Creature — Spirit
Whenever a creature is exiled from the battlefield, put a +1/+1 counter on this
At the beginning of your end step, you may exile another target creature you control, then return to the battlefield under its owner's control.
|Have (2)||metalmagic ,|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
4 hours ago
Doing it without Tron lands could give you a brew that looks very similar to existing Soulherder archtypes (just without Soulherder)... something like this might be almost-competitive (although at this point, it's a very different list to what you're trying to achieve, so not sure if this is the route you'd want to go down):
- 4x Panharmonicon
- 4x Noble Hierarch
- 4x Coiling Oracle
- 4x Ice-Fang Coatl
- 4x Eternal Witness
- 1x Venser, Shaper Savant
- 1x Acidic Slime
- 1x Thragtusk
- 1x Hornet Queen
- 4x Ephemerate
- 3x Counterspell
- 3x Force of Negation
- 4x Path to Exile
- 4x Snow-Covered Forest
- 4x Snow-Covered Island
- 2x Snow-Covered Plains
- 1x Temple Garden
- 1x Hallowed Fountain
- 2x Flooded Strand
- 2x Misty Rainforest
- 2x Windswept Heath
- 4x Prismatic Vista
6 days ago
The two archtypes do play very differently. I think soulherder currently plays a lot more cagey than you might imagine (its just not fast enough to be aggressive, and relying on long games to win through value).
Imo, any deck running Stonehorn Dignitary probably wants to focus on flickering it for value (i.e, Ephemerate, Soulherder). That doesn’t really fit in with what turbofrog wants to do, which is reanimate 1-drops. Their play patterns feel very different
3 weeks ago
Ideas for my version of this deck
3 weeks ago
Hey, well done for a first deck on such a low budget. I haven't seen this Commander before.
When you're just starting out building decks in Commander it can be helpful to have some basic deck structure guildlines to follow.
- 36-38 lands (Exotic Orchard, Path of Ancestry)
- 20-25 creatures (Soulherder, Brago, King Eternal)
- 10 ramp sources (Arcane Signet, Knight of the White Orchid)
- 10 draw sources (Brainstorm, Palace Jailer)
- 10 removal/board wipes/counterspells (Swords to Plowshares, Cleansing Nova, Counterspell)
This is just a basic structure to get things started. It doesn't cover everything and your final deck may have different numbers for each part of the structure such as you might have more creatures. Some cards can cover more than one area such as Palace Jailer who is creature removal and can be repeatable draw which is really helpful.
Ramp is something all Commander decks need since you don't want to only rely on lands/land drops to make mana. You have Sol Ring which is really good, but that's where the ramp ends here. Only Sol is not enough ramp.
I always explain to new Commander deck builders that you need to be able to sacrifice (cut) some of the fun cards to add ramp to your deck. Since doing this will help gameplay so that you can more easily cast your Commander and the other big fun cards you want to play. In the case here my advice is consider cutting at least 9 cards to add more budget ramp?
- Arcane Signet
- Knight of the White Orchid
- Solemn Simulacrum
- Fellwar Stone
- Azorius Signet
- Orzhov Signet
- Mind Stone
- Commander's Sphere
Some cards to consider cutting to add more ramp are creatures who don't do enough for their mana cost: Gods' Hall Guardian, Living Tempest, Dread Rider, Shepherd of Heroes, Kor Celebrant, Ronom Unicorn, Brinebarrow Intruder
Like ramp all decks also need draw that comes from single draw effects and more importantly repeatable draw sources. Currently your deck has three good single draw effects Baleful Strix, Champion of Wits, Cloudblazer and one repeatable draw source Jace, Wielder of Mysteries. There's a reanimation theme here that can get you more draw from these creatures which is good, but consider more draw?
- Palace Jailer
- Sea Gate Oracle
- Thorn of the Black Rose
- Arguel's Blood Fast Flip
- Notion Rain
Jailer and Rose can be repeatable draw sources with the Monarch Emblem. When you have the monarch then you draw a card at your end step. Only one player in the game at one time can be the monarch and it can change players. As long as you are monarch you get the repeatable draw at your end step which is a big advantage.
For an opponent to become the monarch they have to do combat damage with a creature to you or play a card/effect that makes them the monarch. When this happens you loose the monarch and that opponent becomes the monarch. You can get back the monarch though by doing combat damage with a creature to the opponent who is the monarch or playing a card/effect that makes you the monarch.
The area of your deck that you have a lot of is removal. I count 23 single effects of removal here. You can afford to cut some removal to improve other areas of your deck: Withercrown, Befuddle, Iron Verdict, Smite the Monstrous.
If you're interested I offer more advice in another comment. Including explaining how blink from single effects or repeatable such as Soulherder and Brago, King Eternal can be powerful here. Would you like me to continue with more advice?
Good luck with your deck.
