Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.
|Have (2)||vashaclarens , CompleteWaste|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Shapers' Sanctuary Discussion
1 month ago
I see. However that means your deck only has 8 threats. What happens if you run into removal? And good graveyard hate? I think what the deck needs is something like Shapers' Sanctuary sideboard for matchups against removal heavy decks like shadow, or or control lists, or elementals.
3 months ago
Sword of Hours: Sigh. Pretty good for e.g. Skullbriar, the Walking Grave . I have to say I'm not fond of this kind of randomness on decent cards and it makes me wish these two products were silver-bordered.
Ride the Avalanche: Nothing super special but I'm curious about the cool flavor; is it referencing something in D&D in particular?
Cattie-Brie: As much of a callback it is to e.g. Hankyu and Brigid, Hero of Kinsbaile , I don't see the removal ability being used much except in emergencies or as a response to removal. Anyway, a cheap white+ commander that basically generates a Golem-Skin Gauntlets each turn isn't bad, tho she suffers for lack of innate evasion.
Belt of Giant Strength: Neat design that the Equip cost isn't reduced by just base power, giving it Voltron synergy
Winged Boots: compare Wings of Hubris
Robe of the Stars: Yesss, more phasing.
Mantle of the Ancients: A more focused Replenish . It's good to see that Aura voltron in particular is getting more love, I feel it's been largely overshadowed by Equipment.
Holy Avenger: See above. It's white ramp too. And yes, each double strike will trigger it, and yes, the second strike will benefit from the first Aura you cheated in.
Fey Steed: Meh. You can do better if you want indestructible voltron I think, and Shapers' Sanctuary makes it kind of insulting as an attempt at mono-white draw.
Storvald: Probably should take a peek at e.g. Octavia, Living Thesis and Volrath, the Shapestealer decklists; low-power creatures with scaling abilities like Cold-Eyed Selkie and Blighted Agent seems like the way to go. Note that he can target himself with the 7/7 ability in case you don't want to touch anything else for whatever reason.
Bucknard's Everfull Purse: See Sword of Hours, tho this is at least held back by being somewhat opponent-dependent (can't pass it back and forth either). With dice support, you could cast & activate it on the same turn and get 4 treasures for profit.
Hurl Trough Hell: Neat design but kinda overcosted as far as removal go (lol, Gilded Drake ). Correct me if I'm wrong, but since a replacement effect is involved and it doesn't explicitly say "from exile" in the second sentence, you can cast commanders from the command zone with this, right?
Fevered Suspicion: Two guaranteed opponent-only Etali, Primal Storm for eight is kinda meh tbh. I'm glad they made a reference to Beholders being paranoid maniacs tho.
Bag of Devouring: You know the drill by now.
Wild-Magic Sorcerer: Yay, more impulsive draw support! Does my tolerance of cascade over dice make me biased? Maybe.
Share the Spoils: Well. Certainly chaotic but at least it's appropriately costed, and in the right deck.
Lorcan: This is a Demon and you can't tell me otherwise! Anyway, kinda high cost for something that's kind of stuational and potentially very self-harming, but casting this followed by killing board wipe seems fun. Hope you got life gain! No commander stealing here tho. I also like the flavor of someone getting their life saved in return of servitude.
Hellish Rebuke: idk why the templating needs to give out abilities, could have just said
Whenever a permanent an opponent controls deals damage to you, its controller sacrifices it and loses 2 life.
Ability-removing shenanigans, as well as permanents that enter after this resolves, will rarely make the distinction matter. OH! And if someone takes control of the spell or copies directly onto the stack, I think you're still the one "who cast Hellish Rebuke". Also note that it doesn't just affect creatures; fuck off Impact Tremors !
Grim Hireling: I still think this is more appropriate in red; black ought to ramp tied to creature death/sacrifice/life payment/swamp-related things IMO.
Death Tyrant: Sorry legendofa but I chuckled when I read "Zombie".
4 months ago
Aight so we've got some cuts to make! So I think a good benchmark to shoot for off the bat is 36 lands and 64 non-lands, though with the sheer number of transform lands you have you might be fine at 34 or 35 - I would NOT recommend going that low until you've played a respectable number of games or playtest hands (probably at least 4 games and 30 playtest hands) and you have a solid understanding of how consistently you come in with too few lands.
