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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Creature — Human Cleric
Whenever another creature enters the battlefield, you gain 1 life.
4 days ago
Champion of the Parish feels like it would have a home. The shell calls to Soul Sisters with Soul Warden and Soul's Attendant with the token production you have but that might get away from what you want. If Soul Sisters is something you want, Norin the Wary and Purphoros, God of the Forge are fun in red. +1
1 week ago
Banner of Chromaticity
Artifact - Equipment
You may only spend colored mana to pay for ~'s mana cost and equip cost
Equipped creature gains protection from each of its colors, and Ward two mana in any combination of each other color
Make a blue monkey.
2 weeks ago
Call me crazy but it feels odd to see a lifegain deck that does not have Soul Warden or Soul's Attendant in it. They just provide a consistent cheap flow of life as it triggers for both the opponent and your own creatures.
Archangel of Thune would be a good addition considering you will likely have the time to cast it with the ample life your opponent will need to eat away at.
Lastly, with the number of big lifegain spells you are running, I feel like Aetherflux Reservoir might be a better wincon that Felidar Sovereign given you can drop it and immediately trigger its ability for a win compared to dropping Felidar Sovereign and hoping it does not get removed for a full turn.
1 month ago
I always loved Trelissara's design. Sadly, my lifegain deck is Esper, so she didn't really fit! I don't know if this helps at all, but I think of my deck in terms of lifegain enablers (our Soul Warden and friends that gain us life) and payoffs (things that benefit us when we gain life, like Trudge Garden).
I would pay special attention to one thing with life gain payoffs: a lot of the cards care about one of 2 things...either 'instance of life gain' (the ones worded 'whenever'...they do not care how much life you gain, just if you do or not), and the ones that care about quantity (the ones worded 'if you gained X or more life).
You're going to want to sculpt your life gain enablers in the deck around what of those you have, and how much life gain they want you to have in a turn, to make sure they can hit your X.
I would consider that a little more next time you play, pay attention to what cards want what effects.
For example, my deck is built entirely around the 'instance of life gain effects', so I seldom need to worry about how much I gain.
That said, some weak spots I noticed: Benevolent Bodyguard, Ilysian Caryatid, Soulmender, From Beyond, Indomitable Might, Hedgewitch's Mask. These are excellent places to start with upgrades! They're not bad on their own, but we can do better!
Note on Aetherflux Reservoir: There are some playgroups that playing this will just get you ganged up on. I always caution people about that. If that's fine with you, it's a strong card. I didn't find it could gain enough life to make it worth it in my deck.
Some possible (not too expensive) upgrades that I enjoy:
Good in an 'instance of life gain' deck: Linden, the Steadfast Queen, Sunscorch Regent, Suture Priest, Gideon's Company, Twinblade Paladin, Omen of the Sun, Ajani's Pridemate, Oketra's Monument, Regna, the Redeemer
1 month ago
I think the key thing with Oloro is figuring out the direction you want to take him, as he can be played many ways. In any deck, you want to gain life and use life as a resource to do what your deck already wants to do. So, in addition to some of the cards you have here, people tend to play things like Phyrexian Arena, Necropotence, Dawn of Hope, Eye of Vecna, and Cosmos Elixir that draw cards off of lifegain or pay life to get cards. They then try to multiply these effects with cards like Teferi's Ageless Insight and Alhammarret's Archive. The Soul Sisters (Soul Warden and Soul's Attendant do a lot of work towards gaining this life as well.
Beyond that, there are several approaches towards winning. One is the pillowfort control/disruptive aggro approach. This type of deck uses pillowfort cards like Propaganda, Ghostly Prison, Norn's Annex, and Crawlspace or Sphere of Safety (if you have a lot of enchantments) in order to keep attackers from messing with you. They then use counter-spells and removal to keep other players from winning, and win by attacking in the air with large creatures who often have lifelink, with cards like Dream Trawler, Serra Ascendant, Archangel of Thune, and Drogskol Reaver being optimal choices.
I'll post the other option in a second.
1 month ago
The MVP of game two was Linvala, Keeper of Silence. He had an incredibly explosive start and probably would have killed me by turn six or so, except that on turn three I played Linvala with Giada, right after he had played Llanowar Tribe, which was now a cute 3/3 with no other powers. Even so he was able to play Omnath, Locus of Mana, store some mana, cast his commander, and be a couple of points away from a lethal play with some other synergies he had, but Linvala held him down long enough for my growing angel army to chip away his life total to zero.