1 month ago
DemonDragonJ easily. In modern Ephemerate has become a pretty commonly seen tool for this kind of abuse. Outside if that, we’ve seen all Soulherder, Restoration Angel, Flickerwisp, and Eldrazi Displacer harass the format at different stages. There are currently an abundance of insane etb creatures, including Thragtusk, Eternal Witness, Skyclave Apparition, Ice-Fang Coatl just to name a few.
If someone’s unable to build a deck based around abusing etb effects, that’s on them, because the options to do so are vast.
1 month ago
Lanzo493: you have a very good point Kaya's Ghostform does not work with Soulherder, or Teleportation Circle
But i still support them because Kaya's Ghostform will work with all the other untap effects, while Soulherder & Teleportation Circle will work with all the other wonderfull etb creatures like Agent of Treachery & Sun Titan
so i am going to surrender this debate to "dealers choice" feeling both points are valid
On another note i can understand hesitation on cutting Arcanis the Omnipotent becouse the value of draw three, , draw three more
May i suggest cut Arcanis the Omnipotent & Baleful Strix then put in Jace's Archivist ?
1 month ago
Ramble: nice point on the Teleportation Circle. I didn't think of blinking the commander. Although, gaining control of something is arguably better than removing it. Fun fact, if you use Merieke's ability a second time before letting the first one resolve, you'll gain control of multiple creatures at a time and keep all of them until she untaps or you lose control of her.
I misinterpreted Merieke Ri Berit's ability. I though you lost control of the creature when she untapped, too. But you only lose control of the creature when you lose control of the commander. In which case, Soulherder and Teleportation Circle have another mark against them. If you use those cards to blink your commander for a fancy version of untapping, you lose control of the creature, then Kaya's Ghostform falls off, then it gets killed by Merieke's trigger. Of course, if you're bouncing your commander because you have no other way to untap it, then I see why you're running it. You just have so many better ways to untap her, though. I could be wrong, as I already was before. I've fought against Merieke Ri Berit before and it's brutally difficult when she has an easy way to untap (especially if it's at instant speed).
1 month ago
Golos really embodies Timmy edh in that sense of 'I don't care what I'm casting as long as it's big and flashy!', doesn't he? :D
I have a few ideas and comments, in no particular order.
Expropriate seems like it would be one of the big ones for a bit more pay-to-win oomph.
I think Field of the Dead is amazing in Golos decks, since your five colour edh land base is unlikely to contain many duplicate names. It's not the wincon it apparently was in... Historic? But it generates a very steady stream of chump blockers. It's apparently still like $10, though.
Emergent Ultimatuming up a board wipe and Fated Return sadly only works if Golos for some reason is already in the graveyard, since you cast the two spells immediately and will need to choose targets for Fated Return before the wipe resolves. You can of course get some other big thing that's died during the course of the game.
The flat damage spells (Sorin's Vengeance, Searing Wind) seem weak - they only impact the game if someone is already at 10 or less life, and even then only if they're currently the threat. I'd look to those if you need to make cuts for higher quality cards.
Rise of the Dark Realms and Clone Legion are a few ways to get instant boards. Both work very well if you can sneak in an Eternal Witness (or Archaeomancer) as they can recur the little creature for infinite fuel, even though you're of course unlikely to cast either more than once per turn.
Omniscience is a great way to get all the fat spells in your hand to actually be useful. It's wonderful if you get it off of Golos, but perfectly OK to hard cast before emptying your hand of bombs.
I know you're mostly going for instants and sorceries - is there a reason for this? You don't have to have one, but there are a lot of nice permanent bombs that fit the Golos playstyle, like Etali, Primal Storm, Debtors' Knell, Worldspine Wurm and Mind's Dilation. Ugin, the Spirit Dragon is a boardwipe that spares Golos and sticks around as a nuisance and possibly even a long-term threat.
Another great card with Golos is Illusionist's Bracers. Twice the madness.
Given the deck's reliance on Golos himself, I'd think it almost mad not to run some protection, such as Lightning Greaves, Darksteel Plate, Swiftfoot Boots, Hammer of Nazahn etc. Counterspells would be an option, but it's so sad to flip them with Golos...
Since Golos ramps on ETB, flicker cards like Teleportation Circle, Soulherder, Conjurer's Closet and Thassa, Deep-Dwelling can each get you one free land every turn, not limited to basics. Running all of them is probably... A different deck. One or two might be nice.
If you do go with that approach, you have lots of options, like Urborg, Tomb of Yawgmoth + Cabal Coffers for lots of mana, The World Tree, Cascading Cataracts and Crystal Quarry for fixing, or utility lands like Maze of Ith and Mystifying Maze. Since these are lands that are perfectly fine to draw on their own, this takes up a lot less deck space than it might initially seem like.
I hope I've given you some ideas at least!