Sphere of Safety

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Sphere of Safety

Enchantment

Creatures can't attack you or a planeswalker you control unless their controller pays for each of those creatures, where X is the number of enchantments you control.

NV_1980 on Jetmir, nexus of revels "They are coming"

1 month ago

I think it would probably also be a good idea to look into adding cards that can exile/destroy opposing enchantments. Right now, anyone playing stuff like Ghostly Prison, Propaganda, Sphere of Safety can really hurt your strategy. I'd make some room for enchantment/artifact removal to prevent this from happening. Your deck is especially suitable for a card like Aura Shards.

NV_1980 on Raine Death upon Your Enemies

1 month ago

Hi,

This looks nice. I would point out though, that your 2nd method of winning (attacking with Raine) is made more difficult because of the following:

  • You've only included two spells (three if you count the wipe) that can deal with taxes/restrictions on your attacks (Ghostly Prison, No Mercy, Propaganda, Sphere of Safety, Ensnaring Bridge etc.). Considering such taxation is rather popular amongst players AND the lack of tutors in the deck to find your destructive spells, this will probably be an issue. I'd therefore recommend to add more stuff that can deal with these cards like Heliod's Intervention, Banishing Light, Grasp of Fate, etc. In case you don't run into any taxes, these spells are all great to use against other stuff too, so they won't be wasted slots in any way.
  • There's no protection for Raine in the deck. So every attack he does against players that have blockers, you can pretty much guarantee that he will be a primary target and will get killed. Adding some cards that ensure his survival during attacks therefore wouldn't hurt. Specifically, I'm thinking Bastion Protector, Reconnaissance, Dolmen Gate or maybe just something like Darksteel Plate.

Hope this helped, good luck with the brew.

Regards, NV_1980

GingerHobbit2 on In the grim darkness of the far future

2 months ago

Sick deck! IMO You should for sure add Teferi's Protection. It's an insane card in itself, but it basically guarantees you a win with Revel in Riches if you have 10 treasures, since you already have that in for a wincon.

I'd cut Bastion Protector for it, could maybe even cut Sphere of Safety for Clever Concealment if you want to double down on this type of protection. This at least can save your wincon until your next turn, but doesn't spare your life. IMO since you're running so many tokens, you are less in need of blocking combat damage than protecting from spells, so you might have too many Ghostly Prison effects, but depends on meta.

ImNora on Sigarda Voltron Deck? TOO MANY …

4 months ago

Yeah, I know she's not exactly intended for Voltron. At my LGS, people run a lot of targeted enchantment and artifact removal and creature heavy decks so it makes it difficult to survive with a Voltron deck since they usually can't do a lot of blocking. That's why I figured hexproof Sphere of Safety or hexproof Sandwurm Convergence would be great. There's a lot of politics at the table so with Voltron decks that get strong fast, I just get piled on and die.

DreadKhan on Super Shivan

7 months ago

Power doublers that stack with double strike such as Two-Handed Axe, Gisela, Blade of Goldnight, and Inquisitor's Flail are pretty useful if you need Shivan Dragon to be huge.

I like how Unquestioned Authority offers unblockability while replacing itself. War Cadence offers a combat trick you can use to help get through.

Dawnbreak Reclaimer and Pulsemage Advocate are repeatable ways to recur your Dragon, there is also Gift of Immortality.

A nice spare Ghostly Prison effect can be found in Kazuul, Tyrant of the Cliffs or Sphere of Safety, there are also Baird, Steward of Argive and Windborn Muse. In a pinch a card like Spurnmage Advocate or Intrepid Hero can make good deterants.

Vs running so many 1 colour wards have thought about Flickering Ward? You can run various tutors that can find it or another Enchantment such as Heliod's Pilgrim or Moon-Blessed Cleric, there are various spells that can do the same or better, plenty can also find equipment. If you do stick Flickering in you could also try Mesa Enchantress, which is also great with enchantments period.

With access to Pro Red, maybe some Red wipes that use damage? Some include Blasphemous Act, Chain Reaction, and Reckless Endeavor, Pro Red makes these 1 sided.

Hope some ideas here apply, I typed this fairly early in the morning, with only so much coffee, so forgive me if this is a heap of spam!

