Steely Resolve

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Steely Resolve

Enchantment

As this enters, choose a creature type.

Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

1 month ago

Thank you for the kind words! I appreciate them. I had to double-check the deck list to ensure that a copy of Reanimate was NOT in it. I had a copy of it in the deck for many, many moons ago and then replaced it a couple of years ago. With the recent additions of Colossal Grave-Reaver and Sarkhan, Soul Aflame, perhaps I should entertain Reanimate's return to the 99. I cannot include Show and Tell here because I do not want to assist my opponents in any way. I understand the benefit of dropping down Dracogenesis, but due to the threats of my opponents freely putting into play Eldrazi, Omniscience, or anything that helps to acclerate their own game plans, I will stand pat on that suggestion. I like the idea of including a copy of Frantic Search, particularly because it is an instant. Herd Heirloom is a definite future addition once a copy of it becomes available, most likely replacing Chromatic Lantern. Steely Resolve garners a little less consideration here, but is not completely ruled out. Its presence would allow Plaza of Heroes and Lightning Greaves to be replaced, although the loss of haste for the creature equipped by the Greaves may be missed. The neutering of Rite of Replication is one reason to push back against auto-including Steely Resolve. An unsuspected kicked RoR is a win condition here and has resulted in many victories in the past. Another reason is that Steely Resolve is symmetrical. If one of my opponents is also playing Dragons, I either have a dead card in hand, or a card that nullifies all of the spot interaction for my opponents' Dragons. In my play group, there are A LOT of Dragon decks (The Ur-Dragon, Miirym, Sentinel Wyrm, Morophon, the Boundless, Tiamat), so considering Steely Resolve from a distance is a necessary process here. As for Despark and/or Grasp of Fate, I can definitely reconcile the inculsion of these spot removal spells. Which cards would you recommend replacing? This is one of my oldest EDH decks, and I stuggle mightily at times deciding which cards to replace in the 99 because, at least through my eyes, the deck list has become very, very tight over the years (about ten years). Maybe Despark for Path to Exile? Grasp of Fate for Beast Within? Thank you for your comment! It's always great to communicate with fans of Scion of the Ur-Dragon, especially during the era of The Ur-Dragon. Thanks again!

tetsuothecat on Scion of the Ur-Dragon: Every. Dragon. Ever.

1 month ago

I used to run scion from the early days of commander out until right before the pandemic then retired it. So couldnt help but give my two cents :) great work!

Reanimate could help IMO or something along the 'cheap single target recursion' line of cards and a Show and Tell because what you drop should be much better than whatever they have... especially if its a Dracogenesis. These would be the big suggestions.

Something I used to be fond of was See Beyond and/or just Frantic Search, however, I was a bit deeper into the reanimate game I think for strategy. The first was useful to ensure I was able to put something back into the deck if needed, the other for a free draw 2, pitch 2.

Herd Heirloom could be useful, trample on a rock is interesting. Steely Resolve helped me a lot for protection and it doesn't look like you're targeting your own stuff too much. I would also suggest Despark as part of your removal package as this game gravitates HARD at 4 CMC or Grasp of Fate because why take from 1 person at 3 mana when you can take from everyone at 3 mana, but that depends on your meta.

Immortalys on buggy bois

7 months ago

Wjat about Kindred Dominance, Steely Resolve and especially Cover of Darkness, since you like to attack with your commander, but it works for all your buggy bois

Doombeard1984 on

1 year ago

So I also run a Golgari Elfball deck, and it is great fun to pilot. Couple cards that are real good:

Real nice deck, and have upvoted. Good stuff. Be wary of the Shroud effects though from Eladamri, Lord of Leaves and Steely Resolve as you wont be able to equip your equipment (so Sword and mantle), or use The Ozolith, Thousand-Year Elixirs untap ability, or anything else you have that targets your own Elves. I am sure you are totally on top of it, but have made that mistake myself and been fully undone by it hahaha)

Profet93 on Sliver Overlord - Predatory Super-Organisms

1 year ago

Doombeard1984 +1

How have Steely Resolve and Voidslime been working for you? For the former, do you need the redundancy within the deck? For the latter, is it not difficult to cast given the color restriction?

Have you considered swapping out one of them for Deflecting Swat or even Imp's Mischief? They "counter" counterspells, and can redirect targeted removal, draw, extra turns and more!

SufferFromEDHD on BEAR FORCE ONE

2 years ago

Kindred Summons and Steely Resolve

Dust Bowl is amazing in the late game with a bunch of basic lands.

Azoth2099 on 5C Dragon Value Tribal

2 years ago

coloneldark

Oi!

Some synergies to consider: Cryptic Gateway, Ruby Medallion, Emerald Medallion, Nogi, Draco-Zealot, Sarkhan, Soul Aflame, Taigam, Ojutai Master, Guardian Project, Toski, Bearer of Secrets, Steely Resolve, Thornscape Familiar, Ancient Copper Dragon, Goldspan Dragon, Cavern-Hoard Dragon, Terror of the Peaks, Scion of the Ur-Dragon

I know most of these aren't Dragon's but when you're trying to quickly fill the field with a bunch of big ole chonkers, you need cost reduction and Ramp! I'd also recommend more Rocks and Dorks to that end, as well as a few and/or rituals. I could easily see this build being overwhelmingly threatening within the first 5 turns of the game if tweaked a bit.

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