Choose one - Destroy all creatures with power 2 or less; or destroy all creatures with power 3 or greater.
Entwine-Sacrifice two lands. (Choose both if you pay the entwine cost.)
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Solar Tide Discussion
2 months ago
Solar Tide is a good find, definitely adding that to my Arcades list. +1 from me!
10 months ago
1 year ago
2 years ago
Boardwipe such as Austere Command , Citywide Bust , Fell the Mighty , Hour of Reckoning , Retribution of the Meek , and Solar Tide work well in token decks usually allowing you to stay on top if you haven't got a plethora of anthems out.
2 years ago
As for enabling your frostwaker there is Fyndhorn Brownie , Magewright's Stone , Niblis of the Breath , Puppeteer , and Puppet Strings . some of those are bound to be inexpensive, and adding in a handful of boardwipes and enablers for that strategy would lend itself to doing that strategy more often.
2 years ago
Gishath, Sun's Avatar requires kind of an aggro strategy. You'll almost never win by casting dino after dino and swinging. Your goal has to be cast him as soon as possible then swing for cheat dinos into play. Extra combat steps really help with that. So you should be looking for each ramp card that can get you to 8 mana. Going over 10 ramp cards is almost a must, given the mana cost of this commander. Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Skyshroud Claim and Hour of Promise should do the trick. // These are some ways you can get to 8 mana: Nature's Lore / Farseek / Rampant Growth / Sakura-Tribe Elder + Explosive Vegetation / Circuitous Route / Skyshroud Claim + Temple of the False God (or just wait a turn). Cultivate / Kodama's Reach + Hour of Promise (grabbing Temple of the False God and Boros Garrison ) will also do the trick. // You can take off some cards that don't synergize with the deck: Rootborn Defenses , Unbreakable Formation , Eerie Interlude ( Boros Charm and Heroic Intervention are enough protection), Onward (they can see it coming), Reinforcements (this is only useful when Gishath connects, otherwise is a dead card). // Gishath, Sun's Avatar requires kind of an aggro strategy. Your goal is to cast him as soon as possible. So you should be looking for each ramp card that can get you to 8 mana. Going over 10 ramp cards is almost a must, given the mana cost of this commander. Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Skyshroud Claim and Hour of Promise should do the trick. // Eladamri's Call is better than Congregation at Dawn (if you have 11+ mana to cast both Gishath and Congregation, you should already be winning the game). But I don't think you should bother with tutors, since this is not a combo deck. You should focus on connecting with Gishath, and keeping your board state for the next swing. // Harmonize is never a bad card in decks without blue or black. You might need some cards when you don't have a creature. // Austere Command , Cleansing Nova , Blasphemous Act ( Akroma's Memorial protects your creatures from B. Act), Harsh Mercy , Mass Calcify , Solar Tide and Rout are better boardwipes than Wrath of God in this deck, since mana is never a problem for Gishath. Catastrophe , Armageddon and Decree of Annihilation if you feel like swinging without oposition.
2 years ago
Tainted Field and Tainted Wood are nice if you can fetch a swamp easily. Just to keep you updated with the new cards, Baird, Steward of Argive is good pillowfort. Sanguine Bond helps with the strategy. Ohran Viper is effectively a draw engine due to its "deathtouch". Kodama's Reach should replace Nissa's Pilgrimage . Mentor of the Meek got reprinted and it's cheap now. Kambal, Consul of Allocation is nice in every deck. Painful Truths is cheap card draw. Solar Tide pulls a good work here.
2 years ago
Thran Lens allows your creatures to block Animar and possibly remove him if any have deathtouch.
If you're playing 1 vs 1 Council's Judgment can always remove Animar.
Deathgrip is probably your BEST counterspell.
Since Animar starts as a 1/1 cards like Engineered Plague , Night of Souls' Betrayal , Curse of Death's Hold , Ethereal Absolution , and Elesh Norn, Grand Cenobite make him die instantly before he can ever get big. (If he's already out and pumped up before you can get one out just use a board wipe and he'll be stuck in the command zone until the Animar player can remove this effect.)
Chalice of the Void on 3 makes it so Animar can't be cast.