Sephara, Sky's Blade

Sephara, Sky's Blade

Legendary Creature — Angel

You may pay and tap four untapped creatures you control with flying rather than pay this spell's mana cost.

Flying, lifelink

Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)

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Set Rarity
Core Set 2020 (M20) Rare

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Legality

Format Legality
Oathbreaker Legal
Canadian Highlander Legal
Arena Legal
Brawl Legal
Vintage Legal
Tiny Leaders Legal
Magic Duels Legal
Unformat Legal
Historic Legal
Pre-release Legal
Leviathan Legal
Standard Legal
Pioneer Legal
Modern Legal
Frontier Legal
Commander / EDH Legal
Highlander Legal
Duel Commander Legal
Block Constructed Legal
1v1 Commander Legal
Legacy Legal
Casual Legal

Sephara, Sky's Blade Discussion

MrBoombastic on Lofty Veto

1 week ago

A few suggestions for optimization:

  • Being a low-cost aggro deck, you want as many of your lands to enter untapped as possible (and on color). Blast Zone is a poor fit, cause it hits on your side too, you won't have the time or mana to pump it and it doesn't tap for any of your colors, which can hurt your early plays. I'd probably also swap out the Temple and Triome for the last Hallowed Fountain and more basics.

  • Shark Typhoon is too slow. You only play 21 lands, so it'll often be a very small shark and you'd want to close out the game before it really becomes impactful. I get that you can keep up counterspells a little easier that way, but the deck is mostly tempo/aggro. The full 4x Brazen Borrower should be a better fit.

  • Your creature count is a bit on the low end. If you want some more instant-speed stuff and card draw, you might want to add some copies of Sea-Dasher Octopus - it plays well with all of your 1-drops.

  • I like Skycat Sovereign and Sephara, Sky's Blade for this deck. Consider trying 2x Sephara and 3-4x Skycat. Maybe instead of some number of Dovin's Veto and/or Mystic Subdual.

Hope that helps. Good luck with the deck!

SolemnFire on The House of Monstrous Whores

1 week ago

EleshNornsFs How about Sephara, Sky's Blade? Most of the creatures in the deck have flying, making it very similar, as well as giving it a much cheaper cost, both mana and $$$, than Avacyn, Angel of Hope.

DeinoStinkus on Commander tips?

3 weeks ago

I use her in my Yennett to tutor Sephara, Sky's Blade, Blazing Archon, and Angelic Arbiter.

KingOfWhales on Aurelia's Assault

1 month ago

I would specifically- take out: Herald of Faith (Not very good. Body is barely ok, 2 life is not that much) Puresteel Paladin (You don't have enough equipment for it to be good) Tajic, Blade of the Legion (It doesn't have any evasion, and a conditional 7/7 is not good) Defy Death (This effect is not good enough for 5 mana. There is a 4 mana version but it's still not very good) Sephara, Sky's Blade (While you do have a lot of fliers, you don't have enough to get the reduced cost frequently)

A lot of your Planeswalkers don't really contribute to your plan of attacking a ton, I would drop some of them.

Mentor is not a very good keyword for commander, a single +1/+1 counter on each attack is not very good, I would recommend taking out the creatures

You do have too many board wipes. You specifically don't want the board to be wiped because you rely on creatures a ton. There might be some synergy with all of your ways to give indestructible.

To help you build the deck, I would organize it with custom tags. Sort all of your cards into one of the following categories:

() Lands

() Removal

() Draw/Card advantage (Etali goes in this, for example)

() Ramp

() Goodstuff (general good cards, like Archangel Avacyn  Flip and Akroma, Angel of Fury. These cards are good, but do not contribute to the general deck theme or synergise with multiple attack steps)

() Synergy (cards that do things when you attack. I would only file cards that give you a permanent advantage when they attack, like Firemane Avenger Sun Titan or Hero of Bladehold, but not Odric, Lunarch Marshal)

Epicurus on Card creation challenge

2 months ago

DashCat You mean, like in addition to: Baird, Steward of Argive, Balan, Wandering Knight, Heliod, Sun-Crowned, Isamaru, Hound of Konda, Kemba, Kha Regent, Kwende, Pride of Femeref, Sephara, Sky's Blade, Sram, Senior Artificer, and (my personal favorite), Thalia, Guardian of Thraben? Ok...


Staccella, Supreme Mystic

Whenever you cycle a card, draw an additional card, then discard a card

, Exile 5 cards from your graveyard: Cast target noncreature, nonartifact card from your graveyard without paying its mana cost


Can't tell if the CMC is too high. Debating whether it would be 2WW, or if 2WWW is appropriate for the power level.

Was ninja'd, so do above.

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Barbarian_Sun_Pope on Modern 8-Pride

3 months ago

Have you considered Sephara, Sky's Blade as a potential one-of? She seems like she would be easily playable here and could make your creatures much harder to deal with.

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