Tamiyo's Safekeeping

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Tamiyo's Safekeeping

Instant

Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)

to_regatha_and_beyond on Werewolf

1 week ago

Looks like a quite solid build. You might want to look at some post-VOW spells like Tail Swipe and Tamiyo's Safekeeping, both fit your creature-based archetype pretty well. Additionally, Quirion Beastcaller could be really helpful here as it seems to fit your sub-theme of +1/+1 counters, as well as just fitting creature builds really well in general. Last suggestion, change the Racers' Rings for more Rockfall Vale, those are considerably better in pretty much every situation.

Max_Hammer on

1 month ago

That's true, you do probably need some protection. Thankfully, green loves hexproof. Also, you're 100% right about Neverwinter but it's still not a terrible deal.

multimedia on elyse's vrondiss deck

2 months ago

Hey, for being new to Magic well done upgrading the precon on a budget having a good amount of cards in each area of deck building (lands, ramp, draw, removal).

What makes Vrondiss, Rage of Ancients a scary Commander is when he has indestructible. Then he can take an infinite amount of damage and each instance of damage he takes creates a Dragon.

Anara, Wolvid Familiar is a budget repeatable source of indestructible for Vronn as long as it's your turn. Roar of Challenge and You Look Upon the Tarrasque forces all defending player's creatures to block Vronn who's indestructible. Each creature who blocks does damage to Vronn which is one instance of damage to create a Dragon. This effect creates Dragons equal to the number of creatures who an opponent controls who blocked. Tamiyo's Safekeeping can also protect Vronn from targeted opponent's removal with hexproof.

If Vronn is indestructible then there's a wincon combo here to create infinite Dragons which is infinite damage to each opponent.

When Vronn creates a Dragon then Scourge does damage to an opponent, then Tempest/Outpost/Surge/Ancients does damage to Vronn or vice versa and repeat.

Some budget lands to consider replacing some basic lands:

Good luck with your deck.

ThatWeirdPerson on It's Just a Flesh Wound (Budget Meren)

2 months ago

multimedia, Disciple of the Vault is not good outside of the combo, but if I draw it I could play it for one mana and continue with my combo. If I draw delver I have to wait until hulk comes down, sac it and then play delver. Meaning that drawing delver would skyrocket the mana I need from 6 to 11 and I wouldn't want to play delver cuz then I cant use it for the combo, making it just as useless as disciple. I do like Riftsweeper, Tamiyo's Safekeeping, and Eternal Witness, but I am having trouble with what to slot them in for. Help with that would be nice.

multimedia on It's Just a Flesh Wound (Budget Meren)

2 months ago

Hey, well done on a low budget. Phyrexian Delver or Body Snatcher reanimate Hulk to give you a second Hulk trigger.

First Hulk trigger get Delver and Viscera Seer. Delver reanimates Hulk for 7 life and Seer sacs Hulk. Second Hulk trigger you get Zulaport Cutthroat, Lesser Masticore and Melira, Sylvok Outcast. Using the first Hulk trigger to get a reanimation effect for Hulk and a sac outlet lets you skip having to get Disciple of the Vault as wincon which is subpar outside of the combos.

Viscera Seer as the main sac outlet for the combo lets you scry into protection for the combo as you are doing the combo. Since Seer can sac at instant speed this means you can do scrying to find instant protection in response to removal from opponent. Protection helps such as Tamiyo's Safekeeping and Golgari Charm if you're trying to combo win.

One drop instants that can return a creature who died right away, Feign Death and Undying Malice can also be protection for the combo and are good outside of combo with the overall strategy of sacing creatures. Riftsweeper is helpful since it can put a creature exiled by opponent back into your library. Also works on your own creature you exile such as Body Snatcher.

Other than Primal Growth since it's a sac for Meren, all the other land ramp spells here are not needed. They would be better as mana rocks if you want more ramp or not ramp at all instead instant interaction especially protection if you're trying to combo win. Eternal Witness and other green any card recursion is very good with Meren.

Good luck with your deck.

legendofa on

2 months ago

Welcome to the club, JHM921!

For this deck, I see a focus on getting Sarevok, Deathbringer as big as possible, but I also see some bits and pieces that I think can be switched out. Cards like Butcher of Malakir and Grave Betrayal would work better in a more graveyard-focused deck than what I think this deck wants to be. There's some ramp and mana modification, with Nature's Lore, Sakura-Tribe Elder, and similar cards, but I think some more early cards like Elves of Deep Shadow, Golgari Signet, and Elvish Mystic would help accelerate early game into mid game.

Virus Beetle, Ravenous Rats, and Festering Mummy are all kind of underwhelming in this deck. If you want to force discard, you either want to affect every opponent or choose the discard yourself, and Festering Mummy just has too small of an effect that the deck doesn't really have ways to capitalize on. I recommend adding some more targeted permanent destruction. Depending on how much money you're willing to spend, Nature's Claim, Maelstrom Pulse, Abrupt Decay, and Assassin's Trophy are all viable.

Since your commander is a big part of your win condition, you need to be able to protect it. Regenerate effects like Golgari Charm or Wrap in Vigor, indestructibility from Tamiyo's Safekeeping or Heroic Intervention, or simple unkillable-ness from Supernatural Stamina or Undying Malice will help keep Sarevok fresh and deathbringing.

Look through your deck, and for each card, ask yourself, "Why is this card in here? Does it advance my win condition? Does it remove an opponent's specific threat or problem? Does it protect my board?" If the answer to any of these is no, then it can probably be replaced with something more directed to this particular deck.

For some more specific suggestions, I assume Cloak of the Bat is to make Sarevok harder to block. I would switch that for something like Whispersilk Cloak. You don't have a solid Vampire base for Indulgent Aristocrat, and the Vampires you do have don't contribute much to your winning strategy, so I would save the Vampires for another deck.

I think if you tighten up the focus, this deck will become very solid. Happy brewing, and above all, have fun!

wallisface on Golgari attempt one

2 months ago

Some thoughts:

  • Generally speaking you want to aim for most of your deck to be playsets (4-ofs) of cards. Having lots of cards run only as 1-of and 2-of copies will only lead to your deck being super inconsistent, and make it a lot harder to present a coherent plan.

  • Modern decks typically find it hard to justify running more than 4 cards (1 playset) costing 4 mana, and often run nothing above this. I think in particular you're going to really struggle to ever cast Vorinclex, Monstrous Raider or Avabruck Caretaker  Flip in a game and have them provide some kind of meaningful impact. I'd suggest ditching them.

  • Some of your cards are too situational to ever be practically useful in a decks mainboard. In particular i'd suggest ditching Fade into Antiquity (too niche), Tamiyo's Safekeeping (too narrow an application, you have loads of creatures so who cares if one dies?), Coalition Relic (this thing costs too much mana to begin with, by the time you can cast it you're already got enough mana to do most things anyway), and Wrenn and Seven (you don't run nearly enough lands to make use of this, plus its not really what your deck wants to do).

  • Golgari decks (known as "The Rock") thrive off attrition style play. In that vein, you may want to consider adding hand disruption cards (like Inquisition of Kozilek, Thoughtseize), as well as some universally good destruction cards (like Abrupt Decay, Assassin's Trophy)

legendofa on Pauper Infinite mana

3 months ago

I'm not an expert in Pauper, but it seems like your X/X creatures will be vulnerable to removal and chump blocks. Since your average mana value is so low and you can generate mana freely, would it make sense to drop a couple lands and maybe one each Fertile Ground and Voyaging Satyr for something like Rancor and Tamiyo's Safekeeping?

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