Sejiri Shelter

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Sejiri Glacier  Flip

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sejiri Shelter

Instant

Target creature you control gains protection from the colour of your choice until end of turn.

Max_Hammer on I’m Rick Grimes, Bitch 2.0

3 months ago

Howdy, I think your mana base could use some work-shopping. As for what you have right now, it's good. You don't need to remove anything, nothing here is hurting you. However, there might be something you missed. The only reason I can see for having this number of basics is for Emeria, but I think you could get even more value elsewhere. For the record, I'm not saying to include all of these, but I am giving you some choices as to what you might wanna include. I suggested the ones that seemed like the best choices.

Removal:

For removal, we have a few choices. Scavenger Grounds is graveyard hate, which is fine because we only have one piece of recursion and it's Emeria. Blast Zone is pretty solid removal, just in case. Field of Ruin can get rid of someone else's Emeria or other problem land. Eiganjo, Seat of the Empire can be removal when you need it, and a land when you don't. And lastly, Kabira Takedown  Flip in a token deck takes down pretty much anything without hexproof.

Protection:

Your stuff is important! Keep it safe with these cards. Eiganjo Castle is nice for anyone especially important, as can Karakas, if you can swallow the high pricetag. Sejiri Shelter  Flip can keep a creature safe once, assuming you don't need the mana. Nephalia Academy is fun when playing against specific deck strategies. Now, for a lot of them all at once, Kor Haven, Mystifying Maze, and Labyrinth of Skophos (With a shoutout to Maze of Ith) all prevent people from bonking you too hard.

Misc.

Everything else that wasn't in those two categories. Windbrisk Heights can play you a free Mass Calcify when you need it, just for swinging with 3 tokens. Reliquary Tower because this is Commander. War Room, depending on how much draw you need. Idyllic Grange may as well replace a Plains if you plan to keep focusing on Emeria. Arcane Lighthouse is just another Detection Tower effect. And for the final one, Karoo. I dig the bouncelands. They're perfect turn 2 plays and might help you ramp a little bit extra.

And one more thing aside from all of this! Caged Sun is, in my opinion, better than Gauntlet of Power. One extra mana for blocking out my opponents feels worth it.

Niko9 on Syr Gwyn, Hero of Smashvale

6 months ago

Looks like a really fun deck, because yep, who doesn't love equips and knights? I've actually been thinking about a deck like this since eldraine and this seems like a really nice build.

What do you think about Crackdown Construct? With your 0 equips on knights it can go infinite. I've usually seen it done with Shuko but the fact that your commander can do it might be good. Also works with Lightning Greaves which can also be a killer with Leonin Shikari that can effectively give your whole board shroud or not shroud whenever you want.

And it may just be a personal fav of mine, but I do really like Sejiri Shelter  Flip as a land, a spell to save your creatures from removal, or as a way to get your big voltron creature straight through blockers.

Just a few odd thoughts I had, and I like this list : )

Beebles on Kangee's Flying Circus ($50 Budget)

6 months ago

I really like this deck! A well rounded, thematic budget build. Well done.

The area I see some room for improvement is in your interaction package. It’s a bit light. However, your land base has enough room to get some more interaction pieces in there. Scavenger Grounds for graveyard hate and something like Field of Ruin or Ghost Quarter to deal with problematic lands. Kabira Takedown  Flip can be another creature removal option and Sejiri Shelter  Flip can be a protection piece or a way to make a threat unblockable.

unstable_anomaly on Full Metal Alchemy

11 months ago

The nice thing about this deck is it doesn't necessarily need to use the combos to win. It can be piloted in different ways to achieve different power levels.

Comet Storm is a great recommendation. I think it might be better than Fault Line with infinite mana, but without infinite mana I may prefer fault line. Would have to play test and see.

For Blacksmith's Skill I think the effect/ casting cost is significantly better, but the reason I'm running Sejiri Shelter  Flip is it's also a land.

Thanks for the attention to detail and recommendations. Much appreciated.

Magic09865 on Merieke Ri Berit - Flicker/Exile Esper (WUB) EDH

11 months ago

In's:

Imoprtant Out's:

markbeloit on No Pain No Lifegain

11 months ago

Pearl Medallion , Arcane Signet

Emeria, The Sky Ruin , Myriad Landscape , Sejiri Shelter  Flip

True Conviction , Akroma's Memorial

Ajani, Strength of the Pride

You could look at other planeswalkers too, but this Ajani seems to stand out the most.

Omniscience_is_life on Edgardxcore

1 year ago

Hey there! Thanks for reaching out.

My main suggestions for making any deck smooth are to run at least 10 sources of cheap ramp (stuff like Rampant Growth, Birds of Paradise, Farseek, etc.), at least 10 sources of strong draw (stuff like Pull from Tomorrow, Harmonize, Return of the Wildspeaker, etc.), around 10 sources of interaction for your opponents' scary stuff (Beast Within, Path to Exile, Austere Command, etc.) and around 37 lands (try and keep the amount of lands that enter tapped 100% of the time to a minimum, like 5. Stuff like Game Trail, Prairie Stream, Haunted Ridge, etc. plus the Zendikar Rising MDFCs like Tangled Florahedron  Flip, Valakut Awakening  Flip, and Sejiri Shelter  Flip). Of course, trying to make your removal and card draw have as much synergy as possible is ideal, but that can be hard. Don't worry if you need to throw in a few cards that are just good on their own. And the rest of the cards can just be scary Eldrazi and fun ways to break them!

Let me know if I can help with anything else!

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