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Soul Snare Discussion
3 months ago
Good Afternoon, Hope everyone is doing well.
I've amassed the following cards for specifically a soldier-themed deck, but I'm having trouble narrowing down the list for an appropriate deck, so I'd like to request advice and assistance. The general idea was to summon a bunch of soldier tokens, buff them, defeat opponents, but I keep stumbling into cards that would be 'cool' or 'awesome' with the theme. Here are the cards I am looking at:
Legendary Cards (Potential Commanders) Akroma, Vision of Ixidor (Synergy with Odric) Baird, Steward of Argive (Good delay) Brimaz, King of Oreskos (Cheap commander that produces soldiers) Darien, King of Kjeldor (decent way of making soldiers, expensive) Keleth, Sunmane Familiar (only for partner) Lena, Selfless Champion Mikaeus, the Lunarch Nahiri, the Lithomancer Odric, Lunarch Marshal Odric, Master Tactician Prava of the Steel Legion Thalia, Heretic Cathar Trynn, Champion of Freedom
Normal Cards Abzan Falconer (synergy with Mikaeus) Adaptive Automaton (buffs soldiers) Ainok Bond-Kin (synergy with Mikaeus) Ancestral Blade (2 for a 2/2 creature seems good, especially if I can re-assign it to Auriok Steelshaper) Angel's Feather (Life gain) Angel's Grace (emergency + synergy with Darien)(Isochron Scepter) Anointed Procession (Double tokens, yes) Anointer Priest (life gain for tokens, seems good) Auriok Steelshaper (seems like good synergy with the equipment in the deck, if they're included. Otherwise, might toss this out) Aven Brigadier (Might toss this) Aysen Crusader (P/T based on soldiers? Yes please) Ballyrush Banneret (cheaper soldier spells) Basri Ket (Synergy with Abzan Falconer and Ainok Bond-Kin)(Produces Soldier Tokens) Benalish Commander (Roundabout way of producing soldiers) Bounty Agent (Neat way of dealing with certain cards) Call the Coppercoats (Produces soldiers) Captain of the Watch (Produces soldiers, buffs soldiers) Captain's Call (Produces soldiers) Catapult Master (Neat way of exiling enemy creatures) Cenn's Enlistment (produces soldiers, retrace) Commanding Presence (roundabout way of producing soldiers) Conclave Phalanx (can easily be a free creature + free life gain) Congregate (good life gain) Conqueror's Pledge (produces soldiers) Coordinated Barrage (meshes with soldiers well. Isochron Scepter) Crusader of Odric (can get really tough and powerful, might be worth cutting though) Daru Stinger (Could be really potent) Daru Warchief (cheaper spells, buffs soldiers, seems good) Dawn of Hope (good synergy with life gains, produces soldiers with lifelink) Daysquad Marshal (produces 1 soldier token, only really good with other buffs/cost reductions) Decree of Justice (mostly just to cycle it) Deploy to the Front (Great way of expanding ranks of soldiers) Devout Invocation (This is basically a win condition) Door of Destinies (buffs soldiers) Elspeth Tirel (makes soldiers, gain life, emergency nuke) Elspeth, Knight-Errant (makes soldiers, indestructable emblem) Elspeth, Sun's Champion (produces soldiers, cool emblem) Elspeth, Sun's Nemesis (makes soldiers or gain life, neat concept) Enlistment Officer (Good way of thinning the deck) Entrapment Maneuver (produces soldiers while protecting yourself, smidge situational) Erase (cheap removal. Isochron Scepter) Evangel of Heliod (produces soldiers, potential for lots of soldiers) Even the Odds (Nice way of getting emergency troops) Fairgrounds Warden (cool removal) Field Marshal (buffs soldiers) Fiend Binder (cool removal) Finale of Glory (basically a win condition) First Response (Nice way of benefitting from small attackers, I think) Garrison Cat (produces 1 soldier token, effectively replacing itself, might be worth cutting) Gideon, Ally of Zendikar (only really here for the emblem and possibly getting buffed on attacks) Gift of Estates (Land is always a problem for me, good deck thinning) Glorious Anthem (buff) God-Favored General (produces soldiers, albeit a bit expensive) Haazda Marshal (neat soldier producer, makes lifelink soldiers) Hero of Bladehold (battlecry + soldier producer, great with Haazda Marshal) Holy Day (defensive spell, Isochron Scepter) Honor of the Pure (buff) Hunted Witness (replaces itself with a soldier, cheap, might cut though) Intangible Virtue (buffs tokens) Intrepid Hero (Great