NV_1980 on The Kill(ian) Box

7 months ago

Looks very nice but I think this deck needs a few wipes; in my view it's too vulnerable against opponents that go wide. Right now you only have Sphere of Safety, Crawlspace and Silent Arbiter (maybe also Pariah combined with granting Killian indestructibility) to counter such strategies and I don't think that will cut it.

Two or three wipes could really make a difference. Wrath of God, Damnation, Mandate of Abaddon, ... pick your poison.

Vicarian on Lockdown

8 months ago

Anyway, as far as card suggestions go, you can't be guaranteed that your opponent will be running instants or sorceries, so a full playset of Test of Talents might be a bit much. Against token strategies, Detention Sphere or Temporary Lockdown could be good. Not sure I'm a fan of the plan for Ethersworn Adjudicator, but it could be a decent way to close out the game. You could reduce the number of creatures overall and go with a typical control finisher, such as Chromium, the Mutable or Hullbreaker Horror. In the same vein as Extirpate, Necromentia or Unmoored Ego could be useful. With the number of enchantments you have, Sphere of Safety might be a fun way to prevent combat. You may want to include a way to remove creatures if they do get any onto the field before you can pull them out of the deck, so Supreme Verdict, Settle the Wreckage, Day of Judgment, or similar.

Tur on Hidden Power - Crop Rotation

9 months ago

TypicalTimmy

Thank you for noticing my intention, that is the key point of this argument!! Newer and casual players tend to disregard or ignore Crop Rotation, because they only see it for very expensive cards such as: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. (I.e. sacrifice a Forest and get Gaea's Cradle.)

In fact, I own all of these cards and in only one single case is Gaea's Cradle the first priority for Crop Rotation. Here are a few examples using commander decks: (These do not include utility lands, such as Bojuka Bog, Cavern of Souls, nor Homeward Path.)

Commander: Lord Windgrace

Lotus Field is great for ramping with Lord Windgrace minus three ability. Cabal Coffers is fantastic for ramp. Field of the Dead provides a win condition and blockers.

Commander: Mina and Denn, Wildborn

Because of Fiery Emancipation, Valakut, the Molten Pinnacle became ridiculously overpowered. Nine damage every time a mountain enters the battlefield. Furthermore, the Scapeshift combo causes you to win the game.

Commander: The Gitrog Monster

Dakmor Salvage is the combo engine for The Gitrog Monster. Therefore searching for it, the sacrificing it to The Gitrog Monster is crucial for the deck.

Commander: Gargos, Vicious Watcher

Hall of the Bandit Lord provides haste to the hydra tribal. Reliquary Tower is necessary for cards such as Soul's Majesty and Greater Good. Nykthos, Shrine to Nyx is pretty nice with the triple green devotion from Gargos, Vicious Watcher.

Commander: Carth the Lion

Field of the Dead is way too good in Carth the Lion, because Garruk, Cursed Huntsman emblems immediately with Carth the Lion. Making at least one 5/5 zombie with trample every turn is very strong.

Commander: Maelstrom Wanderer

Sanctum of Eternity allows you to put Maelstrom Wanderer back into your hand, allowing for the on-cast trigger to happen again. High Market not only taps for mana, but allows you to send Maelstrom Wanderer back to the command zone.

Commander: Sythis, Harvest's Hand

Unfortunately, for this deck Serra's Sanctum is the best target for Crop Rotation, however Nykthos, Shrine to Nyx is a close second best target. With Sythis, Harvest's Hand you have to commit heavily to the board, so your devotion is going to be high. Field of the Dead gives blockers before you can stabilize with Sphere of Safety, Solitary Confinement, and Ghostly Prison.

Commander: Marwyn, the Nurturer

Unfortunately, for this deck Gaea's Cradle is the best target for Crop Rotation, however Wirewood Lodge is a close second best target for untapping Marwyn, the Nurturer. In fact, I found myself frequently choosing Wirewood Lodge over Gaea's Cradle because it does not draw as much threat for Strip Mine effects. Wizards of the Coast is frightfully aware of this fact and has made many cards to compensate by using creatures and enchantments: Priest of Titania, Itlimoc, Cradle of the Sun, Elvish Archdruid, and Circle of Dreams Druid.

Hope this helps clarify my stance!

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