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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Tocasia's Welcome
Enchantment
Whenever one or more creatures with mana value 3 or less enters under your control, draw a card. This ability triggers only once each turn.
SaberTech on
Utopian Prosperity
3 months ago
To help illustrate some of the things I was talking about regarding Jenara, this is an oooooold Jenara list I used to run. I took it apart 9 years ago. Sky Queen of Bant
If I were to rebuild it there are a number of changes that I would make, but I think that it still generally shows what my design philosophy was around her at the time. I was getting in more 1v1 commander games so it's a bit more geared towards dueling, as opposed to brawling in a multiplayer setting, but I made efforts to try to reduce how much mana I had to invest into Jenara to ramp up her damage. Various ways to give double strike, cards with exalted so I could build my board while still increasing her damage output, cards that could pump power as an option or could pump power in addition to doing something else, and various protection options.
The rest of the deck became a bit of a control build. Roon of the Hidden Realm and Crystal Shard helped me get extra value out of creatures with ETB effects. Sun Titan helped me get back cheap utility creatures. The planeswalkers had useful effects while staying on the board after a wrath wiped away creatures. The main plan was always to try to out-tempo my opponent and kill them with commander damage but the deck at least had a backup plan if the game went longer.
I remember Mother of Runes, Simic Charm, and Vines of Vastwood being pretty standout cards at the time.
Some more modern cards I know off the top of my head that I would consider if I were to rebuild it are Duelist's Heritage, Loran of the Third Path, Esper Sentinel, Tocasia's Welcome, and Welcoming Vampire. The deck would need more card draw engines if I was adapting it to multiplayer games.
CommanderNeyo on
Isshin, Two Heavens As One - Eiganjo Uprising v1.4
6 months ago
I just asked Crow_Umbra this, but thoughts on Long-Range Sensor? I like it better than Enduring Innocence, Mentor of the Meek, and Tocasia's Welcome, especially since two of those can only get you a single card a turn, but it does require more mana investment.
SufferFromEDHD on
6 months ago
Tocasia's Welcome > Wall of Omens
Inscription of Ruin tiny leader MVP
Vindicate quintessential
Sevinne's Reclamation value
kamarupa on
Orzhov's Ally Debt Collectors
9 months ago
Love me some Allies! Nice! +1
Raise the Past might be worth considering - 4MV to hit so many creatures is just value town.
Ephemerate seems like it would be nice, especially with Tocasia's Welcome, which would probably draw you enough cards to be worth the slightly higher MV than Sign in Blood and slower, more conditional requirements. Sword-Point Diplomacy might be worth considering, too. And given how few dual lands you're running, I might opt for Night's Whisper over Sign in Blood. While technically you can kill an opponent with a Sign in Blood, I think in practice we almost never do. But we do often not have BB to cast a Sign in Blood when we need it most.
kamarupa on
Soul Sisters
9 months ago
I'm so glad/grateful you're not offended by my urge to have a back and forth!
Ephemerate would be another somewhat decent way to trigger to Tocasia's Welcome and it plays nicely with Soul Sisters. The fact that you lack any creatures with their own ETB triggers is why I didn't suggest it earlier.
Also, I had to look this up to remember the exact name of the spell and what it did, but maybe Assemble the Players would be more to your taste? It's 1 more MV to cast than Recruitment Officer but it's WAY cheaper to 'activate' and gets you every creature in your deck, albeit only once per turn. It's just a little sad there's no cheap way in mono-white to give your creatures flash! The best I could find was Emergence Zone (only works once - boooo!) and Vedalken Orrery (too much to cast!)
Another removal option to consider: Sheltered by Ghosts - I don't like that it's 2MV to cast, but lifelink and ward seem well aligned with your brew. (and it doesn't give opponents a land, so there's that upside, too)
kamarupa on
Soul Sisters
9 months ago
Yes, I counted each soul sister as .5 and each Giver as 1.
I think at 36 creatures, you're beyond creature heavy. Cutting 3x for good draw card should make the deck faster, not slower. Since, as you said, the deck relies on speed, draw card should make the deck not only faster, but "better." I didn't bother mentioning Tezzeret's Gambit as the phyrexian mana (that makes casting it a turn faster) works against your lifegain strategy. That, and it's barely card advantage. It is, however, another 'option' so to speak. Anecdotally, I've loved Tocasia's Welcome with 'sisters and repeatable token generators like Thraben Doomsayer, which allows me to draw cards on my opponents' turns in addition to my own. Granted - that's trying to get 2x 3MV spells into play isn't a "fast" strategy, but it does help to gain gobs of life.
Of course - it's your deck and you should definitely do what you like. I'm just speaking from my own experiences, preferences, strategies, etc and only because while I not only like to try to be helpful, I also enjoy chatting about such things (experiences, strategies, preferences, etc) and also like arguing a bit, too ;)
kamarupa on
Soul Sisters
9 months ago
I like this deck a lot. My own experience and preference leads me to suggest 3 things:
1) having lots of a weenies is better with card draw. Tocasia's Welcome does that well, Esper Sentinel less well but for less MV.
2) While technically you meet my rule of thumb of 8 disruption spells (Rune sisters count for 6 + 2 Path), I think 4x removal is really a minimum. I'd cut 2 Rune sisters for 2x more Path to Exile (or perhaps some other removal like Winds of Abandon.
3) If Martyr of Sands is really so great (and I do think it is, then something like Patch Up or Raise the Past should make it even better.
4) 1xCastle Ardenvale is nice with Soul Sisters and also Tocasia's Welcome. Oops. I guess I had 4 suggestions, lol.





