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Legality
| Format | Legality |
| 1v1 Commander | 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 |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
kamarupa on
Midnight Mass
1 week ago
I'm not into your God themed description. Majorly gross to me.
I don't understand the need for Aether Vial here. With only 1 & 2 drops, you're going to be top decking around t4. Instead, I'd suggest using those 4 slots for 2x more lands to improve the stability of the mana base and 2x draw card spells to keep the deck from stalling out. I'd also cut Reprieve because 1) none of your creatures have ETB effects and 2) it only slows opponents marginally, where classic standby spells like Path to Exile would be both cheaper to cast and more effective. The cantrip draw card of Reprieve doesn't provide any card advantage, so it isn't really helping the deck. In it's place, I'd suggest 2x more removal spells and 2x more draw cards, bringing your draw card to 4x and your removal to 6x. For removal, I'd suggest 2x of any of the following: Path to Exile, Damn, Winds of Abandon. For draw card I'd suggest Night's Whisper, Sword-Point Diplomacy, or Tocasia's Welcome. A big advantage to running 6x+ removal spells is that when facing non-creature threats, you can sideboard out some removal to deal with Artifacts and Enchantments, etc while still having some creature removal spells. An important element to solid draw card spells is that they offer you card advantage, not just cantrip replacement.
I think it's also worth noting that Black is really only a splash in this deck and that while Black does open up effects not available in white, I'm not seeing those effects here. While Bitter Triumph is a good fit mechanically in this deck, given how many great removal spells available in white, I don't think it warrants the need for Black mana here. Similarly, Cleric of Life's Bond doesn't strike me as a 'must have' in this list. I'd say Essence Channeler would be as good or better in it's place. So it's very possible Black could be cut entirely, which would just make the deck more consistent/stable. Something like Marauding Blight-Priest would be an example of a Black spell giving the deck something White isn't going to offer. I'd also say Black offers a lot more card advantage options than White, though Tocasia's Welcome is a very solid more recent option for White that goes a long way in reducing the need to depend on Black for draw card. That said, I think Night's Whisper would be a solid choice for this deck, especially if you're dedicated to limiting the brew to 1 & 2 drops.
I want to like Giver of Runes - the repeatability of Protection is a great ability - but with Brave the Elements, I'm not convinced Giver is worth the space. If you were to go to mono-white and lose the lifegain from Cleric of Life's Bond, then I think I'd drop Giver of Runes for Soul's Attendant.
theNeroTurtle on
twar 1
1 month ago
Arcane Denial Basalt Ravager Battle of Frost and Fire Beast Within Blasphemous Act Bonecrusher Giant Chaos Warp Curious Colossus Cyclone Summoner Frost Titan Generous Gift Inferno Titan Path to Exile Rapid Hybridization Realm-Cloaked Giant Return to Nature Sarkhan's Unsealing Stormkeld Vanguard Swords to Plowshares Thundercloud Shaman
theNeroTurtle on
test
1 month ago
Arcane Denial Basalt Ravager Battle of Frost and Fire Beast Within Blasphemous Act Bonecrusher Giant Chaos Warp Curious Colossus Cyclone Summoner Frost Titan Generous Gift Inferno Titan Path to Exile Rapid Hybridization Realm-Cloaked Giant Return to Nature Sarkhan's Unsealing Stormkeld Vanguard Swords to Plowshares Thundercloud Shaman
theNeroTurtle on
test
1 month ago
Decree of Silence Nine Lives Rest in Peace Solemnity Web of Inertia
An Offer You Can't Refuse Counterspell Cyclonic Rift Dovin's Veto Fierce Guardianship Force of Negation Force of Will Mana Drain Oblation Pact of Negation Path to Exile Swords to Plowshares
Lightning Greaves Swiftfoot Boots
Boromir, Warden of the Tower Giver of Runes Grand Arbiter Augustin IV Mother of Runes Pippin, Guard of the Citadel Selfless Savior Skrelv, Defector Mite Vexilus Praetor
Academy Ruins
Adarkar Wastes
Ancient Tomb
Command Tower
Deserted Beach
Flooded Strand
Floodfarm Verge
Gemstone Caverns
Glacial Fortress
Hall of Heliod's Generosity
Hallowed Fountain
Island
Kor Haven
Mana Confluence
Maze of Ith
Meteor Crater
Mystic Gate
Nimbus Maze
Plains
Prahv, Spires of Order
Reflecting Pool
Rogue's Passage
Sea of Clouds
Tundra
Dovin, Grand Arbiter Land Tax Rhystic Study Smothering Tithe Tithe
Arcane Signet Chrome Mox Grim Monolith Mana Vault Mox Amber Mox Diamond Mox Opal Sol Ring
