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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Speaker of the Heavens
Creature — Human Cleric
: Create a 4/4 white Angel creature token with flying. Activate this ability only if you have at least 7 life more than your starting life total and only at any time you could cast a sorcery.
3 days ago
Thanks for the +1 and suggestions! Lingering Souls is limited to sorcery speed and not as repeatable or cheap to cast as Speaker of the Heavens. As this deck is intended as multiplayer deck, generating tokens on opponent's turns nets us a lot more card draws from Tocasia's Welcome. Thus, like Lingering Souls, Hero of Bladehold isn't a versatile as the spells I've already included, as it's limited to making tokens only during my own combat phase. I'd consider Devouring Light if it worked on any creature instead of only attacking/blocking. There are just too many creatures that are threats without attacking or blocking.
6 days ago
I think I might favor Tocasia's Welcome over Collected Company here, though Welcome would be even better if your bounce effects could happen on your opponent's turns. Ephemerate isn't quite as repeatable as Soulherder, but it is cheaper to cast, though not a creature spell itself. There's also the classic Restoration Angel, but that seems too high MV and only a one time use. Saltskitter seems interesting, but not particularly reliable. Eldrazi Displacer would be great if it didn't require 3 mana to activate. Thraben Doomsayer doesn't give the all the benefits of a bounce, but token generation is still a powerful trigger with Soul Sisters. If any of those made the cut, then I'd say you didn't need Blue spells at all, which would make your mana base faster, cheaper, and more reliable.
I think Speaker of the Heavens is a pretty perfect fit with Soul Sisters.
While on principle, I like protecting permanents, I think Patch Up might be strong enough that removing your creatures could prove more helpful to you than to your opponents - something that usually frustrates the hell out of me.
I'm not convinced shock and fetch are the best lands. While the lifeloss is less painful when counterbalanced with Soul Sisters' lifegain, it also negates some of the advantage of gaining life. Equally efficient lands that don't cost life would be better. Pathways and fast lands seem, at least to me, just as good if not better: Barkchannel Pathway Flip, Branchloft Pathway Flip, Hengegate Pathway Flip, Seachrome Coast, Razorverge Thicket, Botanical Sanctum
2 months ago
Ok, so there’s too many cards and too much going on here to try make “cuts”, i suggest instead rebuilding this deck from scratch. A good approach for new deckbuilders is to pick 9 cards, and run a playset (4-of) of each of those (making 36 cards) alongside 24 lands (making 60).
For those 9 cards, the mana values should look something like 1,1,1,2,2,2,3,3,4.
Makes sure at least 1-2 of those 9 cards is some form of interaction, just letting your opponent do what they want is never a good idea. Something like Path to Exile would do you good.
As a word of warning, lifegain is one of the absolute weakest strategies/mechanics in mtg, and without some kind of serious payoff, its almost always a bad idea to pursue. Speaker of the Heavens and Righteous Valkyrie are about the only good things to do with lifegain, so maybe try focusing around those.
2 months ago
Most Modern decks typically can't justify running more than 4 cards costing 4-mana, and often run nothing above this. You've got a whopping 16 cards costing 4-or-more, which is going to lead to some really slow/clumsy plays. In particular, all those cards costing 6-or-more mana (Angelic Skirmisher, Devout Invocation, Mass Calcify, Iona, Shield of Emeria) have no chance at all of being cast in a game with your current landbase (You'll have ~50% odds of having 6 lands by turn 9, which is longer than any magic game will take, and also pretty-bad odds). I would suggest just keeping 3-4 of your 4-mana cards, and ditching the rest costing this-or-above.
Even once you reduce the mana curve, you will still need to play more lands. With 21 lands, your odds of getting 4 into play in any reasonable time is still really poor. I'd suggest going to 23 minimum, but probably 24 is the correct number here.
A word of warning that lifegain is one of the absolute weakest mechanics in magic, and without some massive payoffs for gaining life, it's never really worth it. I would suggest if you want to pursue a lifegain based deck to use cards like Righteous Valkyrie and Speaker of the Heavens as your build-around cards, as these are some of the very few cards available that make lifegain actually worth playing. An example budget decklist using those cards is here on mtgGoldfish. In any case, I would advise strongly against "gaining life just for the sake of gaining life", as this pretty-much always means your cards aren't doing more productive things, like establishing a stronger board-position, and usually just means the deck sets itself up for failure.
