(0): Remove target attacking creature you control from combat and untap it. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
|Have (2)||, metalmagic|
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|Commander / EDH||Legal|
Latest Decks as Commander
1 week ago
The more I think about, the more powerful I realize this card is - Krenko is pretty much a Goblin Reconnaissance plus Fervor with the added benefit of artifact destruction, plus with the other side of the card you can always generate goblin tokens, and you generate more as the game goes on. You could pull off lots of shenanigans with this guy. Very cool!
1 week ago
Reconnaissance allows you to attack with EVERY creature safely, still deal combat damage in most situations, and have every one of those creatures untapped by the end of combat. Players receive priority after combat damage (including first strike which makes Recon busted with Stromkirk Captain / Stensia Masquerade ) while the creature is still considered 'attacking' (you untap at that time). It allows safe hyper agression while having everyone available to block/deter attacks. Easily my #1 tutor target in my Edgar list.
Edgar's Dega Vampires for reference.
2 weeks ago
2 weeks ago
I'm still advocating Reconnaissance .
This is by FAR Edgar's best finisher as it allows you to push max damage every turn without fear of losing a single creature and you'll have everyone available as blockers... all for .
3 weeks ago
While the effect in essence is powerful, especially for white. I don't think this is a good route to achieve it for white. It becomes too mana intensive to achieve card draw, and the worst part would be to cast this, only to have another player nuke it with a Reclamation Sage or well... a Counterspell .
Personally I always found it a bit puzzling, seeing as white is bad at card draw and mana acceleration, the "solution" is often to pair card draw with high mana costs - either through straight cost ( Staff of Nin , Mind's Eye ) or through activations - like Dawn of Hope .
Red gets their impulse draw on a 4-mana enchantment Outpost Siege with no additional investment and red is the second worst color in Magic to draw cards.
If WotC had made Dawn of Hope with a 1 mana activation, I think it would have been an interesting card. As it is, it's pretty poor. And yes it can create tokens at a very poor rate as well, but that is unrealistic to matter in constructed formats, so that isn't much of a positive.
I believe it would be more interesting to attempt to craft a better solution for white's lack of card draw than simply putting high costs and drawbacks on it.
White has always been a combat focused color and I think it would be appropriate to create at least some kind of synergy that results in card advantage. We have cards like Sun Titan and Bishop of Rebirth that directly reanimates smaller permanents/creatures whenever they attack. However this is bound behind there being anything in your graveyard and seeing how white doesn't deal in discarding, or selfmilling, or having an oversized hand the only way they get cards into their graveyard is by casting them and having them destroyed - or utilize a small array of artifacts like Key to the City .
What if we made other mechanics that combines with White's strengths and ideology?
Now we're just entering brainstorm mode
Remove three Scout counters: Draw a card.
This plays well into white board wide strategies and plays fairly well with their ability to protect their creatures through indestructible and with Reconnaissance .
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on WhatsHisFace.
Remove X counters: gain card advantage (draw, scry , self-mill)
At the beginning of your turn, if there are X counters on WhatsHisFace, do A. If there are Y counters, do B (instead or in addition).
It could be
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on Lawmaking.
At the beginning of your upkeep, if Lawmaking has at least 2 counters on it, you may have each player mill three cards. Then if it has at least 5 counters on it, you may draw a card. Then if it has at least 10 counters on it, you may return a permanent card from your graveyard to the battlefield.
There's some milling to enable white's reanimation tools, there's straight card draw for a moderate amount of effort, there's a large payoff for having it stick around for a long time that also ties in with the self-milling.
It would be better to restrict the condition to only count combat damage dealt to you, so you cannot just be kept out with a Pestilence or afflict or any kind of non-combat damage that white has limited means to counter. But then again it would require the opponents to play white's game of creature combat to counter this enchantment. That is not necessarily a bad thing, having a card that "forces" the opponent to play at a game white is already pretty good at, and if they don't you reap some benefits.
It could be more interesting if the opponent had to do something to get their benefit.
You draw two cards and target opponent draws a card.
That opponent may pay or have you create a Treasure. If they do, you and that opponent each draw three cards instead.
This means if they want the goodies, they'll have to pay up or grant you some additional benefits to get their part - both prosper the most when they are willing to give fair compensation.
The catch-all with the Treasure could be removed so the White player can choose to just draw 2 and have an opponent who can't or wont pay the draw 1. Pretty similar to Divination but that card is already seen as poor in blue - at least in the Commander format.
However the Treasure token does present itself as a possibility for white early mana ramp in addition to the card draw, if you target someone who cannot pay the mana. The choice between giving the caster a Treasure and netting two cards for yourself is a deal that most players would take.
Anyhow, that's just a brainstorm on ideas how to give white some card draw/advantage mechanics that ain't just plastering high costs on a card draw engine. I would love to see some more creativity in that direction.
Not to discredit your suggestion Mcat1999, it is a strong card for multiplayer formats, but I also feel like it is a trap. Both in terms of gameplay and in design. The latter mostly because simply gating card draw behind mana requirements is just attempting to fix one of white's issues by forcing them to do something else they are poor at performing.
1 month ago
Have you thought about trying Gustcloak Savior and/or Reconnaissance in this deck? Both of them can help you to attack with Alesha without having to be afraid of her dying being blocked and make possible to activate her ability each turn without worries.
1 month ago
Not a bad start but there's 3 areas I immediately notice need some work. Finishers, draw, and board protection.
Finishers: First off, drop Cathar's Crusade and don't add Door of Destinies. Both do nothing for your current board, require gas after they come down, and require a hefty mana investment for an aggro deck. Shared Animosity , Reconnaissance (2nd post dedicated entirely to this card), Purphoros, God of the Forge , Cover of Darkness , and Mirror Entity .
Board Protection: Don't overextend into the first boardwipe and lose! Boros Charm , Teferi's Protection , Flawless Maneuver , and Scapegoat are your best options but there's also budget ones like Rootborn Defenses , Unbreakable Formation , etc.
Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Edgar's Dega Vampires
1 month ago
Derevi is a great choice for the general. The strategy I would go for personally when it comes to Derevi is low-cost evasive creatures, Coastal Piracy effects, and land auras like Fertile Ground . The little dudes hit to draw you cards and untap your lands. This leads to snowballing damage as you are able to play more small doods, leading to exponentially more damage, draw power, and mana each turn.
Here are some other cards that would fit with such a strategy: Signal Pest , Topplegeist , Bident of Thassa , Reconnaissance , Ohran Frostfang , Edric, Spymaster of Trest , True Conviction , Wild Growth , Wolfwillow Haven , Soltari Foot Soldier , Gudul Lurker , Mist-Cloaked Herald , Slither Blade , Triton Shorestalker