Augur il-Vec Hunted Phantasm Infiltrator il-Kor Invisible Stalker Latch Seeker Looter il-Kor Soltari Champion Soltari Crusader Soltari Foot Soldier Soltari Lancer Soltari Monk Soltari Priest Soltari Trooper Soltari Visionary Spirit en-Dal Thalakos Deceiver Thalakos Dreamsower Thalakos Mistfolk Thalakos Scout Thalakos Seer Thalakos Sentry Zealot il-Vec
Academy Rector Enlightened Tutor Idyllic Tutor Intuition Mystical Tutor
theNeroTurtle on
1 month ago
Decree of Silence Nine Lives Rest in Peace Solemnity Web of Inertia
An Offer You Can't Refuse Counterspell Cyclonic Rift Dovin's Veto Fierce Guardianship Force of Negation Force of Will Mana Drain Oblation Pact of Negation Path to Exile Swords to Plowshares
Lightning Greaves Swiftfoot Boots
Boromir, Warden of the Tower Giver of Runes Grand Arbiter Augustin IV Mother of Runes Pippin, Guard of the Citadel Selfless Savior Skrelv, Defector Mite Vexilus Praetor
Academy Ruins
Adarkar Wastes
Ancient Tomb
Command Tower
Deserted Beach
Flooded Strand
Floodfarm Verge
Gemstone Caverns
Glacial Fortress
Hall of Heliod's Generosity
Hallowed Fountain
Island
Kor Haven
Mana Confluence
Maze of Ith
Meteor Crater
Mystic Gate
Nimbus Maze
Plains
Prahv, Spires of Order
Reflecting Pool
Rogue's Passage
Sea of Clouds
Tundra
Dovin, Grand Arbiter Land Tax Rhystic Study Smothering Tithe Tithe
Arcane Signet Chrome Mox Grim Monolith Mana Vault Mox Amber Mox Diamond Mox Opal Sol Ring
Augur il-Vec Hunted Phantasm Infiltrator il-Kor Invisible Stalker Latch Seeker Looter il-Kor Soltari Champion Soltari Crusader Soltari Foot Soldier Soltari Lancer Soltari Monk Soltari Priest Soltari Trooper Soltari Visionary Spirit en-Dal Thalakos Deceiver Thalakos Dreamsower Thalakos Mistfolk Thalakos Scout Thalakos Seer Thalakos Sentry Zealot il-Vec
Academy Rector Enlightened Tutor Idyllic Tutor Intuition Mystical Tutor
NV_1980 on
Krav partner token/lifegain
2 months ago
Correct me if I'm wrong, but the general idea of this deck is to generate tokens and benefit from that by gaining (or draining) life and by saccing some of them through Krav so you can draw cards. So anything that's not helping towards that, can prolly be axed. In my opinion, this would be cards like:
- Abstruse Appropriation: stealing creatures is fun, but this spell really makes it rather expensive. First you pay 4 to remove something and then the removed creature's mana cost to steal it. If you keep it for removal purposes, it's much better to replace with something that's cheaper to cast, like Path to Exile or Swords to Plowshares.
- Command the Dreadhorde: I get why you'd include this, considering the deck's theme, but there are better ways to steal opposing creatures. If you're THAT horny for what's in opposing graveyards, use Grave Betrayal; at least it won't cost you any life and it's an enchantment so it can be used until someone manages to zap it.
- Debt to the Deathless: you don't need this. The deck already contains plenty of ways to deprive the opposition of their lifepoints AND plenty of ways for you to gain life. This just seems expensive to me.
- Elbrus, the Binding Blade Flip: honestly, wtf is this doing in here? Not saying this isn't a fun card, but considering its costs and the fact that your deck doesn't do anything with making your creatures unblockable, this seems a waste of a slot to me.
- Emeria's Call Flip: have some doubts about this one. I get it, but are Angel tokens so important that you're willing to spend 7 mana on a spell that saves your tokens from destruction? There are cheaper ways to do this (but then you don't get Angels), like Make a Stand, Rootborn Defenses or Unbreakable Formation.
- Glasswing Grace Flip: it's a nice boost for a single creature, but it doesn't add to the deck's theme.
- Increasing Devotion: not bad but it's also relatively expensive to cast for what you get in return. Matter of taste I suppose; personally I'd leave it out (the deck has plenty of (cheaper) token-generation already).
- Polluted Bonds: strong drain, but not of a kind that's in-theme with the rest of the deck.
- The Regalia: it's an ok ramping mechanism. I'd replace it with a cheaper-to-cast mana rock though, which saves you some time. Jet Medallion, Orzhov Signet, Pearl Medallion, Talisman of Hierarchy ... whichever works.
So aside from all the above, you can cut four lands (or replace them with cheap-to-cast mana rocks to increase resource availability). Good luck.
theNeroTurtle on
Mirran Victory
2 months ago
I know that it is already in the maybe board, but I would for sure push Path to Exile up somewhere. I think you could drop a Plains for it. Just a thought.
1+
| Have (5) | metalmagic , Azdranax , Downside_Up , gildan_bladeborn , MoJoMiXuP |
| Want (5) | TheBl0b , Jayce_Ran , TechNoble , ACrispyTaco , AdamsDecent |













