Silverflame Ritual

Silverflame Ritual

Sorcery

Put a +1/+1 counter on each creature you control.

Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Silverflame Ritual Discussion

BrassLord on Firja's Dark Disciples

2 months ago

Looks like a fun starter commander! Black White lifegain is a definite fun archtype to build, maybe work up towards something like Karlov of the Ghost Council or Oloro, Ageless Ascetic ! I know starting out budget is important as you don't want to invest in cards you might not like, so I've made the recommendations with that in mind!

On the first look, your commander can filter through your deck fairly consistently, so some reanimation spells like Dread Return Unburial Rites Victimize might work out for you!

Revival / Revenge and Light of Promise are both fun cards that offer some utility and can get out of hand.

Spirit Loop seems like it could have a home in your deck, as it's a consistent 2cmc spell that you can keep casting and getting back to trigger your commander.

Well of Lost Dreams Dawn of Hope Cosmos Elixir Are all sources of card draw that synergize with your lifegain gameplan! Your commander's colors are notoriously known for lacking card draw and ramp, so these might help keep you in the game!

Soul Warden Soul's Attendant and Suture Priest are decent lifegain triggers, as they trigger on each creature entering the battlefield.

Blind Obedience seems perfect for your deck!

Vampire Nighthawk Indulging Patrician Basilica Bell-Haunt Angel of Vitality are creatures that seem to fit with your gameplan.

Lurrus of the Dream-Den offers consistent recursion and allows you to cast lower cmc permanents. Kami of False Hope could also pair with this really well, as it's basically a fog effect that you can cast for cheap over and over!

In your current list, it appears a little removal light (which to be fair is meta dependent). since you're playing white, you have access to cards like Darksteel Mutation and Reprobation , which can be a headache for your opponents to deal with if you enchant their commander. Also Victimize is a great catchall removal spell.

Colored mana seems at a premium in your deck, so I'd also look into getting some cheaper artifact ramp like Marble Diamond and Charcoal Diamond .

For cuts, I'd recommend evaluating your cards in terms of whether they actively win the game or help you do what you want. In your current list Fortified Rampart I've found to be underwhelming and doesn't further your gameplan. I'd also recommend replacing the following: Star-Crowned Stag Skeleton Archer Reaper of Night Kor Scythemaster Inspiring Captain Hailstorm Valkyrie Gargoyle Sentinel Fiend Binder Angel of the Dawn Courier Griffin Silverflame Ritual Chaplain's Blessing Splendid Agony Djeru's Renunciation Sinister Possession .

That being said, it can sometimes be fun just trying your best with whatever cards are lying around! Hopefully the suggestions can give your deck a little pep!

The_Fallen_Duke on

1 year ago

In my opinion 31 lands are too few for having a consistently reliable mana base, especially considering that you don't run many mana rocks and that white does not have mana dorks: I would suggest you to add more Plains and a Drifting Meadow which is convenient as you can cycle it just in case. I assume the deck is on a budget, so let's not consider expensive mana rocks, but a Marble Diamond should be helpful. As most of your creatures are either humans or angels, Pillar of Origins is a cheap rock (both CMC and $ wise) that could have some use.

To make some space, I'd start getting rid of sorcery speed spells providing little added value such as Gather the Townsfolk or redundant as Silverflame Ritual.

Boomcat12B on Fairytales and Legends

1 year ago

Cards to remove-

Congregation at Dawn - Tutors are great and normally I would not suggest pulling one, however since you are not looking for a combo with it and it is outside the flavor of the them I would say pull it.

Rowan, Fearless Sparkmage - Does not provide enough value to keep

The Cauldron of Eternity - Needs to be built around and will cost too much

Petals of Insight - Costs too much for what it does

Silverflame Ritual - not a bad card but it does not hurt the goal of the deck to cut

Cauldron's Gift - Not a bad include especially with the amount of sacrifice you have in the deck.. But there is not enough recursion going to really justify keeping it.

Chalice of Life  Flip- A bit slow and your not focusing on lifegain

Emry, Lurker of the Loch - just not running enough artifacts to justify the slot

Drown in the Loch -Not a bad card but we got to cut something

Korvold, Fae-Cursed King - A great great card, but I think it will do you more harm than good. Also needs to be built around

Cards to switch out- You are probably running too light on ramp in general since this is a 5 color deck. You have roughly 6 ramp spells in the deck, I would suggest more to make sure you have enough mana to be able to play spells on curve. Adding signets will be helpful since they will help with color fixing and can provide some decent ramp for 2 mana.The obelisks work well, but if you do add signets I would say to add most of them and replace the obelisks with signets.

Possibly replace Think Twice and Reach Through Mists with Brainstorm and Ponder since they are much more efficient and provide better value for the slots.

Overall it is not a bad deck for the theme it is going for. It's power level won't be high since it is a theme deck so you are sacrificing card slots for flavor. But there is nothing wrong with that if you enjoy it. I would say pull the cards suggested, maybe swap out the obelisks and just play test the deck and see what needs to be done from there. Most likely color fixing/ramp as well as maybe improving the card draw a bit (just swapping out for more efficient cards) is what you will need to work on. But for a fairy tale deck I'd say it is on point for it's theme.

Sorin_Markov_1947 on 5 Knights at Eldraine's

1 year ago

Why not Murderous Rider instead of Murder ? It targets planeswalkers and gives you a 2/3 lifelink knight you can cast later.

There are a lot of under-powered cards in this deck. I understand if you're trying to keep it budget, and if you really are then just ignore me, but if you want to make it competitive, I'd recommend removing the following cards: Ardenvale Paladin , Barrow Witches , Knight of New Benalia (which isn't standard legal), Knight of the Keep , Lonesome Unicorn , Serra's Guardian (doesn't seem to fit the deck), All That Glitters , Ordeal of Heliod (also not standard-legal), Silverflame Ritual . That's frankly most of your deck, and I didn't include some cards that are kind of iffy. Check out some other orzhov knights lists, and try to get high power cards. My baseline for what card is worth the mana to cast it is that one mana gets you one power and one toughness (so a 1/1 is one mana, a 2/2 is two, etc.) really that's a low-level of power, so anything below that should never be used unless it has an ability that makes it worth it.

Like I said, if you're just playing casually and don't want to spend much money, ignore this comment completely because it's more for a competitive deck.