Souls of the Faultless

Souls of the Faultless

Creature — Spirit

Defender (This creature can't attack.)

Whenever Souls of the Faultless is dealt combat damage, you gain that much life and attacking player loses that much life.

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Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Duel Commander Legal
Leviathan Legal
Highlander Legal
Custom Legal
Legacy Legal
2019-10-04 Legal
Casual Legal
Canadian Highlander Legal
Limited Legal
Commander / EDH Legal
Unformat Legal
Tiny Leaders Legal
Block Constructed Legal
Modern Legal
Oathbreaker Legal

Souls of the Faultless occurrence in decks from the last year

Latest Decks as Commander

Souls of the Faultless Discussion

KayneMarco on Keep hitting yourself

3 months ago

I’ve built a similar deck with Queen Marchesa at the helm. Here’s a few cards I don’t see on your list that would fit well

Muglacious_NiceFaceToad on

4 months ago

I love it! Have you thought of Arcbond, Delirium, Backlash, Traitor's Roar, Souls of the Faultless, or Boros Fury-Shield?

My favorite are the three that skip damage prevention and redirect instead. Thereby allowing your opponents to take lethal commander damage from their own commander. Although that is a rare occurrence unless you pump their creatures first. Reflect Damage, Mirror Strike & Glarecaster.

Some other interesting cards with similar effects Selfless Squire, Agonizing Demise, Shriveling Rot, Eye for an Eye & Harsh Justice.

I love these effects so much that the first deck I built ended up being split into 3. Each emphasizing different mechanics The bigger they are, the better they fall damage and spell doubling with Deflecting Palm, The Game of Houses (Daes Dae'mar) a more political redirection where I work on building up my opponents creatures and trying to take them out with commander damage from their own commanders, and a Stuffy creature based one with Feather at the helm which I just realized I never added to tapped out. Check them out if you'd like!

RiotRunner789 on None

5 months ago

Grave Pact ninth edition is my favorite card. It was the first rare I ever pulled and it does everything a black card should. It rewards you for filling the yard and punishes opponents for doing so. It could only be better if it has 4 black pips instead of 3, not for devotion but because black magic is the best.

Hissing Miasma: I don't think this is the first card strictly with this effect but I do believe it is the first one that only hurt your opponents. I loved running this card. It was too flavorful thinking my opponents creatures may choke to death just to attack me.

Souls of the Faultless: Simple and effective. If you hit me you'll be hitting yourself and only helping me. This guy saved me in plenty of games and made Orzhov my favorite guild.

Lanzo493 on Pay-to-Play

10 months ago

Some of the cards you're running you may run into problems with as you test your deck out. Gifted Aetherborn is great in formats like standard, but in Commander it's harder to make use of a small creature that doesn't impact life totals very much. Perimeter Captain has the same issue. If someone is attacking you, it's probably because they have the advantage in the combat step so blocking once with your defenders before they die won't help a lot. Wall of Essence and Souls of the Faultless have the same issue, although out of all of them the souls of the faultless seems like the best if you were to keep one. Serra Avatar can be chump blocked and you have no way to reliable give her lifelink, so she's a big card that doesn't do much. Student of Warfare really doesn't seem to fit the lifegain theme of your deck. Axis of Mortality doesn't seem to fit your deck either. If your deck is working right, you will have the highest life total. So why change it with someone else? And there isn't much advantage to swapping opponent life totals either. Fatal Push just doesn't cut it in a format like commander with big finishers. Same with Summary Judgment. I'd take out Cradle of Vitality as well since your deck mostly about triggering small incidental pieces of lifegains and not huge swings of it.

I suggest removing these cards just so you can have more lands. A good rule of hand I use for commander is that you run 32 lands + 1 land for each color + 1 land for your commander's converted mana cost. For you, that'd be 36 lands. This is very flexible, btw. I would suggest Rogue's Passage being one of those lands because your commander can get very big. You can just kill somebody with those 21 points of commander damage if you'd like. Two other great cards are Bloodchief Ascension and Phyrexian Processor. They seem to work well with your deck. Just make sure to have another 4 mana to at least activate the processor once before it's destroyed.

Barbarian_Sun_Pope on Eight and a half Teysa

11 months ago

Appears you'd want to win with either life drain and/or swinging with Teysa. keeping that in mind I would suggest adding some card draw. Black has some decent cheap card draw such as Sign in Blood, Night's Whisper, or Read the Bones. The life drain in your deck should offset any life you pay for the draw. Speaking of life drain, Souls of the Faultless should deter your opponent from attacking and stall until you get Teysa on the field. It also works nicely with Deathbringer Liege and reveilark.

If you don't feel like waiting for Teysa, I would suggest Holy Mantle, Spirit Mantle, or Spare from Evil to give Teysa like protection to other creatures. After you land Teysa, you can clone her with Helm of the Host for even more ways to abuse Teysa (or any other creature in your deck). Hope this helps.

Sarkhan420X on Help Needed with WB Vampire …

1 year ago

are you really having trouble "getting" creatures out? or do you mean you have trouble "keeping" creatures out because your opponent has removal?

definitely take out Nykthos, Shrine to Nyx . its really just for mono colored decks. also, turn 8 is horrifically slow in modern.

get rid of the enchantments. in modern, 5 mana is too expensive for a card that doesn't have some sort of immediate impact on the game state.

Hero's Downfall is inefficient. 3 mana is generally too much mana for a removal spell. Fatal Push and Path to Exile are really good removal spells.

Chalice of Life  Flip is also inefficient given how little reliable lifegain you have.

Souls of the Faultless should be taken out since its not a vampire.

Vampire Nocturnus would be better than Bloodline Keeper  Flip or Sanctum Seeker in the 4-drop slot.

Forerunner of the Legion is painfully slow in modern, and Vampire Nighthawk would be way better as a 3-drop.

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