True Conviction

True Conviction

Enchantment

Creatures you control have double strike and lifelink.

Browse Alters View at Gatherer

Trade

Have (2) jpv , metalmagic
Want (3) Galvain , Ozurot , aed339

Printings View all

Set Rarity
Signature Spellbook: Gideon (SS2) Rare
Commander 2014 (C14) Rare
Scars of Mirrodin (SOM) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

True Conviction occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

White: 0.59%

True Conviction Discussion

TypicalTimmy on Champions at War

10 hours ago

Mardu wants to attack as often as possible, which makes this a bit of a mechanic fail as it restricts mobility on the boardstate. However, it's a bit of a vorthos win as it funnels combat down to 1v1 battles. If you are able to build around this, it really makes a powerful card.

Champions at War

For example, if you run Iroas, God of Victory or Angrath, Captain of Chaos then all of a sudden no opponent can block your incoming assaults as they may only block with one creature each, and they need a minimum of two. It also ties in nicely with Phyrexian Obliterator if they only control creatures with a relatively high power. Because you want to attack and are allowed up to three attackers (EDH designed), Eldrazi with Annihilator become quite impactful as well since they have both vigilance and haste now.

You can also build this into a prison deck using things such as Norn's Annex, Ghostly Prison, Archangel of Tithes, Sphere of Safety or even just go entirely on lockdown and have out Blazing Archon.

Boldwyr Intimidator and Brutal Hordechief can also force opponents into harder decisions if you take out their best defense.

You can also play it into Mathas, Fiend Seeker decks to reign in his terror. It slows games down, meaning you have more time to take full advantage of his bounty counters.

Beautiful synergy with Zurgo Helmsmasher, as well.

There is also a very nasty work-around with this card, too. Not only do creatures with Myriad (Link) become horrendously more powerful, you can also take advantage of cards that either create or drop creatures into play attacking, such as Moonsilver Spear, Mardu Ascendancy, Ilharg, the Raze-Boar, Alesha, Who Smiles at Death and Kaalia of the Vast This is because they aren't being declared as attackers, and therefore not restricted to this card's rules.

You can also take more advantage of cards such as Ankle Shanker, Whip of Erebos and True Conviction as you are able to funnel more appropriately your attacks and blocks.


I'd really love constructive criticism on this one, if you don't mind. I feel really quite proud of this design.

Taiji on Jirina Kudro, the General's Daughter

1 day ago

Not a bad Skeleton but your missing out on a lot of key removal in the colors. Utter End , Chaos Warp, and Mortify to name a few. Fell the Mighty may be a good boardwipe option if you dont have your anthems. Speaking of, True Conviction may be good here, and the flavor is nice.

Taiji on Jirina Kudro, the General's Daughter

1 day ago

Not a bad Skeleton but your missing out on a lot of key removal in the colors. Utter End , Chaos Warp, and Mortify to name a few. Fell the Mighty may be a good boardwipe option if you dont have your anthems. Speaking of, True Conviction may be good here, and the flavor is nice.

TypicalTimmy on Just Chatting I

3 days ago

That's what I was leaning toward, Dylan. Here's why:

Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.

So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.

Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.

Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.

If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.

This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.

Sphinx's Revelation works really well for this, as would cards such as Whip of Erebos, True Conviction and Titanic Ultimatum. However this leaves me 8 cards left.

I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:

This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.

The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.

Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.

Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.

I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.

Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.

Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.

So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.

I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.

That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.


Having said everything I did in here, the truth is I am building this deck as an excuse.

I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.

One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.

So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.

seshiro_of_the_orochi on Strange ideas

1 week ago

DrukenReaps: Creatureless Proteus Staff? How about Fblthp, the Lost?

I recently build an Agrus Kos, Wojek Veteran forced combat deck around global enchantments and double strike creatures. My current wincons are True Conviction and Warstorm Surge in combination with many anthems. Spear of Heliod is great for forced combat.

seshiro_of_the_orochi on Cards That Protect Attackers?

1 week ago

Deathless Angel

Angelic Guardian

For First/Double Strike: True Conviction.

Also pretty cool for Ghired: Shielded by Faith. And for the Rhino flavour: Dauntless Escort.

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