Soul Warden

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Soul Warden

Creature — Human Cleric

Whenever another creature enters the battlefield, you gain 1 life.

DreadKhan on Bohemian Rhapsody

3 weeks ago

Black Market Connections can do a lot of work for a 3 drop, and you've got access to White for random life gain to make it less of a problem. It's clunky but Axis of Mortality is a really fun/interesting card that can make it an asset to pay life, and you can also use it to just switch two opponent's life totals if yours is the highest. If you want something lower to the ground, there are also the Soul Sisters, Soul Warden and Soul's Attendant, or Lunarch Veteran  Flip. One or two of those coming out early can mean a ton of life if nobody is wiping.

I think Welcoming Vampire might work, but you probably want to have tokens enter on other people's turns, not sure if you can pull that off readily. There is also Bennie Bracks, Zoologist, which doesn't care what kind of token you're making and can be cheap to cast, he's really nice with Pitiless Plunderer and a sac outlet or Smothering Tithe.

Not sure if you get walled very often, but if you're usually going wide Angel's Trumpet can create a ton of chaos for unprepared decks.

seshiro_of_the_orochi on Card creation challenge

1 month ago

Essence Watch

Enchantment

Whenever a creature enters the battlefield, you gain 1 life.


Soul Warden has a dozen variations in white, so why not give green another soul sister besides Essence Warden? At uncommon, I'd give it an additional activated ability, something such as ", sacrifice ~: You may play an additional land this turn."


Ok, draw spells is the topic. has Return of the Wildspeaker and its predecessors. has a wide variety of wheels. has Damnable Pact and other "draw big, lose life" spells. is , I don't have to explain this. Each of these big draw spells has its very own drawback. needs a big creature, has its usual issue with the concept of delayed gratification, has the typical recklessness-issues, and blue...just tends to be a little too good with drawing too much.

What could have?

So the challenge is: Create a card draw spell with MV 5 or greater that is powerful but has a typical drawback. (And don't even dare just making the draw symmetrical!)

skibulk on Neheb's Eternal Blasting

2 months ago

Just spitballing here. Kessig Flamebreather offers better early game defense than Firebrand Archer, and survives Shock. Pyrohemia could be interesting. How to Keep an Izzet Mage Busy combos aggressively with Guttersnipe, etc. Burning Wish could fetch it or an x damage spell. Valakut Awakening  Flip could help to assemble your combo or serve as a backup land drop. If you went green instead of blue you could run Time of Need or Living Wish, and replace a mana rock with Zhur-Taa Druid. I used to run him in this deck: Guttersnipe. Don't do this, but you could potentially go infinite with Aggravated Assault (mana and combats).

I'd be weary that 3-card combo decks can be inconsistent (Neheb + Mass Damage + Mana Sink). The best way to test decks is goldfish a dozen or so games (on tappedout). If you can consistently do what you want to on turns 5-6, it might be viable in our group. I goldfished a game; didn't get Neheb but Guttersnipe worked well enough. Life gain (Soul Warden, etc.) could be problematic for you.

lhetrick13 on Try to kill me ($50 Budget)

2 months ago

voldetrist - I agree a bit with IHATENAMES as the theme seems to be lifegain but to what end? Also, I feel like Soul Warden and/or Soul's Attendant would be superior to Lunarch Veteran  Flip.

multimedia on Liesa, Liesa, they so flying...

2 months ago

In you're last update you said that opponent's Prosper deck keeps beating you. What cards or interactions from that deck are giving you problems?

I thought you were playing multiplayer Commander, that's the advice I gave, my mistake, but if you're playing 1v1 Commander then that's very different than multiplayer. In 1v1 Commander cards that give you value because you have many opponents are subpar such as Soul Warden, when you only have one opponent. Aggro is an aggressive strategy that's terrible in multiplayer Commander, but 1v1 is viable strategy. Since only have one opponent to kill, who starts with 40 life, not four or more opponents who start with 40 life. For example, I wouldn't play Gifted Aetherborn or Vampire Nighthawk in multiplayer Commander, but in 1v1 they're fine and also go with the life gain for value strategy.

If you're playing 1v1 Commander with this deck, would you like some advice how to improve for 1v1?

bushido_man96 on Tweaking Naya Tokens

2 months ago

I'd cut Soul Warden and Ajani's Welcome. Incidental life gain is ok, but not great, and not really worth two slots in the deck unless they were benefiting you in some other way.

Looks like you need more card draw, otherwise you'll stall out too early. Keeper of Fables is pretty subpar. Collective Unconscious will draw you a ton of cards when you have your game plan going. I'd also recommend the courts, Court of Grace for sure, as it will produce more tokens for you. Court of Bounty is great for getting more land drops or creature drops, and Court of Ire can help you finish. You wouldn't necessarily need to have all three of them, but I think the white one really fits the theme of your deck.

A rather obscure card, but I find Kyren Negotiations to be a good way to use your creatures to punch for damage when you don't have advantageous attacks. Tap them for damage at the end of turn before yours, then untap and do your thing. This would pair nicely with Drumbellower.

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