Cleric, plus they're useful to throw in front of aggro creatures as they come down straight away.
The Sovereign is certainly solid, but Chalice of Life Flip is worth a look at. Gains you life, and can finish your opponent off really quickly. If you don't like it main, then I'd still consider it for the sideboard. Bring it in against decks with high amount of removal that you struggle to keep your sovereign alive against.
Other cards I love are Prism Ring, Staff of the Sun Magus, and Angel's Feather. Personally I'd probably run the full four Ring for sure, and possible the staff depending on where I build went. The nice thing about them is they gain life surprisingly fast, and they are much harder to deal with than creatures. Might be worth a look at.
Also, you're only running 19 land and you're curving at six. I'd either increase the land, or lower the curve. You may find it okay some of the time, but the lack of consistency will hurt the deck.
Just a few cheap things to have a look at.
5 years ago
Nice build little brother.
Sol Ring is banned in Tiny Leaders.
Ajani's Mantra - doesn't help you win.
Narrow Escape - cards like Cloudshift dodge targeted removal and can abuse ETB abilities.
Abzan Advantage - Not much of advantage at all. The upside to this card is that your opponent doesn't actually need to have an enchantment in play if you realllllly need to Bolster 1.
Lightwalker - Being dependent on another card to be good usually isn't. Dudes like Aven Sunstriker or Burrenton Bombardier or Emancipation Angel or Kor Skyfisher are all solid choices if you're trying to take the fight to the Sky.
Dromoka Warrior - Vanilla.
Lone Missionary - Not horrible, but could be something else... Doomed Traveler is always good.
Fleetfeather Sandals - Better as a solid flyer. Haste for 2 never feels hasty to me. Lightning Greaves would be good.
Sword of the Animist - Too slow for this format. Think about it. t1, you play a one drop. t2, this equipment. t3, equip your 1 drop. Swing with your 2/2 attacking into whatever I have had 2-3 turns to set up, which at the very least will be a Doom Blade.
Swords to Plowshares, Path to Exile and to a lesser extent Condemn are White's best removal cards.
Journey to Nowhere, Quarantine Field and Oblivion Ring are also sweet. Q-Field and O-Ring get rid of damn near anything.
Contagion Clasp would be a lot of fun here.
Honor the Pure is a historically strong White Weenie choice.
Nevermore can lock your opponent's Tiny Leader out of the game. If they are playing Red, Black or both, they are going to have to accept that fact.
5 years ago
nice! some suggestions to keep it Modern by removing Renewed Faith:
Augur il-Vec (meh..)
Goldenglow Moth (hm..)
Rest for the Weary (not much "wow"..)
Narrow Escape (can be good vs heavy aggressive beaters)
Pulse of the Fields (one-time instant in this lifegain deck, except that it becomes great against fast red burn decks)