Creatures you control have double strike and lifelink.
|Have (4)||danaran117 , orzhov_is_relatively_okay819 , Morpho-peleides , jecder|
|Want (6)||Mondragoonest , Secretagentmjl , Ghave_Guru_of_Gonads , HYPNOTIC0n3 , Onmyway2thetopz , AydenValir|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- Does gaining life with double strike and archangel of thune give counters for the second set of damage?
- Indestructible creature blocked by many lifelinked creatures
- Are creatures under AoE enchantments enchanted?
- Does gaining double strike mid-damage let a creature hit twice?
- Cavalier of Flame with Lifelink
Latest Decks as Commander
True Conviction Discussion
4 hours ago
On one hand. This is what magic was meant to be. I havent played a few of these cards since i first put a deck together. Crusade. won't even show the image.. That is a discussion for another time...
Loyal Warhound ramp in white
Skullclamp card draw
Sun Titan recursion
Abzan Falconer can give mass evasion
Cathars' Crusade it wins games. You may want to not use this so you focus on lifegain but this cards does work
Crested Sunmare lifegain payoff
Dawn of Hope card draw and can make tokens
Alseid of Life's Bounty protection w/ lifelink
Well of Lost Dreams card draw
Palace Jailer monarch is card draw also fun. and removal
Ajani's Pridemate lifegian payoff. its gets huge here because each attacking creature has its own trigger to grow the pridemate. i think 1 or 2 cards make essentially copies of this card. they might be worth looking for
Blind Obedience staxy and lifegain
Moon-Blessed Cleric you run a lot of enchantments your enchantress sub theme can be supported with this
Akroma's Will protection/ finisher
Noble Purpose unnoticed lifegain card that would be good here maybe
now how do u win? atm you focus on going wide with weenies but have a focus on gaining life. Possible ideas Aetherflux Reservoir Archangel of Thune Felidar Sovereign Serra Avatar Starfield of Nyx Nykthos Paragon True Conviction
this is just some ranting. Its up to you how you want to build your deck! Other areas you should look at it your mana base (use tech lands you have almost all basics), ramp to your bigger stuff and card draw in general.
1 week ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)
4 weeks ago
I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.
I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.
These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.
There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.
Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.
Hope this helped!
1 month ago
Isperia triggers each time she deals combat damage, so yes, double strike is your friend. Cards that help with that are True Conviction, Duelist's Heritage, and Fireshrieker. Some others I just found are Paladin Class which doubles as an Anthem and stax effect as well. Also Akroma's Will, while being a one shot effect it has other applications. Another interesting one is Avenging Huntbonder. While it doesn't fly it spreads nicely with each subsequent attack. Sigarda's Vanguard is better if you have ways to blink/flicker it.
If you want to go full on anthems it may be beneficial to consider a 'go wide' strategy as well.Favorable Winds, Empyrean Eagle, Sprite Noble, Serra the Benevolent, Thunderclap Wyvern (personal favorite), Inniaz, the Gale Force, Steel-Plume Marshal, Windstorm Drake, Kangee's Lieutenant, Gravitational Shift (I feel this is meta dependent), Kangee, Sky Warden. Rally of Wings is one time effect, but possibly relevant.
Aside from blue's signature Counterspell's for saving your board, there are a few options. Depending on your budget Teferi's Protection is an option as well as Flawless Maneuver. Sephara, Sky's Blade is specific to flyers. Avacyn, Angel of Hope and Eldrazi Monument are pricey but are an option. Bounce spells are versatile here because they can remove a blocker which also nets you handle knowledge, or save a permanent from destruction. Scapegoat at least let's you read them, minus 1. Single target spells like Blink of an Eye can save you racking up commander tax. For commander protection, you got the usual Boots/Grieves but Neurok Stealthsuit and Whispersilk Cloak offer more, the former can be uses as a counterspell of sorts for single target effects.