removal, lots of great memories, nostalgic for me, etc) Isochron Scepter (Keep using certain Instants as needed) Join the Ranks (a bit expensive but makes soldiers) Journey to Nowhere (removal) Keeper of the Accord (really cool card, definitely helps with soldiers and lands) Knight-Captain of Eos (basically a holy day by sacrificing a soldier, seems really good) Land Tax (Land is always a problem) Launch the Fleet (produces soldiers, great with Odric, Haazda Marshal, Hero of Bladehold, Brimaz, etc) Leyline of the Meek (Neat little buff) Lieutenants of the Guard (neat mechanic, might cut) Loxodon Partisan (battlecry, might cut) Loyal Sentry (neat concept, cheap) Makeshift Battalion (diet battlecry) Marble Diamond (might be good) Marshal's Anthem (neat card, might be beneficial in a pinch) Martial Coup (great removal + producing soldiers) Mentor of the Meek (card draw from soldiers) Militia Bugler (decent deck-thinning, might cut since its only top four) Militia's Pride (produces soldiers, lots of good synergy) Mobilization (decent buff, built-in soldier producer, tad expensive) Mother of Runes (utility, might cut) Murder Investigation (neat little way of producing soldiers, depends) Ninth Bridge Patrol (neat way of benefitting from tokens getting destroyed) Nomads' Assembly (huge potential) Oath of Lieges (Land is always a problem) Oathsworn Giant (expensive, but decent buff) Oblivion Ring (Removal) Omen of the Sun (produces soldiers, little life gain, scry later, flash, generally good) Palace Guard (cool card) Paragon of New Dawns (buffs soldiers) Path to Exile (Removal) Patrol Signaler (roundabout way of producing soldiers, might cut) Pay No Heed (cheap defense, Isochron Scepter) Pearl Medallion (cheaper spells is always better) Pennon Blade (make something huge, kinda expensive though, might cut) Phantom General (buffs tokens) Precinct Captain (cheap, produces soldiers for attacking, decent synergy) Preeminent Captain (free cast, depending upon circumstances, decent synergy) Proper Burial (decent life gain) Raise the Alarm (cheap soldiers, Isochron Scepter) Ranger of Eos (only useful if I have a lot of cheap creatures) Reborn Hero (neat concept, can bring it back) Rebuff the Wicked (neat counter) Recruit the Worthy (cheap soldiers, Isochron Scepter) Recruiter of the Guard (decent search) Remember the Fallen (might cut, decent card) Resurrection (decent way of bringing back an expensive creature) Return to the Ranks (potentially free method of bringing cards back) Reverent Hoplite (potentially lots of soldiers) Rhox Pikemaster (Decent buff) Righteous Cause (Decent buff, tad expensive) Riot Control (neat life gain, defense) Rootborn Defenses (defense, makes a soldier, neat) Safe Passage (defense) Selfless Squire (interesting utility, might cut) Sergeant-at-Arms (can create soldiers, seems expensive though) Shielded Passage (neat little defense, Isochron Scepter) Sol Ring (obvious reasons) Soul Parry (decent defense, Isochron Scepter) Soul Snare (neat way to keep up devotion + have something on hand to deal with a creature) Soulmender (cheap creature, life gain, might cut) Standing Troops (decent card, might cut) Stormfront Riders (expensive way of producing soldiers, flying, might cut) Strata Scythe (make something huge, might cut) Strength of Arms (decent way of making soldiers, Isochron Scepter) Sword of the Meek (decent way of bringing it back from graveyard, might cut though) Sworn Companions (lifelink soldiers) Terminus (nice clutch card) Thraben Standard Bearer (cheap soldier, can be good for creating defenders in a pinch) Timely Reinforcements (neat for emergencies) True Conviction (huge buff) Unified Strike (exile based on number of soldiers, isochron scepter) Unruly Mob (might cut) Valor (easy way to get first strike) Veteran Armorer (buff, might cut) Veteran Armorsmith (buff, might cut) Veteran Swordsmith (buff, might cut) Veteran's Armaments (decent synergy, might cut) War Report (good life gain) Wing Shards (neat card, might cut) Worship (synergizes with Darien)
Lands Drifting Meadow (cycling) Emeria, The Sky Ruin (awesome card if I can get 7 plains) Karoo (neat little card, not sure if worth it) 28x Plains New Benalia (neat card, not sure if worth it) Nykthos, Shrine of Nyx (white deck, probably a good call) Secluded Steppe (cycling)
Thank you for your time and attention.