As far as the cuts, I'd say drop: Rushed Rebirth , Ecological Appreciation , Vona, Butcher of Magan , Silent Sentinel , Resolute Archangel , Aegis of the Gods , Path of Discovery , Shapers' Sanctuary , Springleaf Drum , Perpetual Timepiece , Accomplished Alchemist , Call for Unity OR Collective Blessing (probably the latter), Rune-Tail, Kitsune Ascendant / Rune-Tail's Essence , Elixir of Immortality , Heliod, God of the Sun , Huatli, Radiant Champion . I can give you my rationale one-by-one if you like.
Then add three lands, possibly modal spell-lands like Agadeem's Awakening Flip. Ideally, more of your lands should be multiple colours, as you have a large colour cost burden in black and white especially (lots of cards that need two or three of the same colour). The cheapest options are the snow taplands, guildgates, refuge lands (give 1 life when they enter the battlefield), and the showlands from Shadows over Innistrad and Strixhaven. There are definitely some mid-range lands that you can pick up for less than $10 that should be a high priority for you: Sunpetal Grove and Godless Shrine to fill out your buddy and shockland sets, the three scrylands a la Temple of Malady , Murmuring Bosk , Canopy Vista , and Scattered Groves . Since your deck doesn't currently have many ways to fetch basic lands, you really shouldn't have many since your colour demands are so high. Also definitely be on the lookout for legendary lands that fit into the deck well! Those will be sweet.
7 months ago
@ griffstick i took a look at your deck and i completely love it
I cant express how much respect i have for you choosing synergy over tutors
Im posting here becouse my sugestions seem more fitting in this thread
Multani's Presence , Safewright Quest , Shapers' Sanctuary , & Song of the Worldsoul
Are all forgotten goodies that might serve a purpose in your deck
7 months ago
of the top of my head cards that will help:
Beastmaster Ascension to give you another win con. Shapers' Sanctuary to help recover from spot removal Harvest Season to ramp especially with all the elves that turn sideways Lifecrafter's Bestiary for cheap card draw
7 months ago
A few suggestions:
Wrap in Vigor > Back to Nature - unless you're specifically hosing someone's Enchantress deck with this card, it'll be dead in hand too often to be useful and in a green aggro deck you can't afford cards like that. Wrap is an anti-boardwipe, anti-removal spell to keep up the pressure on key turns.
Heroic Intervention > Quietus Spike - Again, I think having anti-boardwipe and removal cards is important, and I don't think spike is a good rate. Almost every creature you run already has deathtouch, and the losing life trigger isn't relevant when you're trying to win with poison.
Shapers' Sanctuary > Harmonize - Sanctuary will be super helpful since everyone will be trying to focus down Fynn, allowing you to keep refilling your hand with cheap creatures. It'll likely give you more cards over the course of a game for less mana.
Vorinclex, Monstrous Raider > Arcum's Astrolabe - Cantrips aren't impressive in EDH and Vorinclex will help win you the game in one swing. If he's out of budget, try Overrun or Overwhelming Stampede .
I would also cut some useless lands that don't allow you to produce G on turn one and just add Forests: Gingerbread Cabin , Opal Palace , Sapseep Forest , and Forge of Heroes . The extremely small benefit these produce in the right circumstances is not worth having it be an off-curve land in an otherwise keepable hand, especially when it's so important that you play a creature on t1 and t2.
7 months ago
I think it's probably not right to run a Chord of Calling package, but rather swap out those 5 slots for 4 Elvish Warmaster - which is a really good reason to be running elves at the moment - and the extra Llanowar Elves . I'm not seeing any modern Elves lists right now that aren't running the full 4 Warmaster; Chord is slow and you don't have silver bullets to get.
For the sideboard, I'd also recommend some number of Shapers' Sanctuary , I think you could fully cut Essence Warden (I assume is in there for... burn? but do you really need help against Burn?) and add 2 Shapers' Sanctuary and perhaps putting the Scoozes back in, which are great against Death's Shadow and Burn. I might also recommend Assassin's Trophy over Dismember .
7 months ago
Scavenging Ooze is great in the sideboard, especially with Chord. Another great card is Shapers' Sanctuary . Elves have a very hard time against spot removal, but this protects against it as well as protecting against Wren and Six and Liliana, the Last Hope . I’ve played elves a lot and really like those cards.