Open the Vaults
Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in the graveyard.)
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Open the Vaults Discussion
2 months ago
Enchanting Bant deck. Would like to suggest Open the Vaults
4 months ago
Removed: Dark Petition Grim Tutor Torrential Gearhulk Monologue Tax Keeper of the Accord Dance of the Manse Fierce Guardianship Dovin's Veto Arcane Denial Generous Gift Conqueror's Flail Archaeomancer's Map
4 months ago
All spells and abilities cost more to cast or activate.
A deck may contain any number of cards named Antimagic Orb.
These apply to the caster of Orbs as well. So the first Orb costs . Then . Then ... That's why you ramp in Simic and have Vedalken Orrery out, or you can also Doubling Season Teferi, Temporal Archmage and dump your hand all at once. Alternatively, feed your library into your graveyard and Open the Vaults.
Suppose your favorite Commander had their own Precon. Make a card that would be printed in it.
6 months ago
If that's the case, I feel like some reusable artifact recursion would be a lot better than one time regrowth effects. It's unfortunate that you don't have blue for stuff like emry, but there has to be some weird equipment recursion engine somewhere. Also maybe Open the Vaults ? It's pretty all-in though. Maybe Goblin Welder / Goblin Engineer ? Buried Ruin , Argivian Archaeologist ?
6 months ago
I've wanted this fabulous little treasure for awhile as it definitely belongs in the deck. It combos with Privileged Position to make our entire board invulnerable, and ourselves too if we also have Solitary Confinement on the board. To top it off we can always sacrifice it in the later game to tutor any enchantment we want, which can often be game winning. Open the Vaults is at best an emergency card that most of the time does nothing. Wraths in general are declining in the format, and mass enchantment removal is even more rare. It still does nothing if they exile our enchantments, and we can still mass recur them with either of our planeswalkers, or stop the wipe in the first place with Arcane Denial . Its just not worth the slot.
We have a new enchantress on the block! And this isn't just any old enchantress, but a legendary one who costs two mana, is an enchantment creature (hence super tutorable) and has no restriction on cards that can be drawn per turn. Fabulous! Rest in Peace is only good as graveyard hate, and I'll probably just slide Scavenger Grounds into the mana base to replace it. It'll be better of in my Ranar the Ever-Watchful deck. :)
We finally have an enchantments tribal version of Elvish Archdruid , or a non-land version of Serra's Sanctum . Amazing! All the mana this can generate will allow us to cast Omniscience easily, at which point we won't need it any more. As for the Island, this deck draws cards like mad and can definitely do with only thirty-six.
7 months ago
The above is correct, but I wanted to expand a bit on why that answer is correct, since, while it answers the primary question posed in your heading, it does not fully answer the secondary question of "I'm wondering what things hexproof actually works against" stated in the body of your question.
A spell or ability only targets if it specifically uses the word "target" in the rules text unless it falls into a very limited number of exceptions, none of which are implicated in the cards you cited.
Since you wanted to know what Hexproof generally would protect you from, I will note the other categories as well.
The first exception is keyword abilities where "target" appears in the reminder text. Something like Equip or Mutate might not say the word "target" on the card itself if it does not contain reminder text, but the abilities DO target. If you are ever curious as to whether an ability targets, just look up the reminder text for that ability--if it says "target" in the reminder text, the ability targets; if not, it does not target.
The other exception is aura spells, such as Curse of Opulence . By operation of rule, Aura spells on the stack always target. As such, if you have Hexproof, an opponent cannot cast an aura targeting you.
However, as a weird quirk of the rules, if an opponent cheats an aura into play, with something like Open the Vaults , the aura does not target, as the opponent "chooses" where to attach the aura. As such, if someone uses Open the Vaults to cheat a Curse of Opulence onto the battlefield from the graveyard, they can attach it to you, even if you have hexproof.
If a spell or ability says "target" in its rules text or reminder text, or if it is an aura spell, Hexproof will prevent you from being chosen as the target.
If a spell or ability does not say "target" in the rules or reminder text (often using words like "choose an opponent" or "each opponent") then Hexproof will NOT protect you from being chosen or from the effects of the spell.
7 months ago
Sorry been super busy.
Ramble I get it’s a moot point by now, but Allosaurus Shepherd does not make Mystic Repeal uncounterable. All spells are colorless thanks to Mycosynth Lattice .
Also I know the challenge was to reasonably assemble a lock. I have, at one point in time, played exactly that lock initiated by Open the Vaults in a Sharuum the Hegemon deck (minus the Rest in Peace ). What I found is that nobody likes being beaten to death by 32/32’s worth of power every turn, so they tend to just fold when you pull it off, and it’s easy to hate out. I don’t expect to lock a cEDH deck out of the game, ever. They’re designed not to be locked out. So the closest we can get is an amalgam of unlikely cards that can be played semi-casually and converted to a lock reasonably, which my lock can.
I don’t particularly appreciate being dismissed as “putting all permanents ever into play” when you explicitly challenged the collective site to a mental gymnastics competition, to which I did in fact put considerable effort.
7 months ago
Hey, good start on a budget version of Tuvasa.
Some budget cards to consider adding:
- Fertile Ground : mana.
- Setessan Champion : enchantress.
- Vanishing : protection for Tuvasa and auras she has.
- Overgrowth : mana.
- Verduran Enchantress enchantress.
- Wolfwillow Haven : mana.
- Stony Silence : opponent artifact disruption.
- Shielding Plax : hexproof for Tuvasa.
- Duelist's Heritage : double strike.
- Favor of the Overbeing : flying and vigilance.
- Stubborn Denial
- Open the Vaults : reanimate all enchantments.
- Seal of Primordium
- Kenrith's Transformation
- Archon of Sun's Grace
- Destiny Spinner
Some cards to consider cutting:
- Azorius Signet
- Lightning Greaves
- Selesnya Signet
- Simic Signet
- Swiftfoot Boots
- Chromatic Lantern
- Arcane Signet
- Reclamation Sage
- Llanowar Elves
- Danitha Capashen, Paragon
- Transcendent Envoy
- Herald of the Pantheon
- Starfield Mystic
- Kestia, the Cultivator
- Sun Titan
- Creeping Renaissance
Consider more enchantments, less mana rocks and creatures? Adding more land auras as well as more enchantresses could replace mana rocks, Sol Ring is the exception. With only Sol then Stony Silence could disrupt your opponents artifacts. More advice for cuts is to streamline the creature base. Use the other creature spots to add more enchantments.
Danitha Capashen, Paragon , Herald of the Pantheon , Starfield Mystic and Transcendent Envoy could be cut for more low CMC enchantments since you have more low CMC enchantments then higher CMC ones which makes these cost reducers subpar. To replace Greaves and Boots for protection for Tuvasa instead use some auras. Vanishing can be repeatable protection for Tuvasa and all auras on her from removal even board wipes. When Tuvasa phases out all the auras she has also phase out. When she phases in at your next untap step all the auras also come back still with her.
Good luck with your deck.