10 months ago
RiotRunner789 Soulscour is stupid expensive to cast, but it hits non-artifact lands, enchantments, and creatures. Soul Snare isn't too bad, but it's not really what I'm looking for. I appreciate the suggestion though, it's a decent card that'll go on my list of cards to think about
10 months ago
When someone mentioned Soulscour it made me think of Soul Snare. It works better with recursion but it can be a great deterrent. I've seen multiple players leave a troublesome planewalker alone because they don't want to lose one of the two creatures they could attack with.
It may be worth considering if your meta has a tough time making choices or committing.
11 months ago
I would personally run Nethroi, Apex of Death. Nethroi has lifelink which can be fun to pump up with auras, but Nethroi's reanimate ability can be seriously powerful at enchantment reanimation if you build your deck right.
Auramancer, Griffin Dreamfinder, Monk Idealist, Restoration Specialist, Trusty Retriever, Acolyte of Affliction, Golgari Findbroker, Lurrus of the Dream-Den, Eternal Witness, Felidar Guardian. These make excellent targets to recur enchantments and auras with as you could recur 4 to 5 enchantments every time Nethroi mutates.
Do keep in mind a few card draw enchantment creatures also have 0 power making them free to reanimate too. Creatures like: Argothian Enchantress, Mesa Enchantress, Verduran Enchantress, Kor Spiritdancer.
Also if you run out of enchantments to recur I'd recommend running these enchantments as they're easy to both put into the graveyard and obtain value off of them which is what will make this strategy even stronger: Sinister Concoction, Seal of Primordium, Seal of Cleansing, Soul Snare, Weight of Conscience, Aura of Silence, Font of Fertility, Sterling Grove and Unbridled Growth. Sigil of the Nayan Gods and Cast Out also work if you only intend to cycle them.
11 months ago
Carte à rentrer :
All That Glitters uber buff pour deux
Ancestral Mask uber fort
Archon of Sun's Grace juste fort
Calix, Destiny's Hand swag + straight synergie
Celestial Ancient zone boost (ptet un peu faible)
Destiny Spinner bonnes state et bonne protec
Ethereal Armor fort
Gift of Paradise mana versatile
Heliod, God of the Sun reasons
Mesa Enchantress moteur de pioche fort
New Horizons mana ramp
Oath of Teferi combo commander
Open the Vaults revive hard
Satyr Enchanter moteur de pioche fort
Season of Growth gros moteur de pioche
Setessan Champion moteur de pioche fort
Siona, Captain of the Pyleas wonderwoman in da place
Starfield Mystic combo direct
Starfield of Nyx peu partir en couille vite
Verduran Enchantress pioche (ptet un peu faible)
Eutropia the Twice-Favored bonne distrib de puissance je pense
Cartes sorties :
Boon Satyr trop basique
Cold-Eyed Selkie aucun interet
Daxos of Meletis je le vois pas marcher vraiment
Dictate of Kruphix bof
Dismantling Blow meh removal
Eel Umbra trop basic
Elderwood Scion interessant ptet en side
Empyrial Storm trop cher pour son effet
Epic Proportions un peu cher pour l'effet surprise prefere mettre du solide
Genesis Storm trop cher pour son effet
Ground Seal mouais
Loyal Drake mieux à mettre peu de synergie
Loyal Guardian combo pas
Loyal Unicorn interessant mais peu synergique
Myth Unbound interessant mais y a mieux à rentrer
Ravenous Slime interessant mais peu synergique
Reclamation Sage un peu faible pour un removal
Soul Snare y a mieux en removal
Spawning Grounds meh - overcost
Vow of Flight j'aime pas l'idée de le mettre en face (ptet en multi side)
Vow of Wildness j'aime pas l'idée de le mettre en face (ptet en multi side)
1 year ago
So I like your deck as it is very similar to an enchantment deck I run Enchantress Harvest. However, here are a few suggestions you might want to consider.
