
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.)
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Latest Decks
Sephara, Sky's Blade Discussion
Guerric on
[Primer] Helming the Host of Heaven: A Giada Guide
1 week ago
seshiro_of_the_orochi on
Griffin Warfare
1 week ago
Sephara, Sky's Blade would be a powerful addition here.
Guerric on
[Primer] Helming the Host of Heaven: A Giada Guide
2 weeks ago
Drumbellower is a bit of a Seedborn Muse for sure, albeit for creatures only and in this case we don't have dorks to re-use for mana. Still, it could be an interesting engine in support of something, and white has a lot of tapping/untapping synergies. I'll have to ponder that! It's a cool card. It might be nice in some of my other aggro decks, and maybe here.
I forgot about Together Forever! I pulled a foil promo version of that out of a Battlebond prerelease kit, and had never found a use for it, but its perfect here! It can also protect Giada, which is an added plus. I've found in my limited play so far that the deck goldfishes past, but the card draw is slower than I'd like, and getting targeted and blow out is a constant concern. This card makes Sephara, Sky's Blade even better. The Ozolith is another great counters card that I forgot about. Extraplanar Lens is great, and definitely an auto-include once I can swing the price. It's be nice if Wizards actually reprinted it for a change. That Faceless Haven trick is neat! Stapled a Platinum Angel to a land for and make them play land destruction of they hope to beat you. That's a cool idea which I might do, especially since I'm playing the Book anyway.
Thanks again all for comments, suggestions, upvotes, and adds!
AbyssalChampion on
[Primer] Helming the Host of Heaven: A Giada Guide
2 weeks ago
I love this! Currently building a Sephara, Sky's Blade deck myself and this is really cool to see! I love the explanation as it's really useful to have a thought process out there.
I know this might not be on theme, but might I suggest Drumbellower? It's a new card from the Kamigawa commander decks that is a really nice Seedborn Muse in white! Plus it has Flying! I've seen this card do a lot of work and for aggro strategies like Angel's tend to be I think the effect would work really well!
SithLord on
Birb Storm
2 weeks ago
There are very few birds to be found here. Odd, because this is a tribal bird theme deck. You aren't even running Maskwood Nexus or Arcane Adaptation
So here are some birds I found that would be fun to play:
Aven Brigadier !!!!!
Whippoorwill an exile for so little the cost
Storm Crow why isn't this here?
Spire Owl cheap, but nice
Sephara, Sky's Blade this hits the field by turn 4 for 1 white mana!
Ledger Shredder badass name and badass ability
Cartographer's Hawk a fun card that empties your deck of plains
Flurry of Wings and Settle the Wreckage There is so much fun to be had
Ishai, Ojutai Dragonspeaker_ look at this scawwwwww _ Warden of Evos Isle not needed, but nice for making 5 mana birds cost less
Empyrean Eagle lord
Kangee, Sky Warden all it takes is one 1/1 bird token to scwwwaaa
Kangee, Aerie Keeper you can't run one bird and not have any feathers ay?
Shabraz, the Skyshark its a sharknado
Wingmate Roc the best wingman
High Sentinels of Arashin use your mana ramp to buff your army
Nimble Obstructionist _a tale's end _
Emeria Angel dude
RambIe on
Teysa, Ghostly instigator
4 weeks ago
DukeBazaar on
The Spellslinging Slasher
3 months ago
Secure the Wastes Intangible Virtue Finale of Glory Young Pyromancer Murmuring Mystic Sram's Expertise Lorehold Command Docent of Perfection Flip Akim, the Soaring Wind Twilight Drover Clarion Spirit Deekah, Fractal Theorist Anointer Priest Sephara, Sky's Blade Nadir Kraken Loyal Apprentice Benevolent Offering White Sun's Zenith Perplexing Test Rise from the Tides Triplicate Spirits Devout Invocation Primal Amulet Flip Shark Typhoon Assemble the Legion Cathars' Crusade
wallisface on
Flyers
5 months ago
Some thoughts:
-
Celestial Colonnade is only really played in hard-control decks that generally lack any other practical ways to win. In general, i'd say ditch all of your taplands and just ru basics. You'll find that a land coming in tapped will trip up your tempo faaar too often, and with your current card selection I don't see you having many issues at all just running basics anyway. If you are wanting a better manabase on a sudo-budget, I'd suggest getting cards like Glacial Fortress, Adarkar Wastes, and Seachrome Coast. You want to avoid lands that enter tapped at all costs.
-
Warden of Evos Isle and Watcher of the Spheres don't look like they'll do too much as they won't be able to reduce the cost of a lot of your team (i.e. Skycat Sovereign, Healer's Hawk, Watcher of the Spheres, realistically Sephara, Sky's Blade). I'd think it would make sense to reduce the number of these you're playing (personally i'd ditch Warden of Evos Isle entirely)
-
a playset of Squadron Hawk should be useful here.
-
As Foretold does almost nothing for you here, I'd suggest ditching it. Griffin Aerie should probably also be ditched, because there are just too few ways to get value from it in your current list.
-
Creature based lists like these oftentimes can't make good use of countermagic, like Absorb and Counterspell, because they're using their mana on their turn to play creatures. I thing you would be better off playing proactive-spells instead of reactive ones. Stuff like Path to Exile is going to get you a LOT more value, because it lets you keep playing aggressively on your turns, without having to slow down so much for countering stuff.
-
Modern decks should always aim towards 60 cards. While running 64 might not seem like much more, it will make your hands & draws weaker overall, and create less consistency. I would suggest strongly to aim to get down to 60 cards (there are a lot of suggestions of stuff to remove above so should be an easy job)
Have (1) | mymanpotsandpans |
Want (4) | ickvanovs , TsunamiRanger , Shinmaximo , Azekiel1994 |