On the third game the shoe was on the other foot from the first one, and he didn't have the acceleration he needed to put up a threat to my quickly goldfishing angelic armada. Lacking key removal spells, he three a ten power Nessian Boar at me in order to kill my best pieces of his choice and to draw a ton of cards. I responded at instant speed with a Swords to Plowshares, preserved my board, and swept in the next turn to knock him down to two life. He wasn't able to recover and the game was done.
This was a particularly helpful play session in highlighting the power of some key cards like Soul Warden, Bishop of Wings, Archangel of Thune, and Linvala, Keeper of Silence, as well as the importance of having the right amount of good, premium, white removal in hand, which made a big difference in the outcome of the second and third games. The only card I didn't care for in one of the games was Mirror Entity, which confirms its likely cutting from the deck in the next update. I hope these game reports are helpful to the community as you build your decks!
1 month ago
I must not have re-optimized mana well after the previous session because I only drew three lands over the course of the entire first game. That being said, I still won! Even with only three mana and Giada the curve allowed me to do most of what I wanted to do and put most of my angels out, so the curve and the deck's ability to put up a board state quickly even with limited resources is great. The all-star of the first game was Crashing Drawbridge, which, as I suspected, is great in this deck. I finished by playing out Serra Avenger and Angelic Curator (with plenty of counters) and then swinging with them and all of my other angels for lethal because of drawbridge. It helped me close out the game before my opponent could stabilize and hit me with a wipe, which would have set me way back due to my lack of lands. Another great combo was Righteous Valkyrie which is every bit the powerhouse you'd think it would be in this deck and Resplendent Angel, which ensured that tokens were bolstering my army and that my life total was more than padded.
The second game was much more evenly matched and could have gone either way, but I pulled that one out in the end as well. This would not have happened if Eerie Interlude hadn't saved my cast angels from Curse of the Swine, attesting again to the importance of board state protection in this deck. Quite critically, interlude was the only thing in my deck currently that would have saved me from that (other than Lapse of Certainty, so I was glad to have it! The absolute all-star in this game was Thorough Investigation. Wow! What a card! I thought it might be good, but the whole enter-the-dungeon mechanic seemed a bit cute to me and I was ensure if I would want to pay to sac clue tokens. The answer is yes! I amassed so many tokens from Investigation (as well as a couple from Angelic Sleuth when I blinked it with Interlude) that I knew I could refill my hand at any point, which I did! I'm going to put this card in all of my aggro decks- its a hidden treasure! Angelic Skirmisher is also a must-run in the deck. Everyone plays Lyra Dawnbringer but some don't play this card, which I feel like is better. While the life-link aura is the thing in this deck and two copies of it was great, I definitely experienced the utility of the first strike aura when I wanted to swing with Valkyrie Harbinger but was afraid to lose it to a large flying blocker. First strike made it so that he didn't want to block! Vigilance is also great, and Thraben Watcher was already making sure I wasn't in danger on the crack back in this matchup, but Skirmisher could situationally help with that as well. I finished it out by clearing away all of his blockers (including some absurdly large creatures) with Winds of Abandon. He put 13 lands onto the battlefield, but died to my Angelic Armada.
In both of these games, as with in the previous ones I've reported on, the life gain was real and powerful! I finished the second game with 98 life and the first one with life somewhere in the 70s, so this deck works amazingly well that way. I also played a turn one Soul Warden the first game and was quite thankful for it. I wasn't totally sure about the soul sisters in this deck, but I think I am glad for them. Another huge success in several games so far are the Angelic Accord effects. Having four of them makes it a consistent subtheme, and even a couple of free giant angel tokens goes a long way to killing opponents. I think my issues with card draw aren't that I don't have draw or that it doesn't work, just that this deck is hungry for more of it, which I will address in the first revision coming soon. I've already ordered some more cards based in part on suggestions I've received here from some of you, so thanks for those! I will post the revisions once they are made and my reasoning for them. I'll also update the primer and the acknowledgements to offer credit where credit is due!
2 months ago
Drestlin - Ya, with at my fingertips, the sky is the limit for removal!
I played a pretty epic game against a buddy of mine whose cleric lifegain deck had been killing me (was previously only 1 for 6 against it). Retribution of the Ancients was my saving grace! I was able to remove his Soul Wardens and Soul's Attendants as they came in, keeping the health gain triggered abilities off the table and was able to remove his bigger threat pieces as well. I bet I removed 10+ creatures with it in like 3 turns since they most had so little toughness.
The games where I can get Retribution of the Ancients on the field, it usually does do some work. I am almost considering switching to and and actually dropping to see what that feels like.