Should Karametra really be your commander? For the longest time I had Karametra as my commander because she ramped and doubled as an enchantment but, the reality is by the time you have 5 mana how effective is getting an additional land each time you play a creature, especially with a deck that has a CMC at 2.83? I ended up adding her to the 99 and switched to Shalai, Voice of Plenty as my commander. The upside of Shalai is she provided additional protection for all my enchantress and, gave me a mana sink for when I had additional mana. Even if you don’t run her as your commander I would still consider adding her as part of the 99. Maybe consider switching out Aegis of the Gods or Nyx-Fleece Ram for her?
I counted 9 aura’s in your deck so I would consider swapping out either Auramancer or Monk Idealist (Preferable the Monk because Rebecca Guay’s art on Auramancer is amazing) for Heliod's Pilgrim. I have found the pilgrim is a good situational card and rarely becomes a dead draw. Depending on the situation she can act like a Sakura-Tribe Elder fetching out one of your enchant lands effectively ramping you or, she can pull out one of your aura based targeted removal spells to remove key threats off the board.
How good is Nyx-Fleece Ram in this deck? Sure, it is an enchantment creature and sure you gain a life each turn but, how impactful is the lifegain and, other than being an enchantment based wall how important is this card in your deck? Personally, I would swap it out for Destiny Spinner because they both count as enchantments but, more importantly the Spinner is making 55 of your cards in your deck uncounterable. If you throw your lands in there, then with Destiny Spinner out 92 / 100 cards in your deck can’t be countered. That is a huge setback for the blue players at the table. Also, don’t write off that second ability because, it is common by turn 9 to have 10 plus enchantments on the board and, more mana than you know what to do with. There have been several times in the late game I am sitting with 20+ mana nothing to play and a ton of enchantments on the board. Turning 3 or 4 of my lands into huge 10+ P/T creatures with trample can quickly end one of my opponents, especially if they don’t see it coming.
Replace Emeria, The Sky Ruin with Nykthos, Shrine to Nyx. In order for Emeria to work you need to have every plains you are running in this deck out which seems very unlikely. Most games this is going to function as a plains that comes into play tapped with little upside. Nykthos, on the other hand, will give you gobs of mana especially considering most of the things in your deck are permanents.
I personally would remove Sakura-Tribe Elder and consider replacing him with something like Cryptolith Rite or Dryad of the Ilysian Grove. Cryptolith Rite is useful in this deck because you typically will have a lot of enchantress on board doing nothing for you besides giving you card advantage. Why not put those ladies to work and turn them into mana dorks?
Replace Green Sun's Zenith with Finale of Devastation. For me this is more of a personal preference as both are really good and I ran GSZ for many years in my enchantress deck but, what I like about the Finale better is I can pull stuff from my graveyard if necessary or in the late game it functions almost like a Craterhoof Behemoth since your deck should be creating insane amounts of mana. One of my typical wincon’s when I have a large board state is to cast Finale of Devastation for 12+ mana and search out Nylea, God of the Hunt to give everything trample (if I already have her out then I will grab the biggest flyer I have left in the deck). Then I will swing with the team. Even with just a few creatures on the board you are giving everything you have trample and at least +10/+10 which typically will mean the end of one or more players.
A few cards I would consider adding:
Captain Sisay I can’t tell you how powerful this card is in your deck. Already I counted 8 legendary cards in your deck and, with the inclusion of cards like Nykthos, Shrine to Nyx or, Shalai, Voice of Plenty that number will rise. Even with the 8 legendries you have if you get to untap with her you are going to be pulling cards like, Gaea's Cradle, Serra's Sanctum or, Dragonlord Dromoka which anyone of those cards alone could put you way ahead of all your opponents. Most importantly she is an amazing toolbox answer to anything your opponents will throw at you. Needing additional mana? Then use her to grab one of your busted lands. One of your key enchantments got destroyed? Sounds like it is time to grab Hall of Heliod's Generosity. Black player got you down because they keep making you sacrifice your stuff? Then go grab your Sigarda, Host of Herons and give that player the middle finger! I can keep going but you get the point of how powerful getting the answer at any given situation in the game can be.