Hopefully that isn't too much info for ya. Not saying include them all, but whatever you feel works for you. Oh, almost forgot... looking at the Sphinx options only a few really stuck out. The first of which is Medomai the Ageless works with the double strike as well, however cannot attack during any extra turns. That said, you just switch you equipment or target over on the extra turns. Alhammarret, High Arbiter Can view a hand and lock a card in it. If you bounce a commander prior you can name the commander. Jelenn Sphinx while small in the front still offers an anthem on the attack. Unesh, Criosphinx Sovereign, is iffy. I like the cost reduction but am not a fan of cards going to the yard up to you though. Atemsis, All-Seeing was something else I've been considering as an additional wincon. You can use Isperia to fetch cards of costs you're missing.
Ok, now I'm done for now.
2 months ago
Angelic Exaltation is massively underrated. Also, Saskia the Unyielding, Unnatural Growth, Blackblade Reforged. True Conviction is pretty busted. Oh, and never underestimate Charging Tuskodon. If you're going the exalted route, Assemble the Legion seems pretty cool.
2 months ago
I build my decks to do 2 - 3 things max. Aside from ramp and draw, which every deck wants to have.
Let's look at Daxos the Returned. What does he want?
Okay. Let's see. We know we want to get tokens out, and we see his activated ability is not a tap ability. So we should take advantage of this and have an immense amount of mana rocks. Yes these are artifacts, but what we want is to be able to activate his ability 3, 4 or even 5 times per turn. We need the mana, so we need the slots.
Next, we know we want enchantments. Let's look at what type of tokens he creates: They are both and tokens, so enchantments such as Bad Moon and Honor of the Pure work beautifully as early-game curve pieces, or late-game fast plays. Then you also have Righteous War which will hold synergy with both colors.
But an army of tokens isn't enough; You also want to stop opponents from interacting with you. Here, you can choose one of three routes:
- Lay hard into prisons so that nobody can touch you
- Lay hard into death & taxes to destroy plays
- Mixture of both
This comes down to your personal meta. If your meta sees lots of heavy combat, prisons are best. If your meta sees lots of combos and big plays, D&T is best. If your meta sees both, mixed is best.
But all things should revolve around Daxos pumping up his tokens. True Conviction, Whip of Erebos, Ethereal Absolution, Brave the Sands, Commander's Insignia, Death Pit Offering (Wonderful after a wrath, or early game), Etchings of the Chosen will protect Daxos... and these are just pump spells. There's so much more you can have going on in there, such as: Anointed Procession, Divine Visitation, Song of the Worldsoul, Sigil of the Empty Throne... you can combo Conspiracy with Endless Ranks of the Dead... if you give them lifelink, through the plethora of enchantments that do so, you have Necropotence, Greed and Erebos, God of the Dead who all serve as draw engines...
So my Daxos deck would do the following:
- Ramp INSANELY hard
- Massive amounts of enchantment anthems
- A mixture of prisons and stax effects
Go wide and tall at the same time while building offensive and defensive positions. No card you draw into will ever be a dud, because it'll always serve to strengthen your boardstate.
4 months ago
4 months ago
Thank you Housegheist! I appreciate your input and recommendations!
Yes, Shadowspear, High Market, Disciple of Griselbrand, Bastion of Remembrance, and Blight Mound all add lifelink options. Bastion seems the most organic fit to the deck though I am still unconvinced I need additional lifegain support beyond Varina, Lich Queen, Necromancer's Covenant, and Alhammarret's Archive. Has it been your experience with Varina that lifegain or other protection like Radiant Destiny, Ghostly Prison, No Mercy, or True Conviction among your other suggestions should be included?
This also leads me to the realization that this deck is currently built 40% aristocrats and 60% zombie tribal aggro. I keep getting tempted to lean into one side or the other, either with more lifedrain for aristocrats or more aggro with 1 mana value zombies. I think I would prefer more aggro in the overall build as I only included aristocrat damage as an incidental win condition if aggro is not possible. Also, aggro requiring more cheap zombies in the early turns powers up the Varina activations and mass reanimation spells even more. Maybe the new Innistrad Midnight Hunt set will help settle this a bit.