2 months ago
I should also say to be very weary of lifegain strategies - as lifegain in general is one of the very weakest of magic effects. Unless you have some kind of really massive payoff it’s often not worth it. Specifically, i think you should be focusing on cards like Speaker of the Heavens and/or Righteous Valkyrie. There’s an example budget deck using these here.
2 months ago
Modern decks typically find it hard to justify running more than 4 cards (1 playset) costing 4 mana, and often run nothing above this. You've got a whopping 15 cards costing 4-or-more, which is faar too much, and will lead to some really slow and clumsy plays. I'd suggest lowering the curve.
Even when a lower mana curve, you're probably still going to need more lands than what you're running here. I'd suggest 23 minimum.
Lifegain is hands-down one of the absolute weakest abilities in Magic. Unless you have some kind of massive payoff, lifegain just simply isn't worth it - you just guarantee that your opponent will win, but it may take a few more turns. If you're insistent on running lifegain, then I would suggest building the deck around Speaker of the Heavens and Righteous Valkyrie, as they are about the only cards that can make gaining life somewhat viable. There's an example budget decklist of that here.
3 months ago
Some Ideas for you
3 months ago
Hey, if you want to stop No Mercy then consider Cathar Commando? It's a budget creature so it can be reanimated or recurred with Liesa, Forgotten Archangel as well as other ways which I will mention in my next comment :)
If your getting Jumpstart packs there's several cards to look for other than Exquisite Blood:
- Witch of the Moors
- Phyrexian Reclamation
- Sheoldred, Whispering One
- Blood Artist
- Selfless Savior
- Speaker of the Heavens
- Phyrexian Tower
- Drana, Liberator of Malakir
I believe in using my money getting singles to build my decks not on $5 packs, but if you enjoy cracking Jumpstart packs look for these cards. Selfless Savior and Blood Artist are uncommons, you might have these cards.
If you're interested in Exquisite Blood then maybe you want to make your deck more combo? I don't think Exquisite is worth $18 since with $18 you can make several upgrades not just one card. For $18 you can make close to 20 card upgrades. Even if you're playing casual having a combo to win the game is helpful. Just don't combo off right away, let the game build up, have fun and then boom.
- Vizkopa Guildmage
- Children of Korlis
- Bond of Agony
- Tainted Sigil
- Mischievous Poltergeist/Wall of Blood
- Revival / Revenge(Revenge)
There's no budget alternative card for Exquisite Blood, but you can mimic the outcome of what the Blood combo does with budget cards. By making yourself lose a lot of life and then gaining the life you lost right back.
Vizkopa Guildmage's ability is like Vito, Thorn of the Dusk Rose/Sanguine Bond except it's more powerful because it affects each opponent all at once not just one opponent. It however costs three mana to have the effect until end of turn. The combo is to cast a spell or activate an effect to lose a lot of life such as Bond of Agony where you can control how much life you lose which then makes each opponent lose that same amount of life. When you lose the life then sac either Children of Korlis or Tainted Sigil to gain all that life back. This then triggers Guildmage to make each opponent lose that same amount of life again, most likely killing each of your opponents for having 0 life and you win the game.
Children of Korlis is a good card for gaining life because it looks at all life you lose for the entire turn. You can gain a lot at one time after a big attack from opponent doing combat damage to you or a small amount, you choose. It's a one drop creature who can be reanimated or recurred to repeat this effect, great with Liesa, Forgotten Archangel. Outside the combo if you're paying a lot of life for draw such as with Greed then Children can help to gain that life back.
In my last comment I mentioned you can get quality from filler creature cards you play with Infantry Veteran as example of not quality. Children of Korlis and Selfless Savior are examples of quality budget one drops. Mischievous Poltergeist/Wall of Blood's ability can be paid as much as you want, each time losing 1 life, but it's not a good card outside the combo. I suggested it because it's a creature who can be easily reanimated or recurred which can be helpful to more easily combo or repeat the combo. If I was playing this combo I would play it for that reason.
I'll continue with more advice in another comment later.