Nylea's Colossus I never knew just how powerful this card was until I saw it played against me. I was in a game when it came down and my opponent was like, “ok I will make my 4/4 flying angle token an 8/8. I will then play this enchantment, the angle is now a 16/16. For my final 2 mana I will play a Darksteel Mutation on your commander making that angle a 32/32 then attack. Do you have any flying creatures to block with?” I respond with, “I did have one until you turned it into an insect” which my opponent responds, “O ok well then you take 32 damage, Good Game!” Play against a Nylea’s Colossus once and see how busted that card can make even the smallest of creatures become.
Academy Rector, Idyllic Tutor, Enlightened Tutor and, Plea for Guidance all basically do the same thing, tutor for enchantments. If you can’t afford the Academy Rector or Enlightened Tutor then I understand not adding those to the deck but the other two tutors are super cheap right now and should be added. Basically, the more abilities you have to tutor in the deck the more answers you will be able to retrieve to solve the situation at hand. One common misconception people have is if you are going to tutor then you are always going to be tutoring for the same cards which is not always the case in a deck like this plus if you are playing against lower power level decks then don’t always search for your powerful cards like Sigil of the Empty Throne instead opt for something less powerful like a Soul Snare or one of your big enchantment creatures to use them as a big beater.
Wrath of God / Day of Judgment and Austere Command. I was like you and only ran Quarantine Field for years as my single mass removal spell and, I would always run into situations where I need an answer to a scary board state. Once I ditched Quarantine Field for Wrath of God and threw in Austere Command I found I had more answers to what my opponents where doing. I would personally run both but, if you had to pick one then I would use Austere Command because it will allow you to deal with more problems on the board. However, if you are going to run Wrath of God then you need to get the From the Vault Annihilation version because it has Heliod kicking ass in the artwork! (gotta stay on theme!)
Ancestral Mask that card just rocks in any enchantment deck but, I use it as a secondary wincon. So many games I will attach Ancestral Mask to Shalai and instantly turn her from a 3 / 4 into something silly like a 24 / 25 with the large amount of enchantments I have on the board then knock an unsuspecting player out from commander damage. It is even better if you have Nylea's Colossus on board because with the Ancestral Mask alone you can turn your commander into something silly like a 50 / 51 or bigger.
Sun Titan This one is more of a personal preference of mine but, because you are running so many 3 cmc or less permanents in the deck this card will do a lot of work in the reclamation department.
Overall I think you have a really strong deck and are off to a fantastic start. Some of the suggestions I suggested are based on things I have seen playing my own enchantress deck. Also, throwing in those alternate wincons makes the deck more enjoyable to pay because I am not winning in the same fashion every single game. On top of that it also helps to make the deck a lot more resistant. Lastly, because there is no true go to Selesnya enchantment commander don’t be afraid to switch up who you use as your commander. In fact, I will commonly switch out my decks commander from Shalai to one of my other legendary creatures before matches based on what I am facing. If I find someone in the pod has a stax based deck then I am throwing in Sigarda as the commander. I find myself up against a lot of decks with blue in them then using Dromoka as the commander can be a fantastic choice.
1 year ago
Actually, your comment made me think that I needed to sit down and reevaluate how much removal, protection, and card draw I have in my deck. So I spent the afternoon making custom categories for it so I could see it all laid out. I just got my deck in the other day and have played it against my husband a couple times. Feels good so far, but I think a couple of the changes you recommended could be good! I think I will definitely switch out Soul Snare . Thank you!
KreaHoch: I was actually just looking at All That Glitters the other day. I made this deck before Throne of Eldraine came out and was going back and forth on whether I wanted to order the cards for this deck or for the Yarok Deck I'm working on first. Anyway, I just ordered it and I'm definitely swapping it in. Thank you!
1 year ago
Ah, yes! Enchantment strategies are far too enjoyable, so an excellent choice in deck! I do have some recommendations for this beauty.
Soul Snare can be a bit restrictive on what it can remove, so Kenrith's Transformation can shut down a commander for some time, and replaces itself. Journey to Nowhere , Banishing Light , and Oblivion Ring can be of aid, as well.
Shielded by Faith will defend crucial creatures and swap onto the commander when it's time.
And Worship keeps you in the game when you shouldn't be.
Kruphix's Insight and Commune with the Gods are terribly efficient draw spells to keep a deck churning. For auras, Sram, Senior Edificer , Umbra Mystic , and Kor Spiritdancer are fantastic, and Open the Armory can fetch some. Nevermore is also great for locking out commanders, or other cards if you'd like.
'Tis everything of note, my liege.