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|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
Creatures you control have double strike and lifelink.
1 month ago
Windreader Sphinx Magus of the Moat Maybe Scouting Hawk I love Medomai the Ageless And to actually win the game maybe True Conviction or a bunch of extra turn spells. I would cut Dictate of Heliod and Always Watching and slot Kangee, Sky Warden and maybe Kangee's Lieutenant or Thunderclap Wyvern Also Coastal Piracy and Bident of Thassa seem like theyre worth finding a place for maybe cutting Behold the Multiverse and a wipe. Reveillark and Karmic Guide seem reasonable. I dont know about the 3cmc cantrip flyers without blinking or recurring them. Idk. Cool list tho. I have a blue white kangee deck but I don't have it online. I built it for the same reason, to play against low power decks, but still tough to close out games. Akroma's Will is one great way you already included. GL!
ThomMTG on dino tribal
3 months ago
RoarMaster on Jodah, the Enchantress (Shrine Tribal)
3 months ago
I must admit that when Jodah came out I immediately considered switching out Sissay for him as my Shrines deck commander(Im not the biggest fan of Go-Shi). Haven't gotten around to trying it out yet, but I can definitely see the potential. My only worry about doing so might make the deck simply win accidently through the legendary creatures who are in it. Jodah makes 'em buff mighty quick, and I didnt want them to overshadow the Shrines. Im not sure if that matters to you, but if it does, I might consider running a lower number of legendary permanents other than shrines in the deck in order to both retain a high chance of cascading into a Shrine, and to stop beefy creatures from becoming your default wincon.
I would suggest a little more ramp/fixing in the deck. Cultivate And Kodama's Reach are easy on the budget and make for pretty reliable T4 Jodahs. I'd take out Kestia and Arasta/Alela. Most of your enchantment creatures are your tech, which you generally dont want to risk often by attacking with them, so Kestia may not get much in the way of triggers. Arasta is super situational and will usually just be a feel bad moment when you cascade into her. Alela is making you a couple lil magic bugs a turn which is sorta meh, and the deathtouch on her is arguable as relevant as her token making ability.
If you are going to go balls-to-the-walls enchantments though, Id suggest getting rid of almost all of your artifact ramp and replacing it with enchantment equivalents. Wild Growth, Overgrowth, Fertile Ground, Market Festival, and Dawn's Reflection. That way your Estrid might be sort of useful, otherwise she could probably get cut. Her totem armor is nice, but it is the only thing she is really bringing to the table right now.
If you do go with the green source ramp, you will probably have to tweak your landbase a more to the green side. "Mono-Green Five-Colour" is a trope for a reason ;)
As an aside, you could drop a few of the card draw enchantresses with the double mana pips and In Bolas's Clutches and you could run Jegantha as a companion, which would almost guarantee you to get your colours for Jodah. Just a thought. Not sure if you want to remove the draw for it, but Jodah provides a lot of card advantage as is and you may not need it all.
If you dont care about winning through non-shrine means, cards like Steel of the Godhead, Nylea's Colossus, Ancestral Mask, and maybe True Conviction would be good adds.
As I am a purist I would also remove the instant and sorcery removal and replace it with enchantment alternatives, but I understand the loss of instant speed removal can hurt a deck a lot, haha :P
Vessiliana on The Partnership | Edgar Markov
3 months ago
Oh, I love vampire decks! This one looks cool. I see how you are going thematic, so you might not like this suggestion, but I see you are running Berserkers' Onslaught. For one mana more, albeit in a different color commitment, you get double strike and lifelink on all your creatures, all the time. And what conviction is truer than that of the blood-bond?
True Conviction might work?
Blackheart426 on We are Legion
3 months ago
Still a beast of a deck! What would you think about Alibou, Ancient Witness? His haste-giving passive will get those golems swinging, and you can scry and burn at your leisure (also includes mana rocks, which I forgot about lol)! Not to mention, if True Conviction is out, that's like a super lightning helix! As less impressive thoughts, what about Rem Karolus, Stalwart Slayer for protection or Tori D'Avenant, Fury Rider for a little trample, punch, and pseudo-vigilance?
Boros for the flipping win!!!
paperhead on Seoul Sista!
3 months ago
The 'maybe board's is all cards to replace True Conviction, which has been under-performing.
Davinoth on Giada's Jihad [Angel EDH]
4 months ago
PirateCptAstera: Glad you like it, look forward to hearing how it goes! =)
abstractfive: I have been experimenting with the total volume of lands, and have found that I maybe could afford to cut one - with the volume of cards I'm drawing I've been pretty consistently able to hit every land drop. As for the utility lands, there's really no drawback in a mono-colour deck to running a few with narrow options. Arcane Lighthouse is an excellent political tool for helping the board deal with someone else's problematic creatures, and Hall of Heliod's Generosity is really just there to help me keep True Conviction (and to a lesser extent Folk Hero) around, as it's pretty much due for removal the moment it hits the board.
As for Starnheim Aspirant - you're totally right that drawing it later in the game doesn't feel great, but even through the mid-game it's still pretty useful as it can free up mana to use for things like equipment, Divining Top or Swords/Path/Grand Crescendo after casting a 7 or 8 drop.
Sungod: Not yet. It's on the maybeboard pending me finding one, but my Local Shop doesn't have any. I'm probably going to have to order one.
Thanks for the comments and upvotes everyone! =)
Guerric on [Primer] Helming the Host of Heaven *Update*
5 months ago
I just wanted to respond to a few comments. Thanks for your patience!
True Conviction is a bit of a pet card for me, and I play it in a lot of decks, so its certainly a good suggestion. It's one of those cards that's always better than you expect it to be. The argument against it is that it is mana-intensive to cast and doesn't stick around too long as it is a target for removal. The weakness in this argument is that in decks where it is good you don't need it to stick around. As long as you can resolve it with a decent board, it will most of the time turn the course of the game and sometimes finish other players out of nowhere. It is a great card. I don't run it here because I have angels which do similar things. Sigarda's Vanguard, Lyra Dawnbringer, and Angelic Skirmisher do similar things while also being able to attack themselves and otherwise pump our team. In this deck we need as many angels as possible because we need to goldfish, and that limits our slots for enchantments that don't contribute to this theme. As such, I'm not playing it here, but those who are lacking some of the above angels may wish to. It's certainly good, I just feel in my case I need more synergy.
The Immortal Sun is, in my estimation, a pretty overrated card for most decks. It is at it's best as a hate card against super-friends decks which provides other benefits, so if that's a major thing in one's meta it is certainly worth considering. Aside from that, it does provide substantial benefits of course, serving as premium ramp, card draw, and an anthem to boot. That being said, doing too many things is not really an asset for a 6cmc card. It doesn't do any of these things at the point in the game where we need them (which is well before turn 6), and if we resolve it later, it will likely be removed before it can give us much benefit, leading to wasted turns. Compare that with True Conviction, which can immediately change the course of the game the turn it is cast, even if it is removed afterwards. I thought the card was cool when it first spoiled and I do have a former student who won a tournament because he used it to shut down and Atraxa player, but aside from cases where we are up against a powerful super-friends strategy and are fortunate enough to draw it, I think it just doesn't do enough at the time we need it to do the things it does.
You're welcome! Thanks for the kind words! You certainly can feel free to put fetch lands in. As you said, they would thin the deck. Even better would be to play lots of them with Crucible of Worlds and get all of your lands out! I just personally don't want to invest in fetch lands for that purpose in part because I don't want to spend the money on them and partly because philosophically I don't like playing off-color fetch lands in any deck, even though it currently still remains legal. That being said, if you want to, by all means do it! It will make the deck more powerful, particularly with Crucible.
I'm glad you are enjoying the deck! Too many lists for a deck like this tend to be good-stuff angels, or follow generic deckbuilding guidance that is misapplied here. Synergy is always the way to make a deck more powerful and consistent, and its actually even more important in aggressive decks than in control and combo decks.
In 1v1 I'm not sure this deck has ever lost. It's just very fast, and is hard for only a single opponent to keep under control. I had a colleague play it against me 1v1 while I piloted my best control-combo deck and I lost. As regards removal, if it's one specific deck you have in mind to destroy I can't comment with any authority without playing against that specific deck. I can give some general advice here, however, and that is that you don't want to play as much removal as you think you do. In general the pundits at the command zone would recommend somewhere around 10-12 pieces of targeted removal generally speaking, and by being in mono-white we have access to some of the best removal cards in the history of the game. This might lead us to believe that we should go all out here, but those same pundits would remind us that these are general guidelines don't apply to every deck, and that the deck's overall strategy needs to be weighed in. Though I am a control-combo player at heart I have built many successful aggressive decks here, and played elves pretty extensively in modern, and I can say that in good aggro decks we just can't afford to play too much removal. In order to win and remain viable we need to be able to goldfish very fast while also devoting a lot of space to hoarding cards and other resources to rebuild when we get blown out and play new threats when our current ones get removed. We just don't have the space to put in a lot of removal- if we make said space we'll run out of gas or options. Never forget that one of the best forms of removal is player removal. If we're worried about someone combo-ing off we'll kill them, and our other opponents will thank us for it. We also are happy to let them share some of the burden of removal. If someone is about to win with a combo and we don't have removal but an opponent does, they will certainly use it! We already are helping them out by having the target on our backs much of the time, so it is time for them to do their part. That's not to say that we won't remove things, and the best removal cards in white are indeed in this list! We just have to be willing to have a bit less than other decks since we have other means of dealing with opponents, and since we can't afford to sacrifice resources for more.
|Have (3)||orzhov_is_relatively_okay819 , reikitavi , Falcawn|
|Want (6)||Yeagermon , Amaterasu312 , proswhere , Lunar_Wing , mflint , PastaPaladin|