As Runed Halo enters the battlefield, name a card.
You have protection from the chosen name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
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|Commander / EDH||Legal|
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Runed Halo Discussion
2 weeks ago
To start you have done a fantastic job tuning this deck.
Wonderful balance of function and redundancy.
The deck knows what it wants to do and it will consistently do it.
But there are still some hurdles that you need to over come
1st. It needs to do it faster. In play test utilizing mulligans i can consistently start the game with 2 lands and some form of ramp. I was able to put the commander online as early as 4 and as late turn 6. however until the commander was on line i had no meaningful plays and no way to interact with other players. (meaning stop a combo or just out right stop getting punched in the face) This is ok in a casual environment but being a voltron it will perform best 1v1 which is naturally competitive.
2nd. There is no plan B. In order to achieve consistent commander play with consistent hits on the attack triggers you had to sacrifice a lot of card slots. this cost you access to much needed utility that you i don't think you can get back. to make up for this i would suggest adding some alternative win conditions in case your commander is shut down.
Example: Using the play test try running 10 games but on each of those games pretend that your opponent cast's Runed Halo on turn 2 naming your commander.
1 month ago
1 month ago
Played a couple games and it seems like green was coming out. First match up against Modern Maverick with Knight of the Reliquary , Noble Hierarch , Voice of Resurgence , Stoneforge Mystic , and MAINDECK Qasali Pridemage . I managed to slow them down off of two Ghostly Prison s by turn 6 until I could draw into Sphere of Safety . Closed off the removal with double Sterling Grove and maybe four turns bought off Out of Time the opponent had to wave the flag before the fleet of angels. In the second game, they had removal creatures and tutors galore to keep me off enough early plays that I folded to Eternal Witness to get back Eladamri's Call on my end step and I folded not needing to see what they’d pull, I was behind enough on board and stuck on two lands. Tiebreaker started out looking like the second but with double Sterling Grove in my opener, I could at least absorb a removal if not close them off removal completely. I was mainly leaning on that while Sythis, Harvest's Hand fed me into more board control. We went back and forth with me removing or isolating singular threats along the way until they blew me out with Engineered Explosives for three to get rid of two Ghostly Prison s, Enchantress's Presence , Out of Time , and Solitary Confinement but not before I could deploy a second Grove. They didn’t have a very threatening board with On Thin Ice and Runed Halo still doing work. So I got back Confinement with Hall of Heliod's Generosity and sent in the final blows with Heliod, God of the Sun .
That was a close fought battle and much more back and forth than I anticipated. Those tutors provided for a rather consistent toolbox package. Alas, strats with one way to win are relatively easy to hate. It’s less about accumulating hate and rather about using enough hate to get to that one piece. That Engineered Explosives blowout scared me but we just needed that one piece. Ironically, I drew into Confinement off of Sythis’s trigger when I replayed my Halled back first Confinement. Guess I knew what I was discarding on that first upkeep.
Second match brought more green creatures with Heliod Company. First game went pretty smoothly as I got out a quick Sythis backed by Grove. Also started with Leyline of Sanctity . Always nice to get that incidental gotcha. They plopped out some creatures. I deployed Ghostly Prison and frankly, off the back of not being able to combo me, they folded to Sigil of the Empty Throne . Second game went very similarly too first match second game. Off the back of Grove and Halo, I got stuck on two lands and they widened their board beyond saving as I never got another land. Last game was very intriguing. They managed a decent board but I managed to get a draw engine behind Solitary Confinement early. They Walking Ballista + Heliod, Sun-Crowned to an arbitrary amount of life and asked how I was going to win. While I didn’t have a guaranteed win, I could theoretically moderate how many draw engines I had out and use Hall of Heliod's Generosity to keep me from milling out until the opponent eventually would. They decided to close up there. A theoretically infinite amount of life: defeated. That made for a very interesting finish. I’m sure my opponent was just thinking ‘How can they possible overcome all the life? They only have Heliod, God of the Sun and Sigil Angel beats.’ Well, we found out. Very slowly. Very miserably.
1 month ago
zapyourtumor I thought about Herald of the Pantheon but in the end i preferred Fertile Ground and Wolfwillow Haven as 2 mana ramp spells, simply because they are enchantments so they are never actually dead cards, while Herald is totally dead if I draw it late.
Setessan Champion has been my choice for a 3 mana Eidolon, I like it better than the Satyr because it grows.
Destiny Spinner is a cheap enchantment that is also an alternative wincon if needed.
I might consider Runed Halo
1 month ago
My very first deck was kitchen table modern selesnya enchantment lifegain, so I'm partial to this kind of build.
I suggest a playet of Herald of the Pantheon just because it helps speed up the deck a ton. Satyr Enchanter is 3 mana Eidolon of Blossoms . Also, 1x Starfield of Nyx is really fun. Destiny Spinner feels like more of a sideboard card, and I think more Runed Halo / On Thin Ice would be good (requires snow lands though of course).
2 months ago
Cards do what their oracle text is. Sometimes (mostly on older cards) this isn't want is printed on the card. The oracle text of Siren's Call is:
"Cast this spell only during an opponent’s turn, before attackers are declared.
Creatures the active player controls attack this turn if able.
At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn’t attack this turn. Ignore this effect for each creature the player didn’t control continuously since the beginning of the turn."
So it no longer targets, good against something like Runed Halo or Aegis of the Gods . But it only affects the active player, so you will not be able to unconditionally wipe one opponent in a multi-player game.
4 months ago
Thanks for the suggestions! I only play Bo1 in arena, so sideboarding wont really happen, but I'll definately switch to Doomskar and Saw It Coming . I've tried to tinker around to squeeze Drannith Magistrate in but so far have been able to climb without it. Runed Halo is so versatile it usually does the trick in multiple scenarios.