Sigarda, Host of Herons

Sigarda, Host of Herons

Legendary Creature — Angel

Flying, hexproof

Spells and abilities your opponents control can't cause you to sacrifice permanents.

Sigarda, Host of Herons Discussion

meME12 on Sir Zndrsplt, aka How To Change The Commander Meta

1 month ago

Value is beautiful but crushes and kills you from the inside, there's such thing as NO HAND SIZE, RUNNING OUT OF CARDS, and NOT ENOUGH MANA in Commander as well. I think that against more control-ly and dicatorly value decks Sigarda, Host of Herons and/or Yasharn, Implacable Earth will make them feel let down. You could also maybe include Fumiko the Lowblood, Kardur, Doomscourge, or Thantis, the Warweaver in order to make your opponents swing and then kill their creatures. additonally with this stax vibe I am getting I feel that some cards like Opposition Agent, Aven Mindcensor, Drannith Magistrate, and Thalia, Guardian of Thraben. Do not include all of my suggestions but maybe 1, 2, or even 3 would help curse and punish value. Sighh, if only you had blue, then you could include Narset, Parter of Veils, Hullbreacher, Teferi, Time Raveler, and Lavinia, Azorius Renegade. But if we gave into blue we would be the same scoundrels as they are.

smilodex on Best Commanders in EDH [Tier List]

4 months ago

Thanks for your comment, but the list is for multiplayer commanders, not 1vs1 Duel Commander.

The way you portray it, you seem to be playing him as a Voltron Commander, but Zilortha, Strength Incarnate unfortunately has 0 value, 0 protection and 0 evasion printed on itself and is in principle "only" a 5 mana 7/3 with trample and with a small upside if you build your deck around ...

I would spontaneously think of 5+ stronger Voltron commanders (Sigarda, Host of Herons, Geist of Saint Traft, Uril, the Miststalker, Rafiq of the Many...), who are better suited for the voltron plan than Zilo. I have no doubt that he is quick to box players out, but even 7 games say very little. It also depends on what and who you have played against and whether it is 1vs1 games or multiplayer games. Voltron is a valid strategy in 1vs1 matches (frenchban / duel commander), but voltron decks have the problem that they often run out of gas. You can easily kill 1-2 opponents and are then often stopped because you are extremely susceptible to removal, counterspells, bounce effects, mass ench/artifact removal, boardwipes, sac effects, deathtouch and cards like Moat, Peacekeeper & Maze of Ith (which is why Volotron commander should preferably have either Hexproof or Indestructible). But you can convince me of the opposite by sending me your deck list, although as I said, I can't think of anything relevant that Zilo does better than the commanders mentioned above.

RNR_Gaming on Kathril - Graveyard Shenanigans

4 months ago

You seem to have a firm grasp of what this guy is suppose to do. Keyword soup and bash.

Anyways, here's some tech

Sigarda, Host of Herons - hexproof and flying and offers protection against things like Grave Pact and eldrazi

Filling the Graveyard

Stinkweed Imp

Golgari Thug

Golgari Grave-Troll

Doom Whisperer

Stitcher's Supplier

Lastly, Necrotic Ooze because it's a really cool card in graveyard decks

CJH123 on Uril, The Miststalker Competitive/Cedh?

5 months ago

Voltron isn't really a thing in cEDH, largely because it's too slow. The closest thing would probably be Godo, like this list.

To get to "Cedh standards" I'd start by being able to consistently win before T5 through disruption. I'd be drastically overhauling your Lands and Ramp suite as per this list of cEDH staples.

In terms on non-cEDH advice, Siona goes infinite with Shielded by Faith and Bear Umbra with Aggravated Assault - I'd be finding space for both. I'd rather Beast Within and Generous Gift than O Ring and Stasis Snare. Destiny Spinner, Tajuru Preserver and Sigarda, Host of Herons help beat disruption. To find spaces, I'd be cutting all Aura's that don't offer evasion, like Spirit Loop and Ancestral Mask, and any enchantments with a CMC of 5 or more, plus Plea for Guidance.

Lanzo493 on * text wall* Local tournament …

5 months ago

From what I've heard so far, 2 of the first place winners were Sigarda, Host of Herons voltron and Korvold, Fae-Cursed King that could also get rather large. Sounds like going big is a good idea if you can't figure anything else

Homelessguy on * text wall* Local tournament …

5 months ago

First sorry if I put this in the wrong place. Second I'm sorry for not being able to condensed this in a way that makes sense.

So in my area friend of mine started something call silver league. Basically regular Commander but Only Commons and uncommons in the 99. We're on our way like 7th season of this, it's really enjoyable what decks that I wouldn't normally and turn two of them it's a full-fledged Commander decks after the season was over. But now that we've done this for a while I am not quite sure what to build.

I've done Combo:Experiment Kraj placed 7 out of 16 Tokens:Omnath, Locus of Wrath 9/22 Voltron:Sigarda, Host of Herons 1/14 ( made into a commander) Goad: the big lion guy. dead last ( made into a commander) Skip one season

And we're getting ready for the next which will start in November I think

And I'm trying to get something ready for that season. I've tried to put together a weaver/ kondo infect deck but it was really slow

I just got done trying a another partner combinations also super slow not really getting a board state until turn eight

I'm trying to build something that I have not done before and something that would do well without the need for rares or Mythic cards.

Anybody got a commander I could try? And card suggestions for said Commander.

StopShot on Counteracting large hexproof creatures.

5 months